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Models with PBR texture maps and lightmap are dimly lit and have pale colors. #885
Comments
@ColeOSRF Cole Biesemeyer YOU ARE MY HERO!! :-D Thank you so much! I would have never found that it is due to the images being 16 bit! Thanks also for the suggestions wrt the lighting. And you are right about the solid value textures; the original idea was to apply real textures to all parts, but as I am alredy rather pleased with the current result I might indeed change the texture maps for numeric values. |
Environment
Gazebo Garden
Ubuntu 22.04
Ogre2
Built from source
Description
I'm running a simulation in an environment with PBR textures and light map (baked in Blender using SimpleBake). However, I can't get it to look vibrant. All colours are more greyish wrt how they render in Blender.
Not sure if this is a bug, a 'known limitation' or rather just ignorance on my side.
This is Blender (cycles):
This is gazebo sim:
(the distortion of the checker pattern is not relevant; it is due to a wrong UV mapping)
The Blender model is lit from the pendant lights (emissive white surface). The Gazebo world has the
.dae
with PBR textures, light map and at each pendant one spot light (without shadows). Both the Blender and Gazebo lights are pure white (RGB 255).I can't share that model but I made this test repository that shows similarly dull colors. It holds the blender project file, as well as the derived PBR and light map images,
.dae
and.sdf
files:I think the lightmap demo world also looks rather dimly lit, so it seems that this is a more general issue?
I could obviously manually tweak the saturation of the colours in the albedo map, but e.g. the white part of the walls is already pure white (close to max RGB values) so I can't get that to look less grey.
I also tried to add a bright light, which obviously makes the scene more clearly lit, but:
I also tried to change the
<ambient>
and<ambient_light>
values in thesdf
andgui.config
respectively, but that does not seem to have an influence.So I wonder if there is some way to augment the general lighting in a scene?
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