Product Chat / Help - Saturation to deep

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GraPhiX
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Posted: 19th Sep 2018 11:19 Edited at: 19th Sep 2018 11:19
I am just finishing off a couple of models, I have tried on a couple of different computers now and have come to the conclusion that the saturation is a little too strong on the textures in GG, does anyone know of a setting or how we can decrease the saturation, some of the models look almost 'cartoony' anyone else noticed this? two images below one in GG and one not its the same model but in GG its red channel is way too much, or is it just my eyes it just seems to take away the realism slightly


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Belidos
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Posted: 19th Sep 2018 11:33
you could try some of the realistic vs cool settings (i forget for now the exact names) in settings.fx i think they might do what you need.

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GraPhiX
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Posted: 19th Sep 2018 11:39 Edited at: 19th Sep 2018 11:40
yeah I have looked through the settings.fx there are some settings as you say but unfortunately no documentation #define RealisticVsCool (0.60) is very cryptic to me lol its under the section control how PBR is presented could do with a basic explanation of what the settings do before I break it LOL there are a few
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Belidos
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Posted: 19th Sep 2018 11:43 Edited at: 19th Sep 2018 11:45
#define RealisticVsCool (0.60) if you change it to 0.40 "should" give you shading a bit closer to Unity's shading, and 0.90 "should" give you shading closer to Unreals shading according to Preben.

Note: don't forget when you change any shader settings you need to set focetestgameshaders (i really must sort my memory out, i think this is what it is called) to 1 in setup.ini and relaunch gameguru for them to take effect, you can change that setting back to 0 to return faster loading once you've run gamaguru once.

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GraPhiX
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Posted: 19th Sep 2018 11:45
ok thanks, do I have to force shader complie if I change these settings ?
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Belidos
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Posted: 19th Sep 2018 11:48 Edited at: 19th Sep 2018 11:49
Yup any setting you change in settings.fx needs the compiler forced for the settings to take effect, but you can change the force back once you have reloaded gameguru once.

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GraPhiX
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Posted: 19th Sep 2018 11:56
I must have broke it lol tried unreal 0.90 and unity 0.40 it looks exactly the same, and yes I forced compile, think I will try a custom cubemap see if that makes a difference
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Belidos
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Posted: 19th Sep 2018 11:57
I don't know to be honest, i've never tried it, just going by what preben said in a post a while back.

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GraPhiX
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Posted: 19th Sep 2018 12:25 Edited at: 19th Sep 2018 12:26
ok I have a bit of progress I created a custom Cube Map made sure it was greyscale so that it was only highlights and no colour and it kind of worked but I had to still drop the red level with the ambient slider, the other side effect is that it makes it super glossy so I will have to mess with specular too. but the colours are more akin to what they should be


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granada
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Posted: 19th Sep 2018 12:42
Look better,but that’s a lot of mucking around to make something look natural

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GraPhiX
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Posted: 19th Sep 2018 13:01 Edited at: 19th Sep 2018 13:12
yeah dave my sentiments exactly, all we really need is a saturation slider just to tone down a bit or even a Gamma slider
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Teabone
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Posted: 19th Sep 2018 15:07
I think since we have a contrast slider a saturation slider would compliment it well.
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Posted: 19th Sep 2018 15:48
I gave up on the sliders long ago, doesn't seem to matter where I put them things don't look 'right'. Maybe the default settings in the shaders need looking at?
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Posted: 19th Sep 2018 17:33
IMO, quite nice/realistic things could be done with the sliders in x9 with a little bit of messing around. I would agree that the default shader settings need looking at but a lot of making things look right is up to the artist. it's not all the game engine's job.
GraPhiX
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Posted: 19th Sep 2018 18:01
@Bugsy ok I will re texture it better took me a day but I suppose I rushed it
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Posted: 19th Sep 2018 18:08
nah i think the texture's fine! excellent to be honest.

i'd probably try to mess with gameguru's shaders and sliders before editing it, (as you do want that rich maple/mahogany redness a little bit) before just desaturating a texture that looks good in other softwares.

another thing i'd look at would be
#define CARTOONIMPACT (4.2)
in the settings.fx file. that might possibly have something to do with colours (this is from my x9 setting.fx tho)
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Posted: 19th Sep 2018 18:15
It's probably just a lack of velociraptors.
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smallg
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Posted: 19th Sep 2018 18:17
Shouldn't this be controlled via the light of the scene, i.e. the sun/skybox should effect how bright the model is?
I'll admit I haven't really used GG since the pbr update so no idea if it works like that here or not.
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GraPhiX
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Posted: 19th Sep 2018 18:34
If I turn the red ambient slider all the way down it does resemble what I would like as in the picture from Quixel the texture colour is fine in anything I put it in except GG now I know it's still work in progress. Yes I have messed with the sliders and tried different settings in settings.fx but the conclusion I came to was the colour hue for RGB is quite high hence the almost cartoon look this is why I asked if there is a saturation setting in any of the shader files turning the red ambient off is not really ideal. I also tried my own cubemap and yes to a degree that also worked but for some reason the specular was 5 x the normal and I tried -500 in properties and it did not work. Yellow metal also looks very vivid I tried my mech station and it now looks like a toy.
I have tried on two different computers one with Nvidia graphics and one with ATI both look the same so what I am asking for is there anyway of tonning the colours down with a tweak of some kind the shaders I assume are RGB there must be a base value that can be changed or so I would of thought
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Posted: 19th Sep 2018 18:34
Yeah changing the skybox seems to change the appearance of all models. My models look completely different now
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GraPhiX
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Posted: 19th Sep 2018 18:37
Yes a greyscale cubemap also makes it look better
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Posted: 19th Sep 2018 18:44
Quote: ""I'll admit I haven't really used GG since the pbr update""


hey welcome to the club lol
Belidos
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Posted: 19th Sep 2018 20:04
@bugsy #define cartoonimpact controls how thick the black lines are in the cartoon effect shader

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smallg
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Posted: 20th Sep 2018 10:32
Quote: "Yeah changing the skybox seems to change the appearance of all models. My models look completely different now "

awesome

@graphix so it is working as intended, not really a fix as such but at least it explains why you are getting different results to your modelling software... you're supposed to be, you don't have any terrain or skybox there influencing your model, if you place a skybox the same colour as your grey background and turn off the terrain it should look the same
you should be able to control the intensity in one of the textures, shouldn't really need a shader change, try mess around with the guides given here and see if you can get the result you expect.
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GraPhiX
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Posted: 20th Sep 2018 11:31
@smallg I understand how PBR works yes it is all to do with the environment, this is not my issue, I know how adjust my environment, different skyboxes do indeed effect a model in various ways my concern is the colour settings in the shader are too vivid, we have a cartoon shader that emphasises this, all I want to do is tone the colour levels down for textures slightly.


Here is an example of what I have to do to get the colours almost right, the piano on the left as a greyscale cubemap to help tone it down the side effect is the specular has to be turned down to about -250 so it does not look wet, the one on the right as no cube map. yes I suppose I could use cubemaps for all my assets but this is going to impact memory I don't want to add a cubemap to adjust colour I want a cubemap to reflect the environment indoors.

all i was asking is if there is away to adjust the RGB values in the shader so i can choose how deep/light i want a colour to be.


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GraPhiX
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Posted: 20th Sep 2018 11:54 Edited at: 20th Sep 2018 11:55
here is another example one pipe as cube one does not I am sure you can see the difference between the two, I know which one I prefer even though it is very subtle


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