I seem to be stuck on white shines no matter what colors I choose.
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4 months ago
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Posted by “LestatDeLioncourt” on July 30, 2022.
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Is it the "Clothing Lights" that have issue with some users and in rooms? I the programming team was addressing this some time ago.
I have heard many complaints from users who set up an "Ambient Mood Room" and have the over all effect diminished by another user wearing such lighting.
IDK
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4 months ago
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Posted by “jazzKat” on July 30, 2022.
[Archived]
@DiamondBones it really depends on what you're trying to do... you could paint highlights on your textures but in IMVU+ rooms those will look odd because they won't reflect the room a product might be in.
Conversely, if you use the new Shininess maps you'll have highlights that appears based on the rooms lighting but in doing so they may appear where you don't want them to under certain circumstances (like taking screenshots for WOC edits). In this case you might be able to control them a little by using furniture lights.
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4 months ago
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Posted by “DiamondBones” on July 30, 2022.
[Archived]
@jazzKat
Room lighting! dayum! ok ok! Wow, thank you!
So I'm playing around and... man this is complex because I have to really rely on meshers to chose what kind of directional lighting they wanted to install in the rooms. That's really not fair, I'd like to control that, not them, and then I can enjoy all the shapes of rooms they worked hard to make. With classic, usually I'd equal out awkward directional lighting by making the ambient room light bright enough so there's either no or not much contrast... but with these fancy imvu+ features, looks like I'm going to need to work with those.
There's no way they can predict how I'd need directional lighting unless they make some of those precise designs. So now I'm dealt with the task of not just trying on many rooms in studio to test where the directional lighting is going to land when I change the ambient room color, but I also have to keep restarting my search constantly because it doesn't stay on the page
I honestly do really like this search feature in studio, it's very nice to use except for auto erasing every time I try out a mesh to derive. This is probably where I'd have to run back to the website and just grab PIDs to search and derive here specifically, skipping the usage of this nice set up, thus also slowing me down since I'll probably have to try out hundreds of different rooms before finding ones that are compatible with the concept.
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Communityposted
4 months ago
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Posted by “jazzKat” on July 28, 2022.
[Archived]
@DiamondBones have a read of this https://www.katsbits.com/codex/shininess/ but for here, shininess colour comes from a rooms lighting not the map assigned to the material.
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Communityposted
4 months ago
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Posted by “LestatDeLioncourt” on July 28, 2022.
[Archived]
I have played with Emissions and Shininess together. The results are hard to adjust. Are you adjusting the Slider for Fresnel Infraction? Set it very low and slowing move upward in intensity.
For other one, try setting a slight Shininess and Turn on the Iridescence. Crank it up a bit and slide those both back and forth until you get a look you like. We are not really allowed to make exact number selections as this seems to reduce the pride inspired when you find it on your own :D
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Communityposted
4 months ago
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Posted by “DiamondBones” on July 28, 2022.
[Archived]
@LestatDeLioncourt Yes. Trying with a darker grey instead of a bright white for the shine texture, but even when I increase the saturation intensity of my Diffuse base texture, the shine is still devoid of saturated color.
I'm feeling like the nature of it is to white white, like the way water makes things shine white when it wets it, which is an amazing feature! But I think for this project, I was hoping for the type of intense shine like metalic chrome, like this
I'm also struggling with the black part of the shine map. Seems no matter how black I make the part I don't want shine on, it keeps adding a light tone of grey to the entire thing the more intense I scroll the shine scale to be. It's almost as if it does this by default to ensure that the intended shiny section will stand out by being the only queen to possess the darkness lol
Now I used a very black Diffuse base texture with the same tuxedo heart shine texture as a test, and set the shiny level to 1 only.
Yeah, I'm trying still with darker greys that are very close to black, it's still shining in a non-saturated-color manner.
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Communityposted
4 months ago
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Posted by “DiamondBones” on July 28, 2022.
[Archived]
@MightySe7en Ok so this is just like the Dodge-Midtone tool in Gimp where the more intense we make it on the scale of black to white, the more bright white it shines, as it doesn't include color saturation. I'm doing more tests, trying with a darker grey, but the shine is still very non-saturated, so I'm thinking that's just the nature of this tool?
I really like the Iridescence feature! Is there a way to control which colors it uses? Seems like auto rainbow mode when used on a lighter Diffuse base color.
I also like the combine texture feature and how we can overlap previous transparent background pictures with current without having to go into our image editing programs. That would make a great multi use for those who've been storing their particle .png files from imvu.
I'd thought I'd be able to use any of these to adjust the brightness of my textures, but not sure I'm doing it right or if it exists at all. The filters are great. Have Vibrance and Saturation which are very useful, how do I adjust darkness/lightness? Like literally add more black to make it darker, or more white to make it lighter without saturation? Hue is great ☑️
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Communityposted
4 months ago
Admin
Posted by “LestatDeLioncourt” on July 28, 2022.
[Archived]
@DiamondBones As said set your diffuse map color and use a shade of gray for the shininess. This lowers the Kbs of your product. Now, Play with the Slider for Fresnel Infraction. This lets more of your color from the diffuse map show. The color brightness of the light in the room may also have effect on your shine. Play with it!
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Communityposted
4 months ago
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Posted by “MightySe7en” on July 28, 2022.
[Archived]
The Shininess map gets converted to a black and white texture. White being Very shiny, and Black being not shiny as all. Any color needs to be put in the Diffuse map
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Posted by “DiamondBones” on July 28, 2022.
[Archived]I seem to be stuck on white shines no matter what colors I choose.
