I'm experiencing an issue in IMVU Studio where the color of my garment completely changes when I add a normal and/or shininess map. Even with a flat normal map or a completely black shininess map. What's causing this issue? Is it a bug?
without normal map
with normal map (even a flat one)
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Communityposted
3 months ago
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Posted by “ShopTina” on January 03, 2024.
[Archived]
I have a black test room with shadow and spinning lights, and a green screen ultra bright room with no shadows to help me test how stuff looks. Both of these rooms are available to the public for use also.
I know environmental fog and room lighting WILL affect reflection/shine maps. and learning to tweak the settings the best for the desired affects can take time.
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Communityposted
3 months ago
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Posted by “Drosselmeyer” on January 03, 2024.
[Archived]
@Plaztique as @MightySe7en says, adding a shininess or a normal map will change how the material is rendered. When either of those maps is present then the calculation used to render the material different and some reflectivity will be present. A black shininess map is not equal to no shininess. It is more accurately "roughness", in that the light that bouncing off of the surface is getting scattered. The 'Fresnel Reflection' slider will control the intensity of the reflectivity. Also, keep in mind that the number and brightness of the lights in the scene has a direct impact on how light or dark a reflective surface will appear.
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Communityposted
3 months ago
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Posted by “Blueskyeye1” on January 02, 2024.
[Archived]
You can try to adjust the reflectiveness bringing it lower.
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Communityposted
3 months ago
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Posted by “MightySe7en” on December 29, 2023.
[Archived]
@Plaztique Even if the shininess map is black, if the fresnel reflection slider is up, there will be some difference. A normal map that is flat will do absolutely nothing.
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Communityposted
3 months ago
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Posted by “ShopTina” on December 28, 2023.
[Archived]
Try hitting the vertex colour option. Sometimes it’s enough to give the shine more of the original color.
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Communityposted
3 months ago
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Posted by “MightySe7en” on December 28, 2023.
[Archived]
I will do some more testing later today and get back to you on if it is as I expect. If you would like me to investigate this product specifically, you can email the files to studio@imvu.com. otherwise I will make my own product which may not perfectly reflect your use case
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Communityposted
3 months ago
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Posted by “Plaztique” on December 28, 2023.
[Archived]
i'm not so sure this is what's supposed to happen. The maps illuminate the entire map, eventhough they are black (shiny) or flat (normal). What could be the cause of this?
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Communityposted
3 months ago
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Posted by “MightySe7en” on December 28, 2023.
[Archived]
@Plaztique This looks expected to me. Since normal and shininess maps will reflect light, it may add bright spots and make the color seem lighter. I would experiment with a less bright color map or turning down the fresnel reflection value
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Posted by “Plaztique” on December 28, 2023.
[Archived]I'm experiencing an issue in IMVU Studio where the color of my garment completely changes when I add a normal and/or shininess map. Even with a flat normal map or a completely black shininess map. What's causing this issue? Is it a bug?
without normal map
with normal map (even a flat one)
0 Votes
8 Comments
Community posted 3 months ago Admin
Posted by “ShopTina” on January 03, 2024.
[Archived]I have a black test room with shadow and spinning lights, and a green screen ultra bright room with no shadows to help me test how stuff looks. Both of these rooms are available to the public for use also.
I know environmental fog and room lighting WILL affect reflection/shine maps. and learning to tweak the settings the best for the desired affects can take time.
0 Votes
Community posted 3 months ago Admin
Posted by “Drosselmeyer” on January 03, 2024.
[Archived]@Plaztique as @MightySe7en says, adding a shininess or a normal map will change how the material is rendered. When either of those maps is present then the calculation used to render the material different and some reflectivity will be present. A black shininess map is not equal to no shininess. It is more accurately "roughness", in that the light that bouncing off of the surface is getting scattered. The 'Fresnel Reflection' slider will control the intensity of the reflectivity. Also, keep in mind that the number and brightness of the lights in the scene has a direct impact on how light or dark a reflective surface will appear.
0 Votes
Community posted 3 months ago Admin
Posted by “Blueskyeye1” on January 02, 2024.
[Archived]You can try to adjust the reflectiveness bringing it lower.
0 Votes
Community posted 3 months ago Admin
Posted by “MightySe7en” on December 29, 2023.
[Archived]@Plaztique Even if the shininess map is black, if the fresnel reflection slider is up, there will be some difference. A normal map that is flat will do absolutely nothing.
0 Votes
Community posted 3 months ago Admin
Posted by “ShopTina” on December 28, 2023.
[Archived]Try hitting the vertex colour option. Sometimes it’s enough to give the shine more of the original color.
0 Votes
Community posted 3 months ago Admin
Posted by “MightySe7en” on December 28, 2023.
[Archived]I will do some more testing later today and get back to you on if it is as I expect. If you would like me to investigate this product specifically, you can email the files to studio@imvu.com. otherwise I will make my own product which may not perfectly reflect your use case
0 Votes
Community posted 3 months ago Admin
Posted by “Plaztique” on December 28, 2023.
[Archived]i'm not so sure this is what's supposed to happen. The maps illuminate the entire map, eventhough they are black (shiny) or flat (normal). What could be the cause of this?
0 Votes
Community posted 3 months ago Admin
Posted by “MightySe7en” on December 28, 2023.
[Archived]@Plaztique This looks expected to me. Since normal and shininess maps will reflect light, it may add bright spots and make the color seem lighter. I would experiment with a less bright color map or turning down the fresnel reflection value
0 Votes