Full Bright Texture Pack 1.19.2

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Catherine Nicolo

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Aug 4, 2024, 11:12:13 PM8/4/24
to roanonalruff
Inthe image below, the same video texture is being displayed twice. On the left plane, the video replaced another texture (and is too bright). On the right, the video was displayed first, and is the correct brightness.

two images - one of which is brighter than the other1276854 41.7 KB


metal/specular/AO/Roughness need something on them etc. as just a basic texture and nothing else it will be bright as it will be very reflective and not look very good.

Texturing in UE4 requires use of many nodes for a good effect


Everything becomes too bright. This persists even if I disable all the lights in the scene. I tried messing with the different properties on the texture but couldnt resolve the issue. I used one of the example hdr files from babylonJS documentations. But the issue persists with different HDR files from HDRHaven.

The model is created in blender and imported as glb file.

Before after comparison.

Untitled775958 132 KB


Not really surprised. Environment textures are a PBR form of lighting. I suppose you could keep the regular lights to highlight certain areas, or for dynamic shadows, but comment them out & see what you get.


If using something else, do it yourself after everything has loaded, but I am positive it works. First, toss the lights unless & see what you get, though. Doing both does have a GPU fragment shader cost as well, but programs are usually CPU bound so probably only a minor impact.


I am working in Maya 2020 and encountering a rendering problem I didn't have yesterday with all the same settings (as far as I am aware). The textures in my render are much brighter and don't reflect their look in the viewport at all:


I think insted of using Ambient light is causing some issues. Ambient lighting is very old practice. You may change that light to a point light and render it to see if you notice any change. Baked textures can be an issue too.


Apparently the problem was caused by a checked "Apply Output Transform to Renderer" in the render settings, which can't be checked/unchecked while in Software Renderer Settings, but can be checked/unchecked in Hardware 2.0 Renderer settings.


If your sticker's border is an image texture then you would have to modify the image in photoshop or something like that. If it is not then you can select the vertices around the border and assign them to a specific material in which case is his metallic one. However if you look at the image the metallic looks fake. As if there is no light shining off of it but the light has been drawn on. So if it is not an image texture use a musgrave texture in the node editor.Hope this helps!


All you need is to create a mask so that you can create a glossy shader for that part of the label. The label never "emits" light, it reflects it. So what is important is to create bright elements and place them in a way that they can be seen reflected on the object.


When I paint a texture that I have imported on the unity terrain, it is showing up really bright not visible. (almost white) Does anybody know why this could be happening? The texture is 512 x 512, I have tried 1024 x 1024 as well. I tried several different textures, I tried PNG, TGA, JPEG and TIFF and all formats are showing up incorrectly. All are set to 512 compression or 1024 as needed in unity, the wrap is on repeat, basically all settings are appearing correct. What is the deal with this? Picture provided, the really bright spot on the grass texture is what I am talking about.


Right now I use glow textures to re create things like LED tubes, etc, that are in view of audience, and I find they don't get enough "kick" in the renders. If I turn up the brightness setting for the texture it gets brighter for sure, but also starts to desaturate the colour.


Using the Exposure camera effect on a Renderworks viewport is usually the healthiest way I've found to do this. Remove ambient light entirely, often start with a very low value for all lights, then decrease exposure settings on the camera and see how the light prerender looks before committing to the full render.


Edit: I learned something today. Glow textures within textures do not behave the same way as lights within textures, in that they do not respond to the "do not cast shadows" option within the texture with regard to allowing light through.


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today we realized that we still had our project in gamma color space, and following the suggestion of our 3d guy we switched to linear color space. As expected indeed (i had already done it in other smaller projects) colors got brighter, particles started superposing much better (the smoke effect when from zero to hero), etc.


As additional hints i figured out. Those same textures that get that bright in the main project, work well in a small simple project in linear space, and also, we tried to process one of them through NUKE (just loading it and exporting it from there as PNG) and it works.


Every time I load up the game I am greeted with normal hand and face textures but the body texture doesn't seem to load in properly because it appears as a bright skin texture rather than whatever it should be. It isn't a problem with an exact body texture mod since I've tried several and have gotten this result.


