[fixed] b3d Shinier since 1.6
[fixed] b3d Shinier since 1.6
Hi. Since the 1.6 update, all materials that are "flat colors" (non-UV-mapped) are very shiny, much shinier that other UV-mapped materials, which have, AFAIK, exactly the same settings.
The renderer plugin is OpenGL.
I attached a screenshot so you can see : the elephant and the kart's wheels are bright white, but all textured stuff around are OK. As far as I know, this started with irrLicht 1.6, and was Ok before.
Is that a known change?
Screenshot here : http://www.mediafire.com/imageview.php? ... nc&thumb=4
The renderer plugin is OpenGL.
I attached a screenshot so you can see : the elephant and the kart's wheels are bright white, but all textured stuff around are OK. As far as I know, this started with irrLicht 1.6, and was Ok before.
Is that a known change?
Screenshot here : http://www.mediafire.com/imageview.php? ... nc&thumb=4
I've tried a whole range of things, up to :
I see the model much, much darker but the shininess stays in
Code: Select all
material.AmbientColor = video::SColor(255, 50, 50, 50);
material.DiffuseColor = video::SColor(255, 50, 50, 50);
material.EmissiveColor = video::SColor(255, 0, 0, 0);
material.SpecularColor = video::SColor(255, 50, 50, 50);
material.Shininess = 0.0f;
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Please show the whole material settings (including material type, etc). Or point me into your SVN to find the necessary code.
Also note that beginning with Irrlicht 1.6 the OpenGL rendering has changed for non-textured materials. The diffuse and ambient settings are by default taken from vertex colors, while emissive and specular are taken from the material. This can be changed in the SMaterial member ColorMaterial.
Also note that beginning with Irrlicht 1.6 the OpenGL rendering has changed for non-textured materials. The diffuse and ambient settings are by default taken from vertex colors, while emissive and specular are taken from the material. This can be changed in the SMaterial member ColorMaterial.
This is actually the only material-related code that is applied to this material as far as I know; everything else comes straight out of the B3D loader. (Model can be found here http://supertuxkart.svn.sourceforge.net ... elephpant/ if you ever want to see it)hybrid wrote:Please show the whole material settings (including material type, etc). Or point me into your SVN to find the necessary code.
Interesting, this sounds consistent with the change we saw with the 1.6 transition. Interestingly enough, I tried playing with the ColorMaterial parameter, but no matter how I alter the model's color, the high shininess always seems to stayhybrid wrote: Also note that beginning with Irrlicht 1.6 the OpenGL rendering has changed for non-textured materials. The diffuse and ambient settings are by default taken from vertex colors, while emissive and specular are taken from the material. This can be changed in the SMaterial member ColorMaterial.
Does it help if you set the specular color to black?
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Hi,
I made a separate package of the model and the texture it uses:
http://luding.org/elephpant.tar.bz2.
Just unpack in the directory where the meshviewer is, and load it. You have to scale the model up by about 20 (in the scaling fields of the mesh viewer) to make it large enough.
Any suggestions on what we should be doing is appreciated!
Cheers,
Joerg
I made a separate package of the model and the texture it uses:
http://luding.org/elephpant.tar.bz2.
Just unpack in the directory where the meshviewer is, and load it. You have to scale the model up by about 20 (in the scaling fields of the mesh viewer) to make it large enough.
Any suggestions on what we should be doing is appreciated!
Cheers,
Joerg
Hm, I tried it on OpenGL/Linux with 1.5, 1.6 and trunk and I think I can't reproduce it:
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
The result Auria showed looks the same as CuteAliens but I thought we were discussing shiny elephants not white elephants?
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Hi,
thanks for the quick answers.
Thanks a lot!
Joerg
thanks for the quick answers.
Maybe I was too quick in stating that the issue can be reproduced with the model viewer - sorry for that. I just had the idea of using the viewer and noticed that the areas that are shiny are white in the viewer, I didn't compare with irrlicht 1.5. So looks like those are different issues then. So in order to get an example up and running that shows our problem: do you have any idea what we would need to change in the viewer to see the part of the models that have colours assigned in blender, but not a texture? I would hope that once we have the colours we might be able to either reproduce the shininess-issue, or solve itBlindSide wrote:The result Auria showed looks the same as CuteAliens but I thought we were discussing shiny elephants not white elephants?
Thanks a lot!
Joerg
Just to avoid we're talking about different things. You are not talking about a model beeing brighter or darker, but this is about light-reflections which show some sharper contrast? Or some over-saturation of some areas but not others?Auria wrote:I see the model much, much darker but the shininess stays in
Maybe it would help if you had an old screenshot also so we can see the difference.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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A noticeable difference is found when enabling lighting. Then 1.5 does make the whole mesh basically just black. However, the newer versions (1.6/trunk) do produce slightly shaded edges at the mouth etc. Which colors are assigned to the elephant? I'd assume plain white, which would lead to very bright vertex colors (since ambient color etc are added)
You can see an old screenshot here : http://1.bp.blogspot.com/_im4Yv1xoVXw/S ... h/STK1.jpg
That's how the elephant is supposed to look like
That's how the elephant is supposed to look like
Actually, I just meant that I've been able to change pretty much all other light settings; i.e. I've been able to reduce the ambient light a lot so that the elephant is darker; but even when I do so the shininess stays in. i.e. i've been able to tweak pretty much every setting but the shininessJust to avoid we're talking about different things. You are not talking about a model beeing brighter or darker, but this is about light-reflections which show some sharper contrast? Or some over-saturation of some areas but not others?
Blue, I believe, especially given the older screenshot above. Unless you are talking of something else than vertex color (material colors, I've played with them all but the shininess always seems to stay)Which colors are assigned to the elephant?