some textures display dark, nearly black [SOLVED] [REOPENED]

Paulov

02-06-2006 23:37:20

Hi

I´ve just solved one great problem and it has derived in another one that seems quite simpler.

The objets with textures, appear really dark in the viewport, as dark I thougth that they where displaying black without textures since I maximiced Ogre viewport and I realised that the texture was there.

The rare thing is that this darkness appears randomly; when I turn on Ogre viewport I see the building with some parts dark, if I turn to max perspective and I reload the Ogre viewport the dark objets use to change to normal, some times keep dark as if it was something random.

See the image for more details



I´ve also uploaded a video
http://files.filefront.com/captura_fall ... einfo.html

And the scene
http://files.filefront.com/problema_2zi ... einfo.html

Lets see if we can solve this thing all together....
---imagetrhust server is not working properly so the image may not display--
Ciao_______

Paulov

04-06-2006 19:55:36

Hi

I see nobody has answers for this problem, could someone download the scene and tell me what happens on his ogre viewport?¿?

I´ve documented the post as much as I can with the scene and a video of the problem.

Please give me some help or coments.

note1: My graphic drivers ar up to date as Lioric proposed me to do in another post.

note2: this problem appears equally
-with or without lights
-with or without shadows
-and in all the scene manager tipes.

bye

Paulov

05-06-2006 19:32:19

Reading some posts in the showcase I´ve found the answer to this problem.

I see that there ar 2 solutions.

1) Set the materials Self-Illumination to 100
2) Set the Lighting to not enabled in the material

I´ve used the first one, since my materials are the max materials.
The second option is supossed to give better performance but it only runs with ogre materials.

note: I´ve tried to update the materials with -update material- command as Lioric proposes in a post, but it has done nothing to my material, it keeps as it was.

now, I´ve to go with the alpha textures, since in this building at the top has a texture with alpha and in the botton there is a cocacola adver that also uses alpha.

I´ve searched the forum, but the post reffer to ogre materials, and as I´ve been unable to complete the first oFusion material....

i dont know what I do wrong, but I´m unable to run a material as simple as a material with an image texture, even if I follow the correct steps (in theory) i get nothing but a gray material..... I´ll try to remake for 3rd time the first oFusion tutorial....

now, some images of the building rendering with no problems but the alpha



<<objets with non working alpha>>

Lioric

06-06-2006 02:18:48

Actually you can disable the lighting of the object by activating "Show Vertex Color Display" in the object properties

But you should be using the Ogre material(s), what are steps you do to update the materials?

You can update the material via different methods, using the batch upgrader or manually

In the User's guide, see the "The manual Upgrade method" page of the "Working with Materials/Evaluating to Ogre Materials" chapter for a detailed process and test with a simple standard material

Boris Tkatch

06-09-2006 21:48:04

Start from the first max material.

1. Convert your max material into OGRE material.
2. Select technique_0
3. Select pass_0
4.Select textureUnit_0
5. Change Blend mode, which is "modulate" by default (not the best choise) to "replace".

You will see your texture. Repeat steps 1-5 for all materials. It looks like you don't have lights or vertex colors in your scene, this is why "modulate" produces completely black results.

Paulov

26-10-2006 09:40:57

Hi there.

I´had this issue as solved since the last time I posted, but now that I´ve started to lightmap my buildings I´ve found that that using the self ilumination was not a good idea.

I´ve tested Boris sugestion and works fine!, but doing this for all the materials, at least for the ones existing, can be very time consuming.

I was getting almost crazy when after evaluating a material I was getting a black objet, I was comparing it with the other created by hand following the Boris proposed steps and was not seein any diference... any difference but this one : The ambient and Specular fields where black in the evaluated material and not in the other that where in a clear gray. By moving the black ambient color to a brighter one has solved the problem.

So, what I would need now [LIORIC] would be a way to bath upgrade the materials, with I´ve readed several times that is possible, but it is not documented. (At least the last time I searched thoroughly). Is this possible?
Also this upgraded materials should have their ambient and especular in the standar max gray that comes in a blank material.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Now I´ve solved this issue, I´ve to continue my lightmapping tests.

The previous ressults after lightmapping where that only the lightmap was being visible after lightmapping process, but I thing that this was because the lightmap is in -self ilumination- and the textures in -difuse- that without self ilumination set to a high value where invisible (talking about an standard max mat)

would be nice if someone could tell me an easy way to add the lightmaps to an offussion material directly.

What I´m going to try first is to have an object lightmaped and textured with teh standard max material and then evaluate it, to check what happens. :arrow:

Lioric

26-10-2006 17:06:37

The Batch upgrade method is fully documented, see this tutorial for the details (included automatically configuring full emmisive value for all materials in a batch process)

http://www.ofusiontechnologies.com/support/1299/support_1299_00.html