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"Lower Brightness Limit" massively messes up light color. (behaves like "added lighting, not like "min lighting") #225

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Martin-H2 opened this issue Nov 7, 2024 · 0 comments

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@Martin-H2
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When using "Lower Brightness Limit" > 0 and something is under that limit, it will be brightened up by a pure white light. This erases the existing light color on the surface, AS IF "monochrome lightning" was used. That means, using "Lower Brightness Limit" > 0, implies "monochrome lightning", depending on how far the current lighting level is below the threshold. That means, it does not only imply "monochrome lightning", but the resulting light color is completely unpredictable. This causes the avatar to look "out of place" on some maps with low or no direct light sources which rely on diffuse light from the sky-box.

How to reproduce: create a sky-box with strong tint color and use it as only light-source in the scene.

Suggestion: Use the existing light color and amplify it, when below the "Lower Brightness Limit" threshold.
Benefits:

  • you get always the monochrome lighting % you desired (e.g. 50%)
  • you do not look out of place on dim maps
  • shading aligns with poiyomi and can be used alongside

The "Lower Brightness Limit" could also be split into 2 sliders: "min brightness" + "added brightness" for those people who may need both options

LBL 0
image

LBL > 0
image

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