Texture Shaded Preview Look Different after 4.11?

ArgleSWArgleSW Posts: 148
edited May 2019 in The Commons

After I got the 4.11 beta, I have noticed the look of skin textures a bit different when using the Texture Shaded preview mode (Iray preview looks fine). Can't say if its better or worse, but specifically skin textures look different than before. If I disable Per Pixel shading, it looks glossy. I never changes my interface settings before updating to 4.11 but they are as follows:

Per Pixel Shading: On
Anti-Aliasing: On
Display Optimization: Best
Backface Lighting: On
Texture Resources: Quality
Pixel Buffer: On (2k x 2k)
Multi-Threading: On
Nvidia GeForce 1080 Ti: May 2019 Driver

Anyone else notice a difference? 

Post edited by ArgleSW on

Comments

  • L'AdairL'Adair Posts: 9,479

    There were a lot of changes to specifically to address the problem of custom shaders displaying odd colors in the viewport. Turning Per Pixel Shading to On was a workaround, but it also had drawbacks for the viewport. Oddly enough, I saw the glossy appearance you mentioned when I had that setting on, and did not with it off. That was before the current beta, 4.11.0.366, however.

    I'm working on a scene at the moment, so I can't check to see how it looks now. (No people, just a lot of butterflies. And a bear.)

    I'm curious, though, and will definitely try your settings and see what happens, when I'm done for the night with the scene I'm working on.

  • L'AdairL'Adair Posts: 9,479

    My settings were:

    Per Pixel Shading: Off
    Anti-Aliasing: On
    Display Optimization: Best
    Backface Lighting: On
    Texture Resources: Quality
    Pixel Buffer: Off
    Multi-Threading: On
    Nvidia GeForce 1080: v. 418.18

    I  loaded an older scene with one G8F and did not see a difference in her skin in the Texture Shaded draw mode. I then opened Preferences and made my settings match yours. She still looked "matte." When I set Per Pixel Shading to On, still no difference. But when I set Per Pixel Shading to Off again, her skin became "glossy."

    I didn't test this further by using a new scene and adding a figure. However, I suspect the older scene loaded with the saved material settings, and it wasn't until I started making changes that the interface started using the explicit defaults that are new to this beta. I expect I'll be seeing a lot more "glossy" figures in my future. But it is definitely preferable, imo, to the randomly changing neon colors from before!

    Big Kudos to Daz for finding the cause and fixing that issue.

  • nonesuch00nonesuch00 Posts: 18,753

    I have a scene I was working on that had the flashing colors in the viewport problem and I can say that the .366 Public Beta made that problem go away. However, since the strand hair was introduced I'm more interesting in trying to learn how to use it well than to check into other bug fixes and enhancements in the .366 Public Beta now. Another set of fixes was improvement of pinning for posing and animations and animation itself.   

  • ArgleSWArgleSW Posts: 148

    Here is another example where per pixel shading on/off looks different than before. In this case, broken.

    PPS.jpg
    5780 x 1965 - 2M
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