Just some remarks on this topic (though I haven't tried any of the following annotations):
blindsaypatten wrote:would changing the final line to:
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glossy.inputs["Roughness"].default_value = 1.0 - mhMat["shininess"]
From a certain point of view this looks reasonable to me and we could easily change the code of the importer, but I see one big disadvantage. Currently the material's values are set for the MakeHuman renderer, which, as I see it, works like the blender internal renderer. Assumed I haven't missed a great detail, there is currently no round trip for blender internal materials to cycles and back. So, just copying over this value could lead to completely different appearance of the material. And depending on the scene setup like lighting, etc. one will probably have to tweak this value again, anyway.
Punkduck's setup for the eye material is quite interesting. Currently there is the problem that MH accepts only one material per mesh, which should be changed in the longer run of development. For this specific eye material I'm just wondering if it shouldn't be possible to mix the "EyesTexture" material and "EyesGlass" material with a mix shader node, controlling the mix value with the alpha mask of the texture, since all the "cornea" vertecies should have the alpha value 0 (hoping I am right here). This will overcome the one material limitation and will make the separation of the eye into two meshes superfluous.
Further MHX2 should provide some default cycles materials for different assets/body parts, as it was proposed somewhere in the forum (I think it was Lindsay). It shouldn't be to difficult to introduce something like a materials_type tag which per default, or in case of missing (for backward compatibility), is set to 'None'. We could then define different basic materials for keys like 'body', 'eyes', 'hair', 'clothes', and so on. As an advanced feature it should be possible to read those default materials from file, allowing the user to predefine their own materials.
Another interesting thing is the upcoming Principled BSDF in Blender. Maybe we could extend MakeClothes in a way that it stores the values of this new shader in the material file, too, though the cycles material won't be visible in MakeHuman (except someone makes a Blender plug-in for MakeHuman

) If I got it right, this shader is quite common in other 3D applications, wondering if its values could be copied 1:1 for example from Blender/MakeHuman to 3ds? At least the round trip Blender/MakeClothes -> MakeHuman -> Blender shouldn't be to difficult.