MarbleQuiche wrote: »They definitely knew this before putting it out. The chances of every dye pack currently on sale for Crowns vividly dyeing every part of the costume would be next to zero otherwise. How many dyes we get in game with? One in five, one in ten vividly?
Draw your own conclusions.
Can someone post a screenshot of the preview of the newest super red dye stamp from crown store on this costume?
mesmerizedish wrote: »ARE YOU SERIOUS. Like if anyone ever thought that the entire dye system didn't need an overhaul I hope this will change your mind. Dyes should not be muted or changed in any capacity just because they are on a certain kind of material. Whites should not turn tan or gray just because they're on leather. Reds should not lose their vibrancy just for being on leather. It's not even a "realism" thing otherwise we wouldn't be able to dye metals at all. Please change the way that dyes work on a fundamental level, this is just ridiculous.
It's not a problem with how dyes work on a fundamental level, it's a problem with the tintmaps.
A tintmap is a version of the texture that will determine the strength at which a dye is applied to a given pixel. It uses each channel of the texture for one "layer" if you will (this is why you have three dyeable areas: one for each channel of an RGB texture). If a pixel is full white, then the dye will be applied at full strength. If it's black, the dye won't be applied at all. Greys, as you might expect, apply the color at intermediate strengths.
The problem here is that, for whatever reason, the pixels in the texture channel for the corset are not bright enough. This is an art problem, not an engineering one. Oddly enough, the dyes actually are being well-applied to the BACK of the corset, but the front is washed-out.
Paulington wrote: »I like it, and so does my character.
mesmerizedish wrote: »ARE YOU SERIOUS. Like if anyone ever thought that the entire dye system didn't need an overhaul I hope this will change your mind. Dyes should not be muted or changed in any capacity just because they are on a certain kind of material. Whites should not turn tan or gray just because they're on leather. Reds should not lose their vibrancy just for being on leather. It's not even a "realism" thing otherwise we wouldn't be able to dye metals at all. Please change the way that dyes work on a fundamental level, this is just ridiculous.
It's not a problem with how dyes work on a fundamental level, it's a problem with the tintmaps.
A tintmap is a version of the texture that will determine the strength at which a dye is applied to a given pixel. It uses each channel of the texture for one "layer" if you will (this is why you have three dyeable areas: one for each channel of an RGB texture). If a pixel is full white, then the dye will be applied at full strength. If it's black, the dye won't be applied at all. Greys, as you might expect, apply the color at intermediate strengths.
The problem here is that, for whatever reason, the pixels in the texture channel for the corset are not bright enough. This is an art problem, not an engineering one. Oddly enough, the dyes actually are being well-applied to the BACK of the corset, but the front is washed-out.
I don't know what tech they use to implement how dyes work but assuming that tintmaps are used that still doesn't fully cover how dyes work. There are many instances where a color will be significantly changed, where dual-tone colors only display one of the tones, where things are over or underperforming in terms of how shiny they are, etc. That doesn't sound like it's covered just by tintmaps, they seem to be discrete properties that are separable from each other. That's why I'm calling for a more fundamental change, because I think we should be able to more-or-less control these aspects to suit or aesthetic needs. Sure, you'll get some people running around with shiny-looking velvet cloth, but... I don't care? That should be their decision.
Yeah, I think I have a costume bug as well.
The Breton Hero Costume looks like a dog turd.
Will this be getting fixed Pronto too?Still not letting that go.
RavenRoxie wrote: »Maybe I am misunderstanding what you said but the crown dyes do not color the top vividly, at all. It makes it a pinkish color, just like the in game reds to. And, it sucks.
Kavatchian wrote: »Paulington wrote: »I like it, and so does my character.
Sweet Vivec...
Paulington wrote: »I like it, and so does my character.
mesmerizedish wrote: »mesmerizedish wrote: »ARE YOU SERIOUS. Like if anyone ever thought that the entire dye system didn't need an overhaul I hope this will change your mind. Dyes should not be muted or changed in any capacity just because they are on a certain kind of material. Whites should not turn tan or gray just because they're on leather. Reds should not lose their vibrancy just for being on leather. It's not even a "realism" thing otherwise we wouldn't be able to dye metals at all. Please change the way that dyes work on a fundamental level, this is just ridiculous.
