After the rework, any fluid that had a relatively bright or high-saturation texture results in the contrast of the resultant crystal being a bit less sharp than I'd like; the outlines aren't clear. This is especially muddy in the case of metallic goo, sitting on a grey background, but several others are similar.
Aquatic, Crystal, Faunal, Honey, Logic (washed out/grey), Metal, Molten (a bit intensely lava and low contrast), Obsidian (washed out, no movement), Regal, Snow and Weird (washed out, no movement)
Some of these issues are inherited from the parent fluid having relatively listless texture animations due to some error in processing the fluid textures in GIMP prior, and will have to be fixed after the fluid textures are improved.
In most cases, though, the contrast is the result of a high-opacity overlay sort of dominating the greyscale backer sprite. The right answer would probably be to reduce that opacity by a generous amount (like down to 70% or lower, perhaps, experimental).
After the rework, any fluid that had a relatively bright or high-saturation texture results in the contrast of the resultant crystal being a bit less sharp than I'd like; the outlines aren't clear. This is especially muddy in the case of metallic goo, sitting on a grey background, but several others are similar.
Aquatic, Crystal, Faunal, Honey, Logic (washed out/grey), Metal, Molten (a bit intensely lava and low contrast), Obsidian (washed out, no movement), Regal, Snow and Weird (washed out, no movement)
Some of these issues are inherited from the parent fluid having relatively listless texture animations due to some error in processing the fluid textures in GIMP prior, and will have to be fixed after the fluid textures are improved.
In most cases, though, the contrast is the result of a high-opacity overlay sort of dominating the greyscale backer sprite. The right answer would probably be to reduce that opacity by a generous amount (like down to 70% or lower, perhaps, experimental).