Garment in 3D window looks dark
Hello! After I have updated Clo my garments looks as there is no light in the 3D view window. Garment looks dark.
What Can I do?
Best regards
Fredrik
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Try posting an image so we can review it.
Check your garments models base material shader is set to white fabric, and see if that changes it view in the 3D window. Also check you are in the right viewing mode and not in the xray mode.
If it appears dark in the vray render check you have an light and HDRI assigned in the scene.
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Hi! thanks! please check this. 3D window and render window. Render window it looks light and fabric as it shall do, but in 3D window its dark. it seams like its the garments that's is dark, if I put a avatar into it the avatar looks ok.
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These are two different render engines so the work in progress (left view) is purely for quick visuals with PBR materials that will render the fabric shaders in a manner that is better suited to work and layout for your general garments arrangement. On that fabric you also have a opacity/transparency value assigned to some of the fabrics, this is especially different (in how that commonly shared fabric shader) how it will render in the two separate render engines #1) CLO3D pbr textured material view for work in progress texture communication when working between a team and #2) vray for high quality digital renders for marketing presentation media. (rendering in both photon and path tracing). So the single fabric shader will never render the same in both windows, because they are technically not the same render engine domain space.
When you re-calibrate what each render engine is for, you will find the discrepancy with how fabric material shaders are treated makes sense relative to the two work modes > work-in-progress with speedy texture placement and viewing in realtime < verse > Slow (could be minutes of hours) Final high quality marketing render image at a custom image output size and colorway batching to folders as part of the media asset pipeline for render engine visuals. Two different workflow caps need to be worn, one for the left window and another for the right window.
Hope that helps.
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Thank you for you kind answer, but its not that. I worked in clo for quite a while, but it never looked this dark before I updated to latest clo. when I open same garment in clo5.2 it looks all ok. Check picture below.?
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I know that its different render engines, But the garment shall look similar in both windows when it comes to colour and shading even before render. Then when Redner you get a high quality output.
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Did you read the software update notes between versions ? I suggest you take a poke into that aspect of the notes that come at every release, as you may be well behind on the number of technology changes that have occurred.
In my post comment > see where I mention the opacity value > it appears to be on in both views in the fabric material in your 1st post (you make no mention in that original post you are comparing to such an older version of CLO3D, and my crystal ball on my design desk is broken) - which is perhaps a result of the updated versions shader changes.
NOTE: see some handy links below to bring you up to speed with the software changes.
In CLO3D 5.2 verse CLO3D 6.1 - were that might be your issue. And also note how 2D graphics may have also changed along with many other improvements.
There have been shader changes (inclusion of adobe substance shader textures so it is very likely the core shader has changed between versions from 5.2 to 6.1 ) which I also point to as the crux of your issue. Yes software changes in updates and so so some texture treatments and even physical presets (eg: the inclusion of new factors many years back including new tech like GPU sim) and then how fabrics are applied INCLUDING 2D graphics (or decals) was a recent change in the updates and in the process it is very likely the core work in progress view and vray shader treatments also changed as a consequence, happens in Max, Maya, Blender et all. on occasion so you need to stay on top of the feature changes and notes they publish with their updates if you want your projects, and on occasion that means you need to update materials and how they render in settings.
Check out their updates notes. Embrace the changes ....
You will see there have been many materials and shader improvements for materials > including a massive materials (texture) data exchange update >> glTF >> Standard-Fabric-File-Compatibility-ver-6-1-
So you need to consider as part of your ongoing use for any software within what you do, that it can on occasion impact on all your projects, when you integrate an update. So have an update test policy, where you test that new update out before you roll it out and find things may have changed at the project level. eg: like materials shaders and import/export exchange formats or simulation hardware eg: GPU where you may need to update technology and processes as part of your update strategy. It's all maybe about staying on top of the impact between version releases. eg CLO3D 5.2 and then a big version step to 6.1
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