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Add a button to fix the shiny matte ugliness. #82
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status: incomplete
The issue has been partially resolved.
status: pull-request
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type: improvement
The issue is an improvement suggestion.
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You need Reflection Probes to have functional reflections, it's not a
SabreCSG problem. SabreCSG should probably reuse the settings found on
previous MeshRenderers with the same material type - but that should be the
case regardless of this setting.
…On 2 April 2018 at 21:23, Henry de Jongh ***@***.***> wrote:
You often get this very ugly matte shine:
[image: image]
<https://user-images.githubusercontent.com/7905726/38194455-e598517a-3677-11e8-8c80-5b2b68047028.png>
The problem is the reflection probe, making the reflection probe black
will cause all metals to be black which is not what you want, in the
"MaterialMesh" settings you can disable reflection probes:
[image: image]
<https://user-images.githubusercontent.com/7905726/38194516-3f2ef7ca-3678-11e8-8bea-26b463ebc117.png>
To get the result you'd want:
[image: image]
<https://user-images.githubusercontent.com/7905726/38194489-194b7646-3678-11e8-816a-ea267cd0dd0c.png>
But SabreCSG forgets this setting after every rebuild. Perhaps this should
be the default- or have a checkbox in the CSG Model settings that's like:
*Common Fixes*
[ ] The world is shiny and weird
As I am not sure everyone will immediately realize it's the reflection
probe causing this, like me, and even exposing the reflection probe
settings in the CSG Model may then not help anyone figure it out at first.
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nukeandbeans
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Jun 1, 2018
Feature addition in reference to sabresaurus#82 + Added a group to CSGModelInspector "Common Fixes" + Added a toggle + enum to change ReflectionProbeUsage for the entire CSGModel
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nukeandbeans
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Jun 10, 2018
* Introducing new primitive type: Capsule! And code cleanup. * Add ReflectionProbeUsage settings Feature addition in reference to sabresaurus#82 + Added a group to CSGModelInspector "Common Fixes" + Added a toggle + enum to change ReflectionProbeUsage for the entire CSGModel * The checkbox will reset the reflection probes to Blend Probes at every rebuild, so I decided to remove it and just have this enum as the default way to manage it. Generic code cleanup of CSGBuildSettings and MeshGroupManager (sorry, I know that makes it hard to read, it was an accident!). * Disabled CSG Models will no longer enable their MeshGroup during play. Fixes sabresaurus#131. * Now only looks at the CSG Model enabled checkbox so it works like a traditional game object where only a parent could be disabled yet the children are enabled. * Add Hollow Box Brush + Add HollowBoxBrush + Add HollowBoxBrushInspector Simple compound brush for generating a hollow cube/box with wall thickness. * Fix CS0252 Fix for CS0252 "Possible unintended reference comparison; to get a value comparison, cast the left hand side to type 'type' " in Toolbar.cs on .NET backend 4.5 Equivalent on unity 2017 and above. * 2D Shape Editor can now extrude segments. * use #if NET_4_6 to detect if the project is on the .net 4.x backend * Now using (compoundBrushType is Type) check as discussed. * Created a new icon for the Capsule. Added BeautifulBrushName. * MathHelper.cs PlaneEqualsLooserWithFlip is now even looser (less precise, allowing for more floating point errors and causing less false positives). * Increased the floats slightly which took care of a lot of artifacts I was still able to create. * Additional fine-tuning to deal with extremely complex subtractive brushes. * Faster and more accurate material searches for VMF and T3D. Fixed all runtime CSG game build compile errors. * Add BrushSize feature. * Removed unused namespaces. * Allow individual dimention size setting for XYZ axis * 2DSE: Fixed inverted extrude direction on flipped projects. * Code Cleanup + bugfix - Removed unused usings. - Removed redundant code - Removed scale setting feature. Possible addition to compound brush later. * Fixed brush not being manually scalable. * Made checking brush size easier. Now can simply use IsBrushXYZTooSmall to check the size of the brush. * Updated SabreCSG version to 1.7.0. * Fixed HollowBoxBrush compilation errors. * Updated SabreCSG version to 1.7.1. * Optimize Geometry has been demoted and is now off by default. * Fixed HollowBoxBrush inspector compilation errors. * Updated SabreCSG version to 1.7.2. * Initial work on Volumes. Can now turn Primitive Brushes into Volumes. Can associate a volume type in the inspector. * Finished the implementation of Volumes. * Forgot to delete a couple test volumes from the branch. * Decided against custom wireframe colors for volume brushes as that makes them identifiable as volumes. Instead the custom material should be more than enough to customize it. * Volumes had the wrong rotation. * Auto Rebuild is now extremely fast at building volumes. Volumes are invisible game objects parented to brushes (can be shown through the SabreCSG preferences for development purposes). * The inspector-hidden volumes are now shown during play.
