Shader Param and .mhmat files

Discussions about user contributed assets. This is a good place to request new assets, as well as requesting support on existing assets that have been downloaded from the user contributions repository.

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Shader Param and .mhmat files

Postby MargaretToigo » Tue Feb 12, 2019 6:38 pm

I've just spent the last hour figuring out a problem and re-uploading the .mhmat files for all of the 15 skins I have uploaded to the repository.

I saw a comment on about how this skin...

http://www.makehumancommunity.org/skin/ ... akeup.html

...fails to render.

And I knew what the commenter was talking about, but since I usually only render my MH stuff in Blender, I didn't think very much about it, or how to solve the issue -- which is the same for all of the skins I've shared here.

This seems to only happen with skins ( not clothes, hair, eyes, etc ), and only under the Render tab.
Screen Shot 2019-02-12 at 1.01.19 PM.png
Skin in Render tab


Screen Shot 2019-02-12 at 1.01.07 PM.png
Skin shown in Main and other tabs


It must have something to do with the shader configs because adding one line to my .mhmat files seems to have solved the problem.

By default, the Shader programme section of an .mhmat file looks like this:

Code: Select all
// Shader programme
shader data/shaders/glsl/phong



But I noticed that some other skins I've downloaded from the Repository -- which do show up correctly under the Render tab -- contain an additional line:

Code: Select all
// Shader programme
shader data/shaders/glsl/phong
shaderParam litsphereTexture data/litspheres/lit_standard_skin.png



All I did was copy/paste that line from another skin .mhmat file into my skin .mhmat files, and lo and behold, all 15 of my skins now show correctly in all the MakeHuman tabs.


http://www.makehumancommunity.org/skin/ ... akeup.html
http://www.makehumancommunity.org/skin/ ... akeup.html
http://www.makehumancommunity.org/skin/ ... akeup.html
http://www.makehumancommunity.org/skin/ ... inger.html
http://www.makehumancommunity.org/skin/ ... inger.html
http://www.makehumancommunity.org/skin/ ... _eyes.html
http://www.makehumancommunity.org/skin/ ... ckles.html
http://www.makehumancommunity.org/skin/ ... akeup.html
http://www.makehumancommunity.org/skin/ ... liner.html
http://www.makehumancommunity.org/skin/ ... ronze.html
http://www.makehumancommunity.org/skin/ ... akeup.html
http://www.makehumancommunity.org/skin/ ... ckles.html
http://www.makehumancommunity.org/skin/ ... ger_2.html
http://www.makehumancommunity.org/skin/ ... akeup.html
http://www.makehumancommunity.org/skin/ ... ronze.html
MargaretToigo
 
Posts: 175
Joined: Thu Feb 16, 2017 6:46 pm
Location: Tampa Bay Florida, USA

Re: Shader Param and .mhmat files

Postby betty11it » Tue Nov 29, 2022 1:56 pm

If you have a .mhmat file that you want to keep for later use, you need to include the .s3d file that contains the image data for the .mhmat file.mapquest driving directions
betty11it
 
Posts: 2
Joined: Tue Nov 29, 2022 12:50 pm


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