Universal Material Bug?

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Universal Material Bug?

Postby Sorel » Sun Feb 27, 2022 8:29 am

Sorel Sun Feb 27, 2022 8:29 am
So I found problem when using the universal material with the latest plugin update. If I have a surface that uses a metallic map and an emission map, the surface will become much more brighter/reflective than it should be. I have some examples attached to this post. In the small device example, the material looks fine with all maps minus the emission map, but as soon as I add the emission map the surface becomes brighter/more reflective.
Attachments
test03.png
a whole scene that uses similar types of surfaces that renders completely blown out now.
test02.png
with emission map added.
test.png
all maps minus the emission map.
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Re: Universal Material Bug?

Postby Sorel » Sun Feb 27, 2022 8:50 am

Sorel Sun Feb 27, 2022 8:50 am
Some more examples
Attachments
test04.png
without emissive map
test05.png
with emissive map
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Re: Universal Material Bug?

Postby Banti » Sun Feb 27, 2022 11:10 am

Banti Sun Feb 27, 2022 11:10 am
Maybe wrong gamma settings on the emission map resulting in the entire object beeing slightly emissive?
In my experience some greyscale images are intended for gamma of 1.0 and others for 2.2. Maybe change it to 2.2 if its currently at 1.
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Re: Universal Material Bug?

Postby Sorel » Sun Feb 27, 2022 4:45 pm

Sorel Sun Feb 27, 2022 4:45 pm
Banti wrote:Maybe wrong gamma settings on the emission map resulting in the entire object beeing slightly emissive?
In my experience some greyscale images are intended for gamma of 1.0 and others for 2.2. Maybe change it to 2.2 if its currently at 1.

Messing with the gamma does nothing. And as it worked in the previous version fine, I assume it to be a bug.
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Re: Universal Material Bug?

Postby Banti » Sun Feb 27, 2022 5:05 pm

Banti Sun Feb 27, 2022 5:05 pm
Weird. You could try using a diffuse material + specular layer to see if it really is a problem with the universal material or something else.
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Re: Universal Material Bug?

Postby Sorel » Sun Feb 27, 2022 5:41 pm

Sorel Sun Feb 27, 2022 5:41 pm
Ok it is definitely something within the universal material itself.

What I did here was, I used the universal material as usual BUT instead of plugging the metallic map into the slot in the universal material I added a metallic layer to it, put the albedo map in the specular channel and the metallic map into the layer opacity and it looks as it should now. I'd rather not have to go through the extra step of having to do this every time though.
Attachments
test06.png
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Re: Universal Material Bug?

Postby Hun73rdk_1 » Sun Feb 27, 2022 11:38 pm

Hun73rdk_1 Sun Feb 27, 2022 11:38 pm
Did you use the legacy gamma node
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Re: Universal Material Bug?

Postby Sorel » Mon Feb 28, 2022 12:04 am

Sorel Mon Feb 28, 2022 12:04 am
Hun73rdk_1 wrote:Did you use the legacy gamma node

Of course. I dont see another gamma option. I've already sent them an orbx file so they're looking at it now.
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Re: Universal Material Bug?

Postby Hun73rdk_1 » Mon Feb 28, 2022 12:55 am

Hun73rdk_1 Mon Feb 28, 2022 12:55 am
Sorel wrote:
Hun73rdk_1 wrote:Did you use the legacy gamma node

Of course. I dont see another gamma option. I've already sent them an orbx file so they're looking at it now.

There is the Color space node but you nee to find it in another shader to use it
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Re: Universal Material Bug?

Postby john_otoy » Mon Feb 28, 2022 1:37 am

john_otoy Mon Feb 28, 2022 1:37 am
Sorel wrote:I've already sent them an orbx file so they're looking at it now.


Thanks for the file. This should be fixed in the next standalone update.
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