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[BUG-228781] [EEP] Specular color interpreted wrong (too bright) from point lights. #6775
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What just happened?
Surfaces with a non-white specular texture and/or with a non-white specular color shine a lot brighter than pre-EEP. The darker the specular color, the more apparent the difference. This breaks a LOT of content including mesh body skin shine, making mesh avatars look like barbie dolls. This bug is a major one because the longer it stays, the more people will modify the shine on their furniture and bodies, thinking they have to adjust. Problem is, a lot of products include shine presets set via scripts, and those presets are completely wrong in EEP. For example, some of my products have a "leather" preset which means 75 glossiness, no environment and 25% grey for the shine color. It looked fine pre-EEP, now it looks like dull plastic.
To repro :
Set the environment to midnight.
Create a sphere, tint it black.
Add a white specular texture to it, set its glossiness to 100, no environment, and most important : set its shine color to 13/13/13 or something equally dark.
Rez a point light near it, keep the default values, no need to make it a projector, and look at the surface of the black sphere.
Observe that there is a noticeable specular reflection in EEP, while pre-EEP the reflection was barely visible.
What were you doing when it happened?
Trying to figure out why there is a difference in rendering between pre-EEP and EEP on shiny surfaces.
What were you expecting to happen instead?
The specular reflection should be exactly the same as pre-EEP, in shine intensity, diameter and blurriness.
Other information
Please note that although I'm using RLV, it is based on the SL viewer and this bug occurs with the EEP SL viewer as well.
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