Universal Material Bug?

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Sorel
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Joined: Tue Feb 25, 2014 5:22 pm

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
a whole scene that uses similar types of surfaces that renders completely blown out now.
a whole scene that uses similar types of surfaces that renders completely blown out now.
with emission map added.
with emission map added.
all maps minus the emission map.
all maps minus the emission map.
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Sorel
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Some more examples
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without emissive map
without emissive map
with emissive map
with emissive map
Banti
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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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Sorel
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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.
Banti
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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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Sorel
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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.
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test06.png
Hun73rdk_1
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Did you use the legacy gamma node
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Sorel
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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.
Hun73rdk_1
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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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john_otoy
OctaneRender Team
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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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