Why is bright albedo texture automatically emissive?
The circled textures do not have emissive properties, nor do they have a map defined as "_e" yet they all glow just because their albedo is very "light" or white in the ring around the fan case.
I swapped them with another slightly darker texture and they stopped glowing.
I'm using SEUS HRR 3 and with Optifine (where I designed this mesh in) these parts were not glowing.
Anyone knows about this?
17 Replies
It seems like there's currently a limitation to mask out emissive and none emissive parts and it's bound to highlights, or am I doing this incorrectly?
It seems like that emissive only renders one face of the mesh and not multiple. I discovered that when trying the popular "Glowing Emissive Ores" pack.
they're clearly using iris
Oh my bad I misunderstood how they wrote it oops :crong:
oh my god I WISH I could run anything even close to what you're running
Any solution to this or is it going to be resolved in the near future?
That is way out of my expertise sorry. You may need to speak to ims or someone more knowledgeable about this
Indeed that's why I posted this here as a bug.
@IMS
emissives
_e
aren't done by Iris so I have no clue about that
i don't believe this is caused by Iris specifically, but I can lookPlease do. If it's Sodium I can submit a bug there later.
Update: "smooth lighting" actually fixes the emissive issue
I can't believe that you can run that but aren't using smooth lighting
Have you tested with any other shaders to verify it's not a shader-specific/PTGI bug?
with optifine smooth lighting messed up obj
smooth lighting actually fixed this problem
Smooth lighting off/on comparison, however, some objects still render darker compared to optifine. In this case framed picture and door. json ao boolean does not affect it.