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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Dan Linden
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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).
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.