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Multiple materials in MakeClothes?

PostPosted: Fri Aug 29, 2014 2:45 pm
by SaltyCowdawg
Will this ever be supported?

One of the reasons I ask: when creating a helmet with a drop visor the visor needs to be translucent while the rest of the helmet may be a combination of glossy/diffuse. While it's OK with me to edit the node tree for it every time I use it I had wanted to release such things for others to use without having to retexture every time.

The other thing I wanted to ask about: is it by design that MakeClothing upchucks when encountering vertex groups that it didn't create?

Re: Multiple materials in MakeClothes?

PostPosted: Fri Aug 29, 2014 3:26 pm
by duststorm
SaltyCowdawg wrote:Will this ever be supported?

Not in the near future.
You can use separate objects that can be combined.

The reason this is hard to do is because proxy items are associated with exactly one mesh only. For different materials, you need multiple meshes (this is how it works with OpenGL/Direct3D render engines under the hood).
MakeHuman has no functionality to support splitting one mesh into submeshes, you need to handle it with separate meshes.