Nate's hair:
the main problem is the transparency, it only will work dithered in MH and with backface culling off. The Hair nevertheless has some small holes where you will see the skin below.
Here is my mhmat file include the "bump" map, which is actually a normal map ...
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# Material definition for nate_hair
name nate_hair
description Nate.002 material
ambientColor 0.505882352941 0.505882352941 0.505882352941
diffuseColor 1.0 1.0 1.0
specularColor 0.243137254902 0.243137254902 0.243137254902
shininess 0.1961
emissiveColor 0.0 0.0 0.0
opacity 1.0
translucency 0.0
shadeless False
wireframe False
transparent True
alphaToCoverage True
backfaceCull False
depthless False
castShadows True
receiveShadows True
diffuseTexture Nate_hair_diff.png
normalmapTexture Nate_hair_bump.png
normalmapIntensity 1.0
shader shaders/glsl/litsphere
shaderParam litsphereTexture litspheres/lit_hair.png
shaderConfig ambientOcclusion True
shaderConfig normal True
shaderConfig bump False
shaderConfig displacement False
shaderConfig vertexColors False
shaderConfig spec False
shaderConfig transparency True
shaderConfig diffuse True
The jacket: I mixed up AO map and specular map. Here is a explanation of our file formats and different parameters for the mhmat file
http://www.makehumancommunity.org/wiki/Documentation:File_formats_and_extensionsHere is the file. The _s.tga file must be converted to the _spec.png (the one I named accidentally _ao.png last time).
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# Material definition for natejacket
name natejacket
description Natejacket material
ambientColor 0.490196078431 0.490196078431 0.490196078431
diffuseColor 1.0 1.0 1.0
specularColor 0.5 0.5 0.5
shininess 0.1961
emissiveColor 0.0 0.0 0.0
opacity 1.0
translucency 0.0
shadeless False
wireframe False
transparent False
alphaToCoverage True
backfaceCull False
depthless False
castShadows True
receiveShadows True
diffuseTexture natejacket.png
normalmapTexture natejacket_normals.png
normalmapIntensity 1.0
specularmapTexture natejacket_spec.png
specularmapIntensity 1.0
shaderParam litsphereTexture litspheres/lit_leather.png
shaderConfig ambientOcclusion False
shaderConfig normal True
shaderConfig bump False
shaderConfig displacement False
shaderConfig vertexColors False
shaderConfig spec True
shaderConfig transparency True
shaderConfig diffuse True
The specular map is not visible in MH. But in Blender it should like in the following picture.
If you don't use the specular map, the texture is missing in the setup and the input of the glossy shader normally defaults to white (the diffuseColor). You can connect diffuse-texture to the color of the glossy shader which nearly creates the same picture btw.