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[BUG-233825] ADITI GI PBR & COLOR MANAGMENT #10858

Closed sl-service-account closed 5 months ago

sl-service-account commented 1 year ago

What just happened?

Colour management is not set up properly.

What were you doing when it happened?

I tested standing in runitai's demo villa on the porch with new MIDDAY setting.

I had the Villa indoor lighting casting on My avatar right side while under the porch in Image 1, the rear of the avatar is quite dark GI is not working as it should with sun set at noon. In Image 2, i stood in the direct sunlight and the rear of the avatar now is even darker.

Image 3 I am standing again under the porch, with the rear to the house with interior lighting casting on my avatar... the rear of the avatar is pitch black now.

Image 4 I am standing with outdoors with sunlight coming from my right, the shadow side of the avatar is pitch black again as if there was no gamma applied to linear workflow

the overerall sun sky system still casts that blue hue like that appalling Unreal engine preset for substance painter instead of 5600K

What were you expecting to happen instead?

GI to work properly with the proper Dynamic range and proper highlights and shadows. There is no bloom effect on chrome materials and the shadows even if in low resolution might not cast a hard shadow on the ground but they will render as if night-time why it is daytime. Sun to be set at 5600K, with proper white point calibrated displays, (which I use).

Other information

IMAGE 5... This is how GI and PBR should look in the hands of someone who has the skills to accurately work in 3d. (Are You actually laying the foundations to get there?!)

Instead

It feels like 15 years ago when i tried My first ever render in Mental ray with GI turned on and having no idea how to set up colour management in maya or what linear workflow was at all. it feels to me that SL is being rendered in linear but there is no conversion to 2.2gamma...and even if it was at REC.709 or 1.7 gamma, it is still looking as if no colour management is done at all. A part of it could as be because terrain doesn't have materials plugged in so GI cannot bounce over terrain...which is something that is a must have or t up to work to bounce light. PBR an GI is not gonna work without at least 3 GI bounces.

I also suspect that the water even if has its specular workflow channels plugged into it natively, is rendering in linear like all the rest ...the only thing that does not appear to being linear with proper 2.2 gamma is the sky and clouds system

I find it hard to believe that You guys did not factor in that if you will move to linear, the you also have to, in runtime, to colour manage to have a 2.2 gamma automatically. But I do not know what is going to happen to the billion of diffuse, normal and specular maps that have been imported with gamma 2.2 and not 0.444.

 

Second Life is the most valuable 3D asset in the world, that has the potential to exceed the trillions in value, with over a bullion of active users and hundreds of thousands of professionals working in and with it...

Please get us there!!

p.s. on side note, version 579766, would not install despite running the installer 4, 5 times.

Attachments

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-233825 | | Summary | ADITI GI PBR & COLOR MANAGMENT | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Expected Behavior | | Labels | pbr | | Reporter | COCA Yven (coca.yven) | | Created at | 2023-05-01T12:03:24Z | | Updated at | 2023-05-09T17:53:53Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-05-09T12:53:45.815-0500', "Is there anything you'd like to add?": "It feels like 15 years ago when i tried MY first ever render in Mental ray with GI turned on and having no idea how to set up colour management in maya or what linear workflow was at all.\r\nit feels to me that SL is being rendered in linear but there is no conversion to 2.2gamma...and even if it was at REC.709 or 1.7 gamma, it is still looking as if no colour management is done at all.\r\nA part of it could as be because terrain doesn't have materials plugged in so GI cannot bounce over terrain...which is something that is a must have or t up to work to bounce light.\r\nPBR an GI is not gonna work without at least 3 GI bounces.\r\n\r\nI also suspect that the water even if has its specular workflow channels plugged into it natively, is rendering in linear like all the rest ...the only thing that does not appear to being linear with proper 2.2 gamma is the sky and clouds system\r\n\r\nI find it hard to believe that You guys did not factor in that if you will move to linear, the you also have to, in runtime, to colour manage to have a 2.2 gamma automatically.\r\nBut I do not know what is going to happen to the billion of diffuse, normal and specular maps that have been imported with gamma 2.2 and not 0.444.\r\n\r\n\r\np.s. on side note, version 579766, would not install despite running the installer 4, 5 times.", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'Colour management is not set up properly.', 'What were you doing when it happened?': "I tested standing in runitai's demo villa on the porch with new MIDDAY setting.\r\n\r\nI had the Villa indoor lighting casting on My avatar right side while under the porch in Image 1, the rear of the avatar is quite dark GI is not working as it should with sun set at noon.\r\n In Image 2, i stood in the direct sunlight and the rear of the avatar now is even darker.\r\n\r\nImage 3 I am standing again under the porch, with the rear to the house with interior lighting casting on my avatar... the rear of the avatar is pitch black now.\r\n\r\nImage 4 I am standing with outdoors with sunlight coming from my right, the shadow side of the avatar is pitch black again as if there was no gamma applied to linear workflow\r\n\r\nthe overerall sun sky system still casts that blue hue like that appalling Unreal engine preset for substance painter instead of 5600K", 'What were you expecting to happen instead?': 'GI to work properly with the proper Dynamic range and proper highlights and shadows.\r\nThere is no bloom effect on chrome materials and the shadows even if in low resolution might not cast a hard shadow on the ground but they will render as if night-time why it is daytime.\r\n Sun to be set at 5600K, with proper white point calibrated displays, (which I use).', 'Where': 'SLURL: secondlife://Aditi/secondlife/Rumpus%20Room%202/13/47/24\r\n(global coordinates 35,597.1, 12,847.4, 23.8)', } ```
sl-service-account commented 1 year ago

Dan Linden commented at 2023-05-09T17:53:46Z

This is currently expected behavior.