It's not a problem with how dyes work on a fundamental level, it's a problem with the tintmaps.
A tintmap is a version of the texture that will determine the strength at which a dye is applied to a given pixel. It uses each channel of the texture for one "layer" if you will (this is why you have three dyeable areas: one for each channel of an RGB texture). If a pixel is full white, then the dye will be applied at full strength. If it's black, the dye won't be applied at all. Greys, as you might expect, apply the color at intermediate strengths.
The problem here is that, for whatever reason, the pixels in the texture channel for the corset are not bright enough. This is an art problem, not an engineering one. Oddly enough, the dyes actually are being well-applied to the BACK of the corset, but the front is washed-out.
I don't know what tech they use to implement how dyes work but assuming that tintmaps are used that still doesn't fully cover how dyes work. There are many instances where a color will be significantly changed, where dual-tone colors only display one of the tones, where things are over or underperforming in terms of how shiny they are, etc. That doesn't sound like it's covered just by tintmaps, they seem to be discrete properties that are separable from each other. That's why I'm calling for a more fundamental change, because I think we should be able to more-or-less control these aspects to suit or aesthetic needs. Sure, you'll get some people running around with shiny-looking velvet cloth, but... I don't care? That should be their decision.
I'm pretty sure I can explain everything you're talking about, but you're being very vague so I might be misinterpreting.
If "a color will be significantly changed," it's probably because the diffuse texture is not neutral-toned. If you try and blend a blue color into a pixel that's already red, you're not going to get blue. I have not noticed this being a significant issue in ESO, so if you could provide specific examples, that'd be very helpful.
I don't know what you mean by "dual-tone colors." That seems self-contradictory to me. Can you explain?
Shininess or specularity is a whole separate can of worms, and whether or not it can be controlled by their tinting system depends entirely on the specific details of how they render materials. In Dragon Age, for example, the "tint" actually holds both a diffuse color and a specular color, because they can render specular color per-pixel. In Skyrim, on the other hand, specular color is defined per model-part, not per-pixel, and that color is stored in the mesh, not in a texture.
The nirncrux dye color appears to me to alter the specular color of the thing dyed, so my best guess is that ESO's system is something more flexible, more akin to Dragon Age's than to Skyrim's. However, the specular intensity (that is to say, how shiny it is, rather than what color it shines) doesn't seem to be something that dyes change. Rawhide thieves guild armor is not shiny, no matter what dye you use, and rubedo leather thieves guild armor is shiny, no matter what dye you use.
It sounds to me like what you want is more control over material shader properties, and that's something that goes far beyond a dye system. It would be cool, but it would not address the issue this thread actually raises, and I think the performance cost would be prohibitive.
mesmerizedish wrote: »mesmerizedish wrote: »ARE YOU SERIOUS. Like if anyone ever thought that the entire dye system didn't need an overhaul I hope this will change your mind. Dyes should not be muted or changed in any capacity just because they are on a certain kind of material. Whites should not turn tan or gray just because they're on leather. Reds should not lose their vibrancy just for being on leather. It's not even a "realism" thing otherwise we wouldn't be able to dye metals at all. Please change the way that dyes work on a fundamental level, this is just ridiculous.
It's not a problem with how dyes work on a fundamental level, it's a problem with the tintmaps.
A tintmap is a version of the texture that will determine the strength at which a dye is applied to a given pixel. It uses each channel of the texture for one "layer" if you will (this is why you have three dyeable areas: one for each channel of an RGB texture). If a pixel is full white, then the dye will be applied at full strength. If it's black, the dye won't be applied at all. Greys, as you might expect, apply the color at intermediate strengths.
The problem here is that, for whatever reason, the pixels in the texture channel for the corset are not bright enough. This is an art problem, not an engineering one. Oddly enough, the dyes actually are being well-applied to the BACK of the corset, but the front is washed-out.
I don't know what tech they use to implement how dyes work but assuming that tintmaps are used that still doesn't fully cover how dyes work. There are many instances where a color will be significantly changed, where dual-tone colors only display one of the tones, where things are over or underperforming in terms of how shiny they are, etc. That doesn't sound like it's covered just by tintmaps, they seem to be discrete properties that are separable from each other. That's why I'm calling for a more fundamental change, because I think we should be able to more-or-less control these aspects to suit or aesthetic needs. Sure, you'll get some people running around with shiny-looking velvet cloth, but... I don't care? That should be their decision.