nukeandbeans
pushed a commit
to nukeandbeans/SabreCSG
that referenced
this issue
Jun 11, 2018
* Introducing new primitive type: Capsule! And code cleanup. * Add ReflectionProbeUsage settings Feature addition in reference to sabresaurus#82 + Added a group to CSGModelInspector "Common Fixes" + Added a toggle + enum to change ReflectionProbeUsage for the entire CSGModel * The checkbox will reset the reflection probes to Blend Probes at every rebuild, so I decided to remove it and just have this enum as the default way to manage it. Generic code cleanup of CSGBuildSettings and MeshGroupManager (sorry, I know that makes it hard to read, it was an accident!). * Disabled CSG Models will no longer enable their MeshGroup during play. Fixes sabresaurus#131. * Now only looks at the CSG Model enabled checkbox so it works like a traditional game object where only a parent could be disabled yet the children are enabled. * Add Hollow Box Brush + Add HollowBoxBrush + Add HollowBoxBrushInspector Simple compound brush for generating a hollow cube/box with wall thickness. * Fix CS0252 Fix for CS0252 "Possible unintended reference comparison; to get a value comparison, cast the left hand side to type 'type' " in Toolbar.cs on .NET backend 4.5 Equivalent on unity 2017 and above. * 2D Shape Editor can now extrude segments. * use #if NET_4_6 to detect if the project is on the .net 4.x backend * Now using (compoundBrushType is Type) check as discussed. * Created a new icon for the Capsule. Added BeautifulBrushName. * MathHelper.cs PlaneEqualsLooserWithFlip is now even looser (less precise, allowing for more floating point errors and causing less false positives). * Increased the floats slightly which took care of a lot of artifacts I was still able to create. * Additional fine-tuning to deal with extremely complex subtractive brushes. * Faster and more accurate material searches for VMF and T3D. Fixed all runtime CSG game build compile errors. * Add BrushSize feature. * Removed unused namespaces. * Allow individual dimention size setting for XYZ axis * 2DSE: Fixed inverted extrude direction on flipped projects. * Code Cleanup + bugfix - Removed unused usings. - Removed redundant code - Removed scale setting feature. Possible addition to compound brush later. * Fixed brush not being manually scalable. * Made checking brush size easier. Now can simply use IsBrushXYZTooSmall to check the size of the brush. * Updated SabreCSG version to 1.7.0. * Fixed HollowBoxBrush compilation errors. * Updated SabreCSG version to 1.7.1. * Optimize Geometry has been demoted and is now off by default. * Fixed HollowBoxBrush inspector compilation errors. * Updated SabreCSG version to 1.7.2.