0 Votes
9 Comments
Community posted 4 months ago Admin
Posted by “LestatDeLioncourt” on July 30, 2022.
[Archived]Is it the "Clothing Lights" that have issue with some users and in rooms? I the programming team was addressing this some time ago.
I have heard many complaints from users who set up an "Ambient Mood Room" and have the over all effect diminished by another user wearing such lighting.
IDK
0 Votes
Community posted 4 months ago Admin
Posted by “jazzKat” on July 30, 2022.
[Archived]@DiamondBones it really depends on what you're trying to do... you could paint highlights on your textures but in IMVU+ rooms those will look odd because they won't reflect the room a product might be in.
Conversely, if you use the new Shininess maps you'll have highlights that appears based on the rooms lighting but in doing so they may appear where you don't want them to under certain circumstances (like taking screenshots for WOC edits). In this case you might be able to control them a little by using furniture lights.
0 Votes
Community posted 4 months ago Admin
Posted by “DiamondBones” on July 30, 2022.
[Archived]@jazzKat
Room lighting! dayum! ok ok! Wow, thank you!
So I'm playing around and... man this is complex because I have to really rely on meshers to chose what kind of directional lighting they wanted to install in the rooms. That's really not fair, I'd like to control that, not them, and then I can enjoy all the shapes of rooms they worked hard to make. With classic, usually I'd equal out awkward directional lighting by making the ambient room light bright enough so there's either no or not much contrast... but with these fancy imvu+ features, looks like I'm going to need to work with those.
There's no way they can predict how I'd need directional lighting unless they make some of those precise designs. So now I'm dealt with the task of not just trying on many rooms in studio to test where the directional lighting is going to land when I change the ambient room color, but I also have to keep restarting my search constantly because it doesn't stay on the page
I honestly do really like this search feature in studio, it's very nice to use except for auto erasing every time I try out a mesh to derive. This is probably where I'd have to run back to the website and just grab PIDs to search and derive here specifically, skipping the usage of this nice set up, thus also slowing me down since I'll probably have to try out hundreds of different rooms before finding ones that are compatible with the concept.
0 Votes
Community posted 4 months ago Admin
Posted by “jazzKat” on July 28, 2022.
[Archived]@DiamondBones have a read of this https://www.katsbits.com/codex/shininess/ but for here, shininess colour comes from a rooms lighting not the map assigned to the material.
0 Votes
Community posted 4 months ago Admin
Posted by “LestatDeLioncourt” on July 28, 2022.
[Archived]I have played with Emissions and Shininess together. The results are hard to adjust. Are you adjusting the Slider for Fresnel Infraction? Set it very low and slowing move upward in intensity.
For other one, try setting a slight Shininess and Turn on the Iridescence. Crank it up a bit and slide those both back and forth until you get a look you like. We are not really allowed to make exact number selections as this seems to reduce the pride inspired when you find it on your own :D
0 Votes
Community posted 4 months ago Admin
Posted by “DiamondBones” on July 28, 2022.
[Archived]@LestatDeLioncourt Yes. Trying with a darker grey instead of a bright white for the shine texture, but even when I increase the saturation intensity of my Diffuse base texture, the shine is still devoid of saturated color.
I'm feeling like the nature of it is to white white, like the way water makes things shine white when it wets it, which is an amazing feature! But I think for this project, I was hoping for the type of intense shine like metalic chrome, like this
https://www.pinterest.ca/pin/227361481175184635/
I'm also struggling with the black part of the shine map. Seems no matter how black I make the part I don't want shine on, it keeps adding a light tone of grey to the entire thing the more intense I scroll the shine scale to be. It's almost as if it does this by default to ensure that the intended shiny section will stand out by being the only queen to possess the darkness lol
Now I used a very black Diffuse base texture with the same tuxedo heart shine texture as a test, and set the shiny level to 1 only.
Yeah, I'm trying still with darker greys that are very close to black, it's still shining in a non-saturated-color manner.
0 Votes
Community posted 4 months ago Admin
Posted by “DiamondBones” on July 28, 2022.
[Archived]@MightySe7en Ok so this is just like the Dodge-Midtone tool in Gimp where the more intense we make it on the scale of black to white, the more bright white it shines, as it doesn't include color saturation. I'm doing more tests, trying with a darker grey, but the shine is still very non-saturated, so I'm thinking that's just the nature of this tool?
I really like the Iridescence feature! Is there a way to control which colors it uses? Seems like auto rainbow mode when used on a lighter Diffuse base color.
I also like the combine texture feature and how we can overlap previous transparent background pictures with current without having to go into our image editing programs. That would make a great multi use for those who've been storing their particle .png files from imvu.
I'd thought I'd be able to use any of these to adjust the brightness of my textures, but not sure I'm doing it right or if it exists at all. The filters are great. Have Vibrance and Saturation which are very useful, how do I adjust darkness/lightness? Like literally add more black to make it darker, or more white to make it lighter without saturation? Hue is great ☑️
0 Votes
Community posted 4 months ago Admin
Posted by “LestatDeLioncourt” on July 28, 2022.
[Archived]@DiamondBones As said set your diffuse map color and use a shade of gray for the shininess. This lowers the Kbs of your product. Now, Play with the Slider for Fresnel Infraction. This lets more of your color from the diffuse map show. The color brightness of the light in the room may also have effect on your shine. Play with it!
0 Votes
Community posted 4 months ago Admin
Posted by “MightySe7en” on July 28, 2022.
[Archived]The Shininess map gets converted to a black and white texture. White being Very shiny, and Black being not shiny as all. Any color needs to be put in the Diffuse map
0 Votes