Make human file download






















Texture maps. Various standard texture maps can be defined on the material, like diffuseTexture, bumpmapTexture, normalmapTexture, displacementmapTexture, specularmapTexture, transparencymapTexture, aomapTexture.

Each of these also has an associated intensity value, which is a scalar from 0 to 1 multiplied with the pixel value of that texture unless a specific shader implements it differently. These textures only have an effect if their corresponding shaderConfig feature has been defined see the table in Shaders section.

Render states. When wireframe is set to True, the model is drawn in wireframe mode. In this mode, most material properties have no effect, but you can enable the vertexColors shaderConfig to be able to change the color of the mesh using vertex colors this requires access to the mesh programatically, obj meshes do not support vertex colors. This feature is used in some parts of MakeHuman, for example viewing bone weights in the skeleton debug plugin. Set shadeless to True to disable shading, eg.

Configured shader will have no effect. This setting instructs the renderer to disable depth buffer writes glDepthMask false and enables alpha testing and blending so that transparent surfaces can overlap and to allow alpha blending. It enables the A2C feature which provides face order-independent alpha rendering. This works very well for complex transparent meshes, like hair. At the cost of a slightly dithered look, it solves all the problems with face sorting that are usually involved in rendering semi transparency.

This feature disables anti-aliasing for this object because the multisample buffer is used for alpha blending instead. Set backfaceCull to False to disable backface culling render the back side of polygons By default, and in most cases, this should be set to True, but can be useful in some cases for example, we disable back-face culling for the eyebrow materials. Set depthless to True for depthless rendering object is not occluded and does not occlude other objects.

This disables OpenGL depth writes and tests. In practice, this makes object faces that should be occluded shine through others. For some features, like eyes, you probably want to disable shadow receiving. Since MakeHuman does not yet implement shadow casting, the shadow settings have no effect in MakeHuman, but they do export to other engines.

Play around with these settings in the Material Editor plugin to see their effect, that's the best advise I can give you. The best way to find out which settings work for an asset, is simply to try them out. If True MakeHuman will set the diffuse color based on the ethnix mix set for the character. Any diffuseColor set in the material file will be overridden by this.

Also the shaderParam litsphereTexture will be automatically set to a dynamically blended litsphere texture, which is a mix of three litsphere materials afro, asian, caucasian depending on the ethnic mix of the character. This latter is specifically intended to be used with the litsphere shader, and it is what you see as default material when you start MakeHuman This overrides whatever shaderParam litsphereTexture was set in the material file.

This setting is intended only for skin materials. Define a custom shader parameter uniform , which might be required for some non-standard shaders. For example, the litsphere shader takes an extra type of texture map as input, a so-called litsphere texture. This generic system of mapping shader uniforms allows you to create specialised shaders that take new and different kind of inputs, and allow configuring the shader from the material file.

Internally in MakeHuman, shaderParams can also be assigned a texture object, which allows for dynamically passing a texture that is in memory, but perhaps not stored on disk. Another example of a custom shaderParam is the X-ray shader that defines an edgefalloff and intensity uniform parameter. These could be changed from the material file with. These allow to define new shading techniques, apart from the pre-defined ones such as normal mapping, specularity mapping, It's a generic system that allows new shaders to be added and configured from the material file, or from the material editor which nicely auto-detects these features in the shader and shows a set of checkboxes for them.

Load custom UV coordinates on the mesh to use this material. This makes the material completely dependent on the mesh it is used with. Takes a path to a. Requirement for it to work is that the vertex order is the same as that of the mesh obj. They were decided on while trying to figure out the most generic way to define SSS shading properties, so that they could easily be translated into SSS properties for a different renderer as no single renderer that I know of has a standard for these.

It's uncertain whether the format we have landed on currently is the best, or whether this will remain permanently or is still likely to change. MeshLab is a tool oriented towards processing large meshes and provides a set of tools for editing, cleaning, and converting meshes. This is useful for producing all-quad meshes for example. Skip to main content. MakeHuman downloads At this point we recommended that you download the stable release 1. But what if you are not into character modeling and you need to have some characters for your project.

Cause you can use Blender to model, sculpt, render, animate, video-editing, physics, there are so many areas you can specialize on. So I think that software like Makehuman can be an option, depending on the situation.

It saves a lot of time setting up your scene because in EEVEE there are loads of settings like Screen Space reflections, Indirect lighting, shadows for lights, contact shadows and other render settings. Express provides also two light rigs.

Each light is accessible in one addon, together with camera settings, render settings, smoke and color management. And the EV Express provides also compositing nodes, a global shader and keying sets for animation. Note that this page is a general overview of the export formats. If you want to export for a specific application, you might want to read one of the specific pages instead. These can be found from the root of the documentation. The above illustration explains the typical user interface components of the Export tab.

On the right you get to choose what to export be in the mesh, the rig or the maps. In the center you have the 3D preview to preview your model. On the right you have options which keep changing based on what format you have selected in the left panel. Below we outline the three main options in more detail i. Mesh formats, rig formats and Maps.

Files are Exported using either the Quick Export icon or by directly choosing the File tab and the Export sub tab.



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