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Good setting for PBR? http://sldev.free.fr/forum/viewtopic.php?f=6&t=2576 |
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Author: | ZaneZimer [ 2024-09-08 17:06:42 ] | |||||||||||
Post subject: | Good setting for PBR? | |||||||||||
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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Author: | Henri Beauchamp [ 2024-09-08 18:26:30 ] |
Post subject: | Re: Good setting for PBR? |
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"... |
Author: | ZaneZimer [ 2024-09-08 18:50:08 ] | |||||||||
Post subject: | Re: Good setting for PBR? | |||||||||
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. |
Author: | g0rd0ngrfr33mailgr [ 2024-09-11 12:24:44 ] | |||||||||
Post subject: | Re: Good setting for PBR? | |||||||||
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 ... 1/121/3001
I 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. |
Author: | Henri Beauchamp [ 2024-09-11 13:45:01 ] |
Post subject: | Re: Good setting for PBR? |
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. |
Author: | ZaneZimer [ 2024-09-11 14:17:44 ] | |||||||||
Post subject: | Re: Good setting for PBR? | |||||||||
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Author: | g0rd0ngrfr33mailgr [ 2024-09-11 15:21:25 ] | ||||||||||||||||||
Post subject: | Re: Good setting for PBR? | ||||||||||||||||||
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. |
Author: | Henri Beauchamp [ 2024-09-11 17:49:02 ] | |||||||||
Post subject: | Re: Good setting for PBR? | |||||||||
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Author: | ZaneZimer [ 2024-09-11 20:43:09 ] | ||||||||||||||||||
Post subject: | Re: Good setting for PBR? | ||||||||||||||||||
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Author: | Henri Beauchamp [ 2024-09-11 21:56:00 ] | |||||||||
Post subject: | Re: Good setting for PBR? | |||||||||
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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