Fullbright textures oversaturated when using a PBR EEP setting
Andred Darwin
A regular texture without normal or specular maps applied to face and set to "fullbright" is rendered pretty much oversaturated when using an EEP for PBR (Reflection Probe Ambience > 0). I remember this was fixed at some point (by Runitai) in the past, but its back. You can easily notice the difference by switching between the old Midday ( RPA = 0 ) and new Midday ( RPA > 0 ).
The way its rendered with the old Midday is the expected/correct behavior for regular textures applied to faces with full bright (which was fixed in the past).
I'm attaching 4 snapshots...
- One with Midday,
- Another with old midday.
- Snapshot saved to disk compared to rendering with full bright.
- Processed file after Photoshop compared to rendering with full bright.
See example at http://maps.secondlife.com/secondlife/Taber/110/186/3102. ( I switched all textures on vendors to full bright to show how much they are oversaturated when using any EEP with Reflection Probe Ambiance > 0, change your EEP to the regular old Midday, you can see how they supposed to be rendered )
This was probably after the code implementing that sharpening (which is useless btw, sometimes it seems to fight with anti-aliasing in sharp edges which may show jagged.... ) and fiddling again with tone mapper.
I really thought the focus was to fix bugs and improve performance.
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