I'm pretty sure I can explain everything you're talking about, but you're being very vague so I might be misinterpreting.
If "a color will be significantly changed," it's probably because the diffuse texture is not neutral-toned. If you try and blend a blue color into a pixel that's already red, you're not going to get blue. I have not noticed this being a significant issue in ESO, so if you could provide specific examples, that'd be very helpful.
I don't know what you mean by "dual-tone colors." That seems self-contradictory to me. Can you explain?
Shininess or specularity is a whole separate can of worms, and whether or not it can be controlled by their tinting system depends entirely on the specific details of how they render materials. In Dragon Age, for example, the "tint" actually holds both a diffuse color and a specular color, because they can render specular color per-pixel. In Skyrim, on the other hand, specular color is defined per model-part, not per-pixel, and that color is stored in the mesh, not in a texture.
The nirncrux dye color appears to me to alter the specular color of the thing dyed, so my best guess is that ESO's system is something more flexible, more akin to Dragon Age's than to Skyrim's. However, the specular intensity (that is to say, how shiny it is, rather than what color it shines) doesn't seem to be something that dyes change. Rawhide thieves guild armor is not shiny, no matter what dye you use, and rubedo leather thieves guild armor is shiny, no matter what dye you use.
It sounds to me like what you want is more control over material shader properties, and that's something that goes far beyond a dye system. It would be cool, but it would not address the issue this thread actually raises, and I think the performance cost would be prohibitive.
@mesmerizedish
If it's some kind of pre-colored diffuse texture issue then yeah, that's gotta go. Anyway here's a variety of shots that display what I mean.
Those are the same dye, Ruby Throne Red, the reddest dye in the game. Typically it imparts a shine to the garment, but this is not observed in the first costume. Now, I don't want a shine in the first costume, and I'm sure for some characters they'd prefer the red color but not have the shine, but I digress. We can clearly see that the shade itself is dramatically changed between the two costumes, with the dress being far more what is expected compared to the kilt.
These two show basically the same thing, only using the greenest dye in the game, Ophidian Jade. It also gives a shine to things, yet we cannot see this in the kilt.
This is Dragonstar Red, one of the two-tone dyes I was referring to. Depending on a variety of conditions parts will look more reddish and other parts will look more purple. This effect is not observed on the sash of the kilt whatsoever, and its effect on the kilt itself are so diminished that it is all but imperceptible except at the most extreme lighting condition differences. Incidentally, the Nirncrux Red you mention is also a two-tone! It has pinkish-red and brown components.
Now what would I like to see different? I'd like the color itself to be consistent across all items, for one thing. WIthout exception. While there are absolutely some neat colors that have been generated due to the wonkiness of the dye system interacting with certain items, those should just be separate colors, not something you're forced to deal with when you expect an entirely different color. I'd also like a dye's shininess to be optional. Basically all rare dyes have that intense property, but sometimes it's a bit much even for my main character. And sometimes I want it to show up but on a totally different dye altogether. I'm not asking for a slider (I don't code this sort of thing so I have no idea how hard it would be on performance, but I'd err on the side of caution), but a handful of options would be super welcome.
ALSO if Juliianos White could actually turn my gosh darn leather armor white that would be just SWELL.
And on a final note, if dual-tone colors could also be released as single-tone colors that would be amazing. Like, some of these are great on their own in either shade, but really hard to work with when paired together.
ARE YOU SERIOUS. Like if anyone ever thought that the entire dye system didn't need an overhaul I hope this will change your mind. Dyes should not be muted or changed in any capacity just because they are on a certain kind of material. Whites should not turn tan or gray just because they're on leather. Reds should not lose their vibrancy just for being on leather. It's not even a "realism" thing otherwise we wouldn't be able to dye metals at all. Please change the way that dyes work on a fundamental level, this is just ridiculous.
MornaBaine wrote: »I'm just glad I didn't buy the male costume and you can bet I won't be now. I hope people see this before buying so they don't get wildly disappointed as I just did.