PBR - Blue Mesh
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Kay Rembrandt
The blue haze that seems to be present in the PBR textures that everyone claims to be coming from the sky, in actuality is coming from the default color of the mesh.
The horns in this gyazo have no texture on it. I removed the texture by making it blank, and it revealed this blue cast to the mesh https://gyazo.com/3bd10abc81fb0b2f45ea8afad6ba6a21. If the textures that are being uploaded are PNG, they will allow the underlying color to come through the texture.
I hope this helps you solve this problem, as it does cause color issues between non-PBR and PBR views. Is there going to be a way to script to correct this or to change out the various maps of a PBR so we do not have to upload the same height maps or Normal Maps?
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g13n Resident
I'm not sure if this is the same thing, but have you tried using a PBR Windlight? because the old legacy windlights make objects have a blue effect like your experiencing.
Infierna Bloodrose
The sky is reflecting in anything with the slightest amount of shine... things like clothing and jewelry, metal on objects.. whatever. The new PBR is making
anything
with shine of any type look bluish. The only way to "fix" this is to change environment settings and stand in one place where the environment is tweaked. Standing in a carefully lit and reflection probe box set up room will fix it as well... so just stand around in a box or stay in one carefully environment tweaked place has been the fix I've heard. The other "fix" is to crank up the viewer settings to the fullest and run around with Second Life graphics so high you risk burning up even the newest computers( unless you crash first). I'm so tired of seeing everything shining blue everywhere I go. I'd like to see a REAL fix. No one can wear reflection probes and you cant put them on objects. Standing around in one place isn't a fix. :( Latex or satin.... Blue is the new Black :(
Windows... no longer sparkle and clear ... blue is the new view
Jewelry... blue blue blue
dishes... blue
and so on and so on
Dan Linden
tracked
Lucis Ethereal
Hi, I reported via Support and was redirected here, that the windows of my Linden home in Bellisseria now appear smokey/dusty in that they have a distinct blue tint. Whilst I get that PBR is introducing more realistic lighting etc, the transparency of the windows in my Linden home is now compromised. The scenic views when standing inside the home are therefore spoilt by this smokey, bluish appearance. I cannot see how this has anything to do with the sky since you can see that the blue tint at various angles when moving around the house, either in or outside. We have several homes on the Mainland and none of the windows, in any of them, has had this transparency compromised. I only see this in my Linden home. This happens in the latest SL viewer as well as with an up to date TPV, so it needs fixing please.
Dan Linden
Hi Tia,
The blue haze has been reduced in the newest GLTF Maint 2 viewer - https://releasenotes.secondlife.com/viewer/7.1.3.7821226606.html
Please take a look.
Henri Beauchamp
Dan Linden
Is this what you call "reduced" (see picture) ?...
Because, no, the viewer version in question did
strictly nothing to actually fix
the terrible blue hue seen on shiny objects; the only thing it did is to use a different, hacked
new midday EE setting to attenuate the sky reflection. In this picture, the object in front is one with the PBR "Metal - Polished" material from the library, while the one in the back uses a blank texture, black color, and "High" shiny setting.As you can see, when using legacy EE settings (and not just midday, but any EE setting not hacked to attenuate that ugly blue shine), shiny parts all become blue. This is even more obvious at high altitude (here, the platform was at 1500m).
Currently, the only "solution" to avoid this blue shine is to shield the objects from the sky with a reflection probe: not really practical, especially for the gazillions of legacy builds all over SL (are we going to have to enclose every shiny object in SL main land with a reflection probe ?).
EDIT: I added a screenshot taken with the "fixed" mid-day setting (which breaks scrolling clouds too), and as you can see, even with this setting, things look pretty bad (even worst, actually, since of a darker blue than the sky color which is supposed to be reflected).
PatrickR Bleac
Henri Beauchamp Since rezzing a few million reflection probes isn't a workable solution, and neither is expecting every sim/parcel to fix the environment settings, the only way this can be fixed is a new default enviroment.
Tech Robonaught
Henri Beauchamp Looks like a windlight setting to me -
Tia Biscuit
White light is a mixture of all colours, in equal proportions. White objects look white because they reflect back (to our eyes) all the visible wavelengths of light that shine on them... so the light still looks white to our eyes. Coloured objects, on the other hand, reflect back only some of the wavelengths of light the rest they absorb. Whats left is what we perceive to be colour. So when you upload a new mesh there is a very light grey in the colour tint... so the mesh is slightly blue (from the sky). But if you remove that grey it's pure white as it reflects all light....
Now when you remove a texture it leaves a grey colour to indicate that the local texture is missing from that part of the mesh. That grey now absorbs some of the light hitting it but not all... so the blue is present again. If you set that mesh to none, it will go back to white and the blue haze is 100% reflected off it again. But regardless... the blue is from the environment sky.
As for png file format: a png only allows what is beneath it to come through if it has an alpha channel on it. The alpha channel is a black and white image that hides over the png image, the black parts of the alpha channel makes the image transparent and white is solid, everything in between is a grey value (255 levels) and thus a percentage of transparency. So a png with 100% black alpha channel would be transparent, but a png with a 100% white alpha channel would be like a jpg or a tga, and no texture can show through it.
<3
observeur Resident
The blue haze does come from the sky, Kay. When you set a default pbr material, it's set to 100% metalic (value=1), which will result it do be strongly influenced by the sky "blue color influence". you can verify this by playing with the sky color, (or day time, which modifies the sky blue color influence). If you lower the metalic value, you will notice the color will become whiter.