nukeandbeans
pushed a commit
to nukeandbeans/SabreCSG
that referenced
this issue
Jun 12, 2018
* Introducing new primitive type: Capsule! And code cleanup. * Add ReflectionProbeUsage settings Feature addition in reference to sabresaurus#82 + Added a group to CSGModelInspector "Common Fixes" + Added a toggle + enum to change ReflectionProbeUsage for the entire CSGModel * The checkbox will reset the reflection probes to Blend Probes at every rebuild, so I decided to remove it and just have this enum as the default way to manage it. Generic code cleanup of CSGBuildSettings and MeshGroupManager (sorry, I know that makes it hard to read, it was an accident!). * Disabled CSG Models will no longer enable their MeshGroup during play. Fixes sabresaurus#131. * Now only looks at the CSG Model enabled checkbox so it works like a traditional game object where only a parent could be disabled yet the children are enabled. * Add Hollow Box Brush + Add HollowBoxBrush + Add HollowBoxBrushInspector Simple compound brush for generating a hollow cube/box with wall thickness. * Fix CS0252 Fix for CS0252 "Possible unintended reference comparison; to get a value comparison, cast the left hand side to type 'type' " in Toolbar.cs on .NET backend 4.5 Equivalent on unity 2017 and above. * 2D Shape Editor can now extrude segments. * use #if NET_4_6 to detect if the project is on the .net 4.x backend * Now using (compoundBrushType is Type) check as discussed. * Created a new icon for the Capsule. Added BeautifulBrushName. * MathHelper.cs PlaneEqualsLooserWithFlip is now even looser (less precise, allowing for more floating point errors and causing less false positives). * Increased the floats slightly which took care of a lot of artifacts I was still able to create. * Additional fine-tuning to deal with extremely complex subtractive brushes. * Faster and more accurate material searches for VMF and T3D. Fixed all runtime CSG game build compile errors. * Add BrushSize feature. * Removed unused namespaces. * Allow individual dimention size setting for XYZ axis * 2DSE: Fixed inverted extrude direction on flipped projects. * Code Cleanup + bugfix - Removed unused usings. - Removed redundant code - Removed scale setting feature. Possible addition to compound brush later. * Fixed brush not being manually scalable. * Made checking brush size easier. Now can simply use IsBrushXYZTooSmall to check the size of the brush. * Updated SabreCSG version to 1.7.0. * Fixed HollowBoxBrush compilation errors. * Updated SabreCSG version to 1.7.1. * Optimize Geometry has been demoted and is now off by default. * Fixed HollowBoxBrush inspector compilation errors. * Updated SabreCSG version to 1.7.2. * Initial work on Volumes. Can now turn Primitive Brushes into Volumes. Can associate a volume type in the inspector. * Finished the implementation of Volumes. * Forgot to delete a couple test volumes from the branch. * Decided against custom wireframe colors for volume brushes as that makes them identifiable as volumes. Instead the custom material should be more than enough to customize it. * Volumes had the wrong rotation. * Auto Rebuild is now extremely fast at building volumes. Volumes are invisible game objects parented to brushes (can be shown through the SabreCSG preferences for development purposes). * The inspector-hidden volumes are now shown during play. * More aggressive editor code stripping for Runtime CSG. Added namespace to the volume types. * Removed invalid .meta file * Added a PhysicsVolume that manipulates the rigid bodies that enter it. * Made it impossible for the user to accidentally edit the hidden SabreCSG Volume Component once leaving play mode with it selected. The inspector will be disabled. * Fixed build errors and removed test code. * Removed some redundant code in the CSGFactory. * Renamed ShowHiddenGameObjectsInInspector to ShowHiddenGameObjectsInHierarchy. * Added multi-editing support for volumes (and prevented the bug where selecting different types would reset all of them to the primary selected brush type. * Fixed black volume gizmo sprite in Unity 5.3. * Added the nasty hack to set event values in pre-Unity 2018 versions.
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Labels
status: incomplete
The issue has been partially resolved.
status: pull-request
A pull request for the issue awaits approval.
type: improvement
The issue is an improvement suggestion.
You often get this very ugly matte shine:
The problem is the reflection probe, making the reflection probe black will cause all metals to be black which is not what you want, in the "MaterialMesh" settings you can disable reflection probes:
To get the result you'd want:
But SabreCSG forgets this setting after every rebuild. Perhaps this should be the default- or have a checkbox in the CSG Model settings that's like:
Common Fixes
[ ] The world is shiny and weird
As I am not sure everyone will immediately realize it's the reflection probe causing this, like me, and even exposing the reflection probe settings in the CSG Model may then not help anyone figure it out at first.
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