I've tried several times to overwrite existing female body textures yet the bug still persist. I use to be able to swap presets with racemenu and have the texture load but now when I do that that it appears for a second and then goes back to the bright texture. I've also tried redownloading the game, uninstalling and reinstalling all my mods but this issue still stands.


[Quote from this topic : Well that (yllib's fix) indicates that the glossy skin problem is due to the skin subsurface maps being messed up. The vanilla game doesn't have this skin gloss problem, so all you really need to do to fix the problem is to delete any loose "*_sk.dds" files from your texture folders, and it should restore the default skin gloss. On the other hand, yllib's fix will disable the skin gloss entirely so it is not the ideal solution to this problem.]


That isn't the problem I'm having exactly. My issue appears to be a problem with the textures loading, that's more of a rendering bug. I tried it out anyway and all it did is make the skin load initially but when I changed my preset it went back to the glowing skin.


Thanks for finding this! This is a bug - it looks like 2020.1.1 (which introduced some colorspace fixes for other file formats) also mixed up how it interprets the color space of Photoshop files without color space management. This should be fixed shortly.


We just released version 2020.1.2 of the NVIDIA Texture Tools Exporter at -texture-tools-exporter, which should fix this issue - could you try it out and let me know if it works for you? (It seems to load testpattern.psd correctly on the developer machine, but would be good to get confirmation as well!)


Neil,

I wonder if you could use the same fix you did for PSD, but also for Layered TIFF files. Addingthe same test file in that format, it seems to exhibit the same brightness issue the PSD did.

thanks!

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Thanks - I think this should be fixed in 2020.1.3 now! Incidentally, we also wound up switching from OpenImageIO to FreeImage, so the entire standalone image importer and exporter just changed. (The reason for doing this was because FreeImage imports images without premultiplication by default, while OpenImageIO imports images with premultiplication by default, which winds up zeroing RGB values for fully transparent pixels. Some OpenImageIO readers do support a flag that makes them read unpremultiplied images, but this seems to interact incorrectly with linear and sRGB color spaces at times).


I would like to increase the brightness on a texture used in OpenGL rendering. Such as making it bright red or white. This is a 2D rendering environment, where every sprite is mapped as a texture to an OpenGL polygon.I know little to nothing on manipulating data, and my engine works with a texture cache, so altering the whole surface would affect everything using the texture.I can simulate the effect by having a "mask" and overlaying it, allowing me to make the sprite having solid colors, but that takes away memory.If there any other solution to this?


The sun and local point lights together can easily block bright areas.

In the viewer you can turn off local point lights and/or attached point lights.

With Lighting and shadows on the risk for blocking highlights is smaller.


Product: Apex Legends

Platform:Steam-PC

Please specify your platform model. PC

AMD or Nvidia Model Number RX 7900 XTX

Enter RAM memory size in GB 24GB

What is your gamertag/PSN ID/EA Account name? Psyhix69

Please provide your squad mates' gamertag/PSN ID/EA Account name if possible.

Are you using any software with an overlay? Yes

If yes, can you list them here? MSI Afterburner

If you disable this software, does that have any effect? No

Which Legend were you playing (if applicable)? Loba

Which Legends were your squad mates using (if applicable)?

Where did the issue occur? In a match

Which part of the map or menu were you in? If you don't remember the exact name, please describe the area or what you were trying to do in the menu. Various parts of the map, various parts of the game

What were you doing when the issue occurred? E.g. respawning a squad mate at a beacon, using an ability, a squad mate left the game. Playing the game

Did your squad mates also experience the issue? I don't know

How many matches had you played in a row before the issue occurred? From the first time I got the new gpu

When did this happen? (dd.mm.yy hh:mm) 2023/02/11

How often does the bug occur? Every time (100%)

How severe is your issue? Major impacts to gameplay

What happens when the bug occurs? Some areas of the game are very bright (over saturated?) see screenshot.

What should be happening instead? I should have normal looking textures

Steps: How can we find the bug ourselves? Play

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