#Generated with MakeHuman 0.9.1 #www.makehuman.org (c) 2001-2007 #-------------------------------------------------------------------------------- #STEP 1: Generate a simple color map, very important to underline the skin details #-------------------------------------------------------------------------------- FrameBegin 1 Option "searchpath" "shader" ["${SHADERS_PATH}:&"] Option "searchpath" "texture" ["${TEXTURES_PATH}:&"] Option "statistics" "endofframe" [1] Projection "perspective" "fov" [10.0] Format ${DISPLAY_X} ${DISPLAY_Y} 1 Display "${TEXTURES_PATH}color_layer.tif" "file" "rgba" #Display "+color-calculation" "framebuffer" "rgb" PixelSamples 2 2 Sides 2 ShadingRate 1 Declare "texturename" "string" Rotate 90.0 1 0 0 Rotate 180.0 0 1 0 Rotate 0.0 0 0 1 Translate ${TRANSLATE_X} ${TRANSLATE_Y} ${TRANSLATE_Z} WorldBegin TransformBegin Translate 0.0 0.0 0.0 Rotate ${ROTATE_X} 1 0 0 Rotate ${ROTATE_Y} 0 1 0 Scale 1.0 1.0 1.0 AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${HEAD_TEX}" ReadArchive "${MESH_PATH}Basehead.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${BODY_TEX}" ReadArchive "${MESH_PATH}Basebody.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${EYES_COL}" ReadArchive "${MESH_PATH}Baseeyes.rib" AttributeEnd TransformEnd WorldEnd FrameEnd #-------------------------------------------------------------------------------- #STEP 2: Generate a diffusion/details color map, using a skin-but-no-sss shader #-------------------------------------------------------------------------------- FrameBegin 2 Option "searchpath" "shader" ["${SHADERS_PATH}:&"] Option "searchpath" "texture" ["${TEXTURES_PATH}:&"] Option "statistics" "endofframe" [1] Projection "perspective" "fov" [10.0] Format ${DISPLAY_X} ${DISPLAY_Y} 1 Display "${TEXTURES_PATH}diffuse_layer.tif" "file" "rgba" #Display "+diffuse-calculation" "framebuffer" "rgb" PixelSamples 2 2 Sides 2 Declare "intensity" "float" Declare "texturename" "string" Declare "bumptexture" "string" Rotate 90.0 1 0 0 Rotate 180.0 0 1 0 Rotate 0.0 0 0 1 Translate ${TRANSLATE_X} ${TRANSLATE_Y} ${TRANSLATE_Z} WorldBegin LightSource "pointlight" 1 "from" [-10 15 10] "intensity" [400] LightSource "distantlight" 2 "from" [-10 -15 10] "intensity" [1.3] "to" [0 0 0] LightSource "distantlight" 3 "from" [0 -10 0] "intensity" [1.3] "to" [0 0 6] TransformBegin Translate 0.0 0.0 0.0 Rotate ${ROTATE_X} 1 0 0 Rotate ${ROTATE_Y} 0 1 0 Scale 1.0 1.0 1.0 AttributeBegin Color [1.0 1.0 1.0] Surface "alphafur" "string texturename" "eyelashes2_color.tx" ReadArchive "${MESH_PATH}Basezeyelashes.rib" AttributeEnd AttributeBegin ShadingRate .1 Color [1.0 1.0 1.0] Surface "alphafur" "string texturename" "${EYEB_COL}" ReadArchive "${MESH_PATH}Basezeyebrows.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "eyes" "string texturename" "${EYES_COL}" "float roughness" [0.06] "float Kd" [0.35] "float Ka" [0.05] "float Ks" [1.5] ReadArchive "${MESH_PATH}Baseeyes.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "cornea" "float Ks" [2] "float roughness" [0.02] ReadArchive "${MESH_PATH}Basezcornea.rib" AttributeEnd AttributeBegin Attribute "displacementbound" "sphere" [ .5 ] Color [1.0 1.0 1.0] Displacement "skinbump" "bumptexture" "${HEAD_BUMP}" "float Km" [${KM}] "float Km2" [0.05] "float truedisp" [1] Surface "skin1" "texturename" "${HEAD_TEX}" ReadArchive "${MESH_PATH}Basehead.rib" AttributeEnd AttributeBegin Attribute "displacementbound" "sphere" [ .5 ] Color [1.0 1.0 1.0] Displacement "skinbump" "bumptexture" "${BODY_BUMP}" "float Km" [${KM}] "float Km2" [0.05] "float truedisp" [1] Surface "skin1" "texturename" "${BODY_TEX}" ReadArchive "${MESH_PATH}Basebody.rib" AttributeEnd TransformEnd