MHX import and Cycles

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

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Re: MHX import and Cycles

Postby g1nsu » Wed Feb 22, 2012 12:05 am

This is a really helpful post. Thanks all.

I have found a decent solution to the hair issue that started this thread. I used the technique described in the following video. (I did not make the video.)

http://www.youtube.com/watch?v=WN1g8fL_tSk&feature=colike

It is similar to the node set-up being used here. Essentially, you have to create a black and white version of the hair texture. Plug that into the transparent shader. Then use an add shader instead of a mix shader.

Image
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Re: MHX import and Cycles

Postby N.O.A. » Fri Aug 10, 2012 6:37 am

Dreamcube018 wrote:Thanks for the response.

The darker area over the eye brows is the rest of the texture map. Something having to do with transparency, but I'm still new to using that in Cycles. The eyes is something I'm still not sure about.

I have a proxy mesh as well. It's the ScottKMesh. The eyes work fine there.

Oh, what is that Texture_ref.tif for? It's the one that looks just like the skin map, but it's all grey. Is that an alpha map or something?

I'll do an obj export to compare and see what happens.

Hm I've selected the hair and there's only one texture group called "[MyName]long". I've erased that material and put a new one there and it does the same thing.

Image

The rest of the character is black here but that's not a problem. Notice how the hair is textured on the sides, but not on the front. There's only one material there and that's a brand new one I've created.

Where is "solids" at? Maybe I'll just use a different hair. I don't have a problem re-exporting the character.


hello there, I kinda made the hair textures work in cycles
this is what I did:
the hair nodes.jpg
hair nodes
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