Eyes too dark in blender

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Re: Eyes too dark in blender

Postby blindsaypatten » Thu Apr 27, 2017 2:40 pm

jujube wrote:
blindsaypatten wrote:I don't suppose that only including the outer ring of vertices that don't move in the vertex groups would work?


I would do that on the cornea clothes object, but the problem there is that it still needs to be linked to the eye center vertices in order to follow the gaze. Hmm but if I had only the outer portions linked to the helper via vertex groups, then maybe the lens of the eye would still rotate along with the rest of the sphere? (I'm probably not explaining this well.)


My intuition is that it should still follow movements even if only the outer vertices are used.
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Re: Eyes too dark in blender

Postby Aranuvir » Thu Apr 27, 2017 10:29 pm

Just some remarks on this topic (though I haven't tried any of the following annotations):

blindsaypatten wrote:would changing the final line to:
Code: Select all
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 :mrgreen: ) 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.
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Re: Eyes too dark in blender

Postby blindsaypatten » Fri Apr 28, 2017 7:01 pm

Aranuvir wrote:Just some remarks on this topic (though I haven't tried any of the following annotations):

blindsaypatten wrote:would changing the final line to:
Code: Select all
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.


If you are saying that this change to the cycles import could result in the cycles renders coming out with a completely different appearance than the blender internal renders then I think the opposite is true, the blender internal renders already reflected the shininess of materials through one path or another, while the cycles renders made all materials equally shiny. For example, hair that looked fairly decent with blender internal looked like a shiny helmet with cycles, and skin looked shiny as though wet or oily, while eyes were dull and not really shiny at all. People may still feel the need to tweak the settings but at least the default isn't just uniform shininess.

See the renders in this post in the Exporting for Cycles thread: viewtopic.php?p=38589#p38589
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