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ZaneZimer
Joined: 2016-06-19 21:33:37 Posts: 384 Location: Columbus area, OH, USA
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Looking for some help from the forums regarding PBR/shadow/lighting settings. I have been using version 1.32.2.12 and when I create a cube with the plywood texture and no materials but tinted <20,20,20> (almost black), I see reddish/greenish 'wood grain' pattern:  The same cube in 1.32.2.11 looks like:  Experiments are carried out in the Morris Sandbox https://maps.secondlife.com/secondlife/Morris/59/83/36 with midday sky. The effect seems more pronounced on anything 'dark', and occurs at every sun/moon position or lighting style and the color 'banding' shows in other colors and even affects the sky. I have tried any number of configuration setting via Preferences->Graphics, the Advanced->Render menu and even direct manipulation of some debug settings with different sky presets or exposures. Nothing has allowed me to get non-'burnt' looking darkly textured items. I don't think it is my video card/driver but maybe? I haven't configured anything esoteric other than kernel opts: nvidia-drm.modeset=1 nvidia-drm.fbdev=1 fbcon=nodefer. Any suggestions appreciated.
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2024-09-08 17:06:42 |
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Henri Beauchamp
Joined: 2009-03-17 18:42:51 Posts: 5912
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Disable "Fix reflection blue hue".
There is sadly no "good" and even less "one fits all" settings combination with PBR.
Thankfully, LL is apparently now willing to "fix" their mess, so the future might "shine brighter"...
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2024-09-08 18:26:30 |
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ZaneZimer
Joined: 2016-06-19 21:33:37 Posts: 384 Location: Columbus area, OH, USA
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I have been running with that setting off since noticing the 'glow' at Hippo Hollow. I have tried various combos of it, the new tone mapping function, SSAO on/off, shadows on/off, exposure settings, different 'skies'. There isn't any change other than when turning PBR off completely. I am hopeful LL will get their PBR act together but being in SL as long as I have, I know it takes time.
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2024-09-08 18:50:08 |
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g0rd0ngrfr33mailgr
Joined: 2011-09-27 11:18:31 Posts: 220
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I face this problem too with .12 (not with .11). Cinema (Cool VL Viewer):  Cinema (LL viewer 7.1.10.10708851543 under Wine) http://maps.secondlife.com/secondlife/R ... 1/121/3001I played with all the settings too (including the blue hue), but nothing helps. Some PBR aware environment make it better, but don't fix it.
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2024-09-11 12:24:44 |
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Henri Beauchamp
Joined: 2009-03-17 18:42:51 Posts: 5912
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AGAIN: the tone mapping CHANGED.
This is NORMAL that things look different.
If you want things to look the same as before, use the ACES tone mapper.
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2024-09-11 13:45:01 |
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ZaneZimer
Joined: 2016-06-19 21:33:37 Posts: 384 Location: Columbus area, OH, USA
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For me, I found that the different tone mapping setting doesn't seem to affect anything unless I also have 'Adjust legacy to HDR' set. When that is set, they seem to do nothing to affect the 'banding' of darker textures but just change saturation or perhaps contrast. Maybe another setting I'm using is conflicting though.
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2024-09-11 14:17:44 |
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g0rd0ngrfr33mailgr
Joined: 2011-09-27 11:18:31 Posts: 220
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I can confirm what Zane says: https://i.imgur.com/EzvH1nR.png Changing the tone mapping or the SSAO or blue hue doesn't do anything at all. What I'm pointing out is that the LL viewer shows things as they should be. So, there is a discrepancy, we are missing something.
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2024-09-11 15:21:25 |
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Henri Beauchamp
Joined: 2009-03-17 18:42:51 Posts: 5912
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I'm certainly missing what is "wrong" in what you are seeing, beside a different lighting (which is normal, since my viewer does not treat lighting like LL's)... 
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2024-09-11 17:49:02 |
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ZaneZimer
Joined: 2016-06-19 21:33:37 Posts: 384 Location: Columbus area, OH, USA
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At least to me, especially in the images that g0rd0n posted (notably the TV texture), the gradients aren't as smooth, giving the appearance that the color depth is wrong like 16bit color vs 24bit color. It creates distinct 'banding' in the textures compared to previous versions of the viewer when using PBR.
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2024-09-11 20:43:09 |
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Henri Beauchamp
Joined: 2009-03-17 18:42:51 Posts: 5912
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Ah... That ?... Fixed already for next release (I was therefore not seeing it myself any more): this is part of the latest changes that went into LL's Atlasaurus/develop viewer, and that I just finished backporting last Sunday... There is also a better SMAA shader, and more goodies. If you compile the viewer yourself, the relevant line is in indra/newview/llpipeline.cpp, line 1302: change GL_RGBA for GL_ RGBA16F to read if (!mPostMap.allocate(res_x, res_y, GL_RGBA16F)). The "banding" (that also existed in LL's viewer before Atlasaurus) was due to the fact the screen buffer and the postmap buffer did not share the same data format (floats for the first, integers for the second), while they are copied in each others several times in the renderFinalizePBR() step...
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2024-09-11 21:56:00 |
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