blindsaypatten wrote:Right now it seems like the default behavior of eyes is a little different than I would expect. I think that the physical properties are that the outer surface is wet and therefore glossy and transparent, while the inner layer is diffuse. When I edit the object to assign two different materials with those properties the result looks good to me. I don't think one should see specular reflections from the underlying eyeball/iris. I believe that MakeClothes is limited to one material per object, but I don't know if MakeHuman has that limit. If not, would it make sense to assign two materials as the default? If it has a one material limit could a specular image be used to make the outer surface glossy/shiny and the inner surface rough/non-glossy/unshiny?
Only tangentially related to this, and offered in hopes that it will be of use to other people who don't already know about it, glossy surfaces tend to spawn fireflies so when I made the eyes glossy I started getting fireflies around the eyes. In the Light Paths section of the Render properties there is a Filter gloss setting and increasing it from 0 to 0.5 banished the fireflies from my particular render anyway. This is a tip I saw in a Blender Guru tutorial.
First: there is a way to create an eye material with only one material. Aranuvir combined the original setup and combined it with my setup. I got this as a PM:
http://www.makehumancommunity.org/forum/download/file.php?id=4683&mode=viewWe had a discussion about a way to assign this material to the eyes. Aranuvir thought of a "material_type" included in the mhx2 export and as a keyword in the .mhmat file. A specific shader combination should be assigned in Blender to this type. Since mhx2 is a Makehuman => Blender exchange format there is no problem of doing something like a material list. But how many elements should we create? When I look at "my" clothes there are not too many. Even the more complicate ones like the setup of skirt with no normalmap on the inside may be a own material_type. Should we create one procedure per material? Should this procedure get parameters again, like
material_type eyeballs <glossiness>
We always forget: there are other programs using our characters. I asked Aranuvir about a kind of "meta format" as a common denominator (I don't know one, even in Blender there are two standard methods, Blender render and Cycles) for the shaders. And last not least the offering of all maps in the material editor is something like a meta format. I know, that not all maps are implemented in the import into Blender. And the real gurus will then ask for PBR shaders.
When we want to use more than one material, how should we do it? The .obj file (wavefront-format) normally might give us a
usemtl <string Material_Name>
(see
https://en.wikipedia.org/wiki/Wavefront_.obj_file)
and all the following faces will be of this material. Should we use the MTL format to assign the faces? When we load this data, this information must be kept in MH and appended to the different exports and we have to implement a method to display these materials in Makehuman also. MTL format gives us a list of possibilities but we are limited to the openGL Standard, I don't know if everything is available. MH cannot use the CPU to create the material when you rotate the character unless you want to wait 10 minutes per frame ...
It is a lot of experimenting until I give my assets to the user contributions. You know, that the import of a new created asset always looks weird in MH when you import the material the first time. To explain all the dependencies for a piece of cloth only using a single material is not simple. When we have a method with multiple materials only experts will be able to create clothes
I'm still looking for good ideas to solve this problem without "killing" half of the concept of MH ... but even then the answer from the "core team" might be that this will not be the purpose of MH. As far as I understood the main aspects in near future are "maintenance work", the software should use the Qt5 and python v3.
joepal wrote:However, there is theoretical support for glossymaps, which I guess could be used to assign different glossiness to the outer and inner surfaces. I did, however, not check if MHX2 supports or takes heed of this.
The specular map is supported, see topic about Nate's Hair from Lindsay
http://www.makehumancommunity.org/forum/download/file.php?id=4644&mode=viewFor the eyes the specular map is dark grey (or even black) with a small white circle in the bottom right edge (see diffuse map).

I've never tried it that way, but it should work also.