WorldEnd FrameEnd #-------------------------------------------------------------------------------- #STEP 3: Generate a camera->surface vector map, to be used in blur step #-------------------------------------------------------------------------------- FrameBegin 3 Option "searchpath" "shader" ["${SHADERS_PATH}:&"] Option "searchpath" "texture" ["${TEXTURES_PATH}:&"] Option "statistics" "endofframe" [1] Projection "perspective" "fov" [10.0] Format 400 300 1 Display "${TEXTURES_PATH}normal_layer.tif" "file" "rgb" #Display "+normal-calculation" "framebuffer" "rgb" PixelSamples 1 1 ShadingRate 4 Sides 1 Rotate 90.0 1 0 0 Rotate 180.0 0 1 0 Rotate 0.0 0 0 1 Translate ${TRANSLATE_X} ${TRANSLATE_Y} ${TRANSLATE_Z} WorldBegin TransformBegin Translate 0.0 0.0 0.0 Rotate ${ROTATE_X} 1 0 0 Rotate ${ROTATE_Y} 0 1 0 Scale 1.0 1.0 1.0 AttributeBegin Color [1.0 1.0 1.0] Surface "cameravector" ReadArchive "${MESH_PATH}Basehead.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "cameravector" ReadArchive "${MESH_PATH}Basebody.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "cameravector" ReadArchive "${MESH_PATH}Baseeyes.rib" AttributeEnd TransformEnd WorldEnd FrameEnd #-------------------------------------------------------------------------------- #STEP 4: Generate a reflection map, to be added after blur step #-------------------------------------------------------------------------------- FrameBegin 4 Option "searchpath" "shader" ["${SHADERS_PATH}:&"] Option "searchpath" "texture" ["${TEXTURES_PATH}:&"] Option "statistics" "endofframe" [1] Projection "perspective" "fov" [10.0] Format ${DISPLAY_X} ${DISPLAY_Y} 1 Display "${TEXTURES_PATH}reflection_layer.tif" "file" "rgb" #Display "+reflection-calculation" "framebuffer" "rgb" PixelSamples 1 1 ShadingRate 2 Sides 1 Declare "intensity" "float" Declare "texturename" "string" Declare "bumptexture" "string" Declare "Ks" "float" Rotate 90.0 1 0 0 Rotate 180.0 0 1 0 Rotate 0.0 0 0 1 Translate ${TRANSLATE_X} ${TRANSLATE_Y} ${TRANSLATE_Z} WorldBegin LightSource "distantlight" 1 "from" [-10 -15 10] "intensity" [1.3] "to" [0 0 0] LightSource "distantlight" 2 "from" [0 -10 0] "intensity" [1.3] "to" [0 0 6] TransformBegin Translate 0.0 0.0 0.0 Rotate ${ROTATE_X} 1 0 0 Rotate ${ROTATE_Y} 0 1 0 Scale 1.0 1.0 1.0 AttributeBegin Color [1.0 1.0 1.0] Attribute "displacementbound" "sphere" [ .5 ] Displacement "skinbump" "bumptexture" "${HEAD_BUMP}" "float Km" [${KM}] "float Km2" [0.05] "float truedisp" [1] Surface "onlyrefl" "Ks" [.8] "texturename" "${HEAD_SPEC}" ReadArchive "${MESH_PATH}Basehead.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Attribute "displacementbound" "sphere" [ .5 ] Displacement "skinbump" "bumptexture" "${BODY_BUMP}" "float Km" [${KM}] "float Km2" [0.05] "float truedisp" [1] Surface "onlyrefl" "Ks" [.6] "texturename" "${BODY_SPEC}" #body has not so refl as head ReadArchive "${MESH_PATH}Basebody.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] ShadingRate .2 Surface "onlyrefl" "float roughness" [0.02] "float Ks" [1.5] #"string environ" "${MESH_PATH}environ.tx" ReadArchive "${MESH_PATH}Baseeyes.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "onlyrefl" "float roughness" [0.02] "float Ks" [1.5] #"string environ" "${MESH_PATH}environ.tx" ReadArchive "${MESH_PATH}Basezcornea.rib" AttributeEnd TransformEnd WorldEnd FrameEnd #-------------------------------------------------------------------------------- #STEP 5: Generate a alpha map for details map (to be added after blurstep): eyes, fur, clothes, hairs... #-------------------------------------------------------------------------------- FrameBegin 5 Option "searchpath" "shader" ["${SHADERS_PATH}:&"] Option "searchpath" "texture" ["${TEXTURES_PATH}:&"] Option "statistics" "endofframe" [1] Projection "perspective" "fov" [10.0] Format ${DISPLAY_X} ${DISPLAY_Y} 1 #ToDo: optimize using values/2 Clipping 0.10000000149 100.0 PixelSamples 2 2 Sides 1 Declare "intensity" "float" Declare "texturename" "string" Declare "bumptexture" "string" Declare "imagelighttexture" "string" Declare "texturerefl" "string" Declare "texturerefl2" "string" Declare "Ka" "float" Declare "Ks" "float" Declare "Kd" "float" Declare "imagelighttexture" "string" Display "${TEXTURES_PATH}alpha_details_layer.tif" "file" "rgba" #Display "+details" "framebuffer" "rgb" Rotate 90.0 1 0 0 Rotate 180.0 0 1 0 Rotate 0.0 0 0 1 Translate ${TRANSLATE_X} ${TRANSLATE_Y} ${TRANSLATE_Z} WorldBegin LightSource "pointlight" 1 "from" [-10 15 10] "intensity" [400] LightSource "distantlight" 1 "from" [-10 -15 10] "intensity" [1.3] "to" [0 0 0] LightSource "distantlight" 3 "from" [0 -10 0] "intensity" [1.3] "to" [0 0 6] LightSource "ambientlight" 5 "intensity" [1.0] TransformBegin Translate 0.0 0.0 0.0 Rotate ${ROTATE_X} 1 0 0 Rotate ${ROTATE_Y} 0 1 0 Scale 1.0 1.0 1.0 AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${EYEL_ALPHA}" ReadArchive "${MESH_PATH}Basezeyelashes.rib" AttributeEnd AttributeBegin ShadingRate .1 Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${EYEB_ALPHA}" ReadArchive "${MESH_PATH}Basezeyebrows.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${HEAD_ALPHA}" ReadArchive "${MESH_PATH}Basehead.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${BODY_ALPHA}" ReadArchive "${MESH_PATH}Basebody.rib" AttributeEnd AttributeBegin Color [1.0 1.0 1.0] Surface "onlytexture" "texturename" "${EYES_ALPHA}" ReadArchive "${MESH_PATH}Baseeyes.rib" AttributeEnd TransformEnd WorldEnd FrameEnd MakeTexture "${TEXTURES_PATH}diffuse_layer.tif" "${TEXTURES_PATH}diffuse_layer.tx" "periodic" "periodic" "gaussian" 1 1 MakeTexture "${TEXTURES_PATH}reflection_layer.tif" "${TEXTURES_PATH}reflection_layer.tx" "periodic" "periodic" "gaussian" 1 1 MakeTexture "${TEXTURES_PATH}alpha_details_layer.tif" "${TEXTURES_PATH}alpha_details_layer.tx" "periodic" "periodic" "gaussian" 1 1 MakeTexture "${TEXTURES_PATH}normal_layer.tif" "${TEXTURES_PATH}normal_layer.tx" "periodic" "periodic" "gaussian" 1 1 MakeTexture "${TEXTURES_PATH}color_layer.tif" "${TEXTURES_PATH}color_layer.tx" "periodic" "periodic" "gaussian" 1 1 #-------------------------------------------------------------------------------- #STEP 6: final image #-------------------------------------------------------------------------------- FrameBegin 6 Option "searchpath" "shader" ["${SHADERS_PATH}:&"] Option "searchpath" "texture" ["${TEXTURES_PATH}:&"] Option "statistics" "endofframe" [1] Display "${RENDERING_PATH}final_render.tif" "file" "rgba" Display "+final-render" "framebuffer" "rgb" Format ${DISPLAY_X} ${DISPLAY_Y} 1 PixelFilter "Box" 1 1 PixelSamples 3 3 Sides 2 ShadingRate .3 Declare "diffuseMap" "string" Declare "reflMap" "string" Declare "reflMap2" "string" Declare "alphaDetails" "string" Declare "cameraVectorsMap" "string" Declare "colorMap" "string" Declare "mixVal" "float" Declare "oilVal" "float" Projection "orthographic" WorldBegin AttributeBegin Color [ ${COLOR_R} ${COLOR_G} ${COLOR_B} ] Surface "skin2" "diffuseMap" "diffuse_layer.tx" "reflMap" "reflection_layer.tx" "alphaDetails" "alpha_details_layer.tx" "cameraVectorsMap" "normal_layer.tx" "colorMap" "color_layer.tx" "oilVal" [${OIL_VAL}] "float sssScale" [${SSS_SCALE}] "float Ka" [1.1] Translate 0 0 0.02 #To avoid eye split Polygon "P" [ -1.333 -1 0 1.333 -1 0 1.333 1 0 -1.333 1 0 ]"st" [ 0 1 1 1 1 0 0 0 ] AttributeEnd WorldEnd FrameEnd