This one has bought the outfit too and was really disappointed while dyeing it. But then this one found out that in order to dye your shirt correctly, you just need to be a vampire and find a victim, yes?
After all, blood stains don't wash away easily, no?
mesmerizedish wrote: »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.
@Recremen
I cut the pictures so I didn't create a giant a quote tree, but they did a great job at helping me figure out what exactly is going on, so thanks for them!
What the pictures have told me is that, as I suspected, specular strength is not part of the dye but of the item itself. Ruby Throne Red does not "impart a shine to the garment." It's the patrician's gown itself that is shiny, whereas the argonian kilt is not.
As for what you call "dual-tone" colors, they just have a noticeable different specular color; i.e. they shine some color that stands out against the base tone. That's also why you don't see the "second tone" on the argonian kilt: low specular strength means a less visible specular color.
I too would like colors to be consistent across all items, but that would mean standardizing all items' diffuse textures to appropriately neutral tones, and making sure the tintmaps are, on average, the same brightness. Again, it's an art/design issue, not an engineering issue.
As for the shininess being optional, as I said earlier, the shininess has nothing to do with the dye. That property is inherent to the item itself. I would love the ability to change the specular strength at a dye station, but that may not work out very well. It's very possible that their specular maps are just a single greyscale channel, so any change to specular strength could only be applied to the entire garment. This would look very bad on items that have, for example, both metal and cloth parts.
[EDIT] And yes, I need Julianos white to look good on leather XD It's extremely likely that that's an issue with the diffuse texture not being neutral enough.
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.
mesmerizedish wrote: »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.
@Recremen
I cut the pictures so I didn't create a giant a quote tree, but they did a great job at helping me figure out what exactly is going on, so thanks for them!
What the pictures have told me is that, as I suspected, specular strength is not part of the dye but of the item itself. Ruby Throne Red does not "impart a shine to the garment." It's the patrician's gown itself that is shiny, whereas the argonian kilt is not.
As for what you call "dual-tone" colors, they just have a noticeable different specular color; i.e. they shine some color that stands out against the base tone. That's also why you don't see the "second tone" on the argonian kilt: low specular strength means a less visible specular color.
I too would like colors to be consistent across all items, but that would mean standardizing all items' diffuse textures to appropriately neutral tones, and making sure the tintmaps are, on average, the same brightness. Again, it's an art/design issue, not an engineering issue.
As for the shininess being optional, as I said earlier, the shininess has nothing to do with the dye. That property is inherent to the item itself. I would love the ability to change the specular strength at a dye station, but that may not work out very well. It's very possible that their specular maps are just a single greyscale channel, so any change to specular strength could only be applied to the entire garment. This would look very bad on items that have, for example, both metal and cloth parts.
[EDIT] And yes, I need Julianos white to look good on leather XD It's extremely likely that that's an issue with the diffuse texture not being neutral enough.
@mesmerizedish
No, it really is a property of the dye as well, not just the garment! Here, have two more images.
The first is Birch White, a Common-tier dye, and then Julianos White for comparison again in the same lighting conditions. Both white, but Julianos White, a Rare-tier dye, very much imparts a unique property that is not inherent to the garment. This makes me think that whatever tech they're using is at least somewhat different than what you're describing. There is clearly some combination of influences based both on the dye and the material, with the material superseding the expected dye behavior when there is a conflict.
mesmerizedish wrote: »mesmerizedish wrote: »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.
@Recremen
I cut the pictures so I didn't create a giant a quote tree, but they did a great job at helping me figure out what exactly is going on, so thanks for them!
What the pictures have told me is that, as I suspected, specular strength is not part of the dye but of the item itself. Ruby Throne Red does not "impart a shine to the garment." It's the patrician's gown itself that is shiny, whereas the argonian kilt is not.
As for what you call "dual-tone" colors, they just have a noticeable different specular color; i.e. they shine some color that stands out against the base tone. That's also why you don't see the "second tone" on the argonian kilt: low specular strength means a less visible specular color.
I too would like colors to be consistent across all items, but that would mean standardizing all items' diffuse textures to appropriately neutral tones, and making sure the tintmaps are, on average, the same brightness. Again, it's an art/design issue, not an engineering issue.
As for the shininess being optional, as I said earlier, the shininess has nothing to do with the dye. That property is inherent to the item itself. I would love the ability to change the specular strength at a dye station, but that may not work out very well. It's very possible that their specular maps are just a single greyscale channel, so any change to specular strength could only be applied to the entire garment. This would look very bad on items that have, for example, both metal and cloth parts.
[EDIT] And yes, I need Julianos white to look good on leather XD It's extremely likely that that's an issue with the diffuse texture not being neutral enough.
@mesmerizedish
No, it really is a property of the dye as well, not just the garment! Here, have two more images.
The first is Birch White, a Common-tier dye, and then Julianos White for comparison again in the same lighting conditions. Both white, but Julianos White, a Rare-tier dye, very much imparts a unique property that is not inherent to the garment. This makes me think that whatever tech they're using is at least somewhat different than what you're describing. There is clearly some combination of influences based both on the dye and the material, with the material superseding the expected dye behavior when there is a conflict.
@Recremen
I did a more thorough investigation by looking at the same dye on different costumes and I'm confident that you're misinterpreting what you're seeing. There are many outfits that are not shiny and that are still not shiny even with a rare dye like Julianos white. The reason the patrician's gown doesn't appear as shiny with birch white is because the specular color (not intensity) defined by the dye is more grey than the bright white-blue that Julianos white has. That bright white-blue specular color is not visible if you put the Julianos dye on the Glenmoril robe, for example. It's easy to make a shiny thing appear less shiny by making the specular color darker, but the reverse is not true. That's why birch white makes the patrician's gown look more matte, but Julianos white does not make the Glenmoril robe look shinier.
For sake of consistency, I'd have used the argonian kilt instead of the Glenmoril robe to check things out myself, but I don't own it XD
PocketNova wrote: »Just used black as the blue looked like an ugly candy stripe.
The left - what I wanted (dyeable), the right - what I got (***).
Guess its another costume to add to the undyable unused pile. There needs to be a warning in the crown store, 'Item does not hold dye'.
I tried so many colours, my entire 3rd tier of dye's are useless. Gold was purple, pink was purple, bronze was purple, black was grey, blues were grey, greens were grey. One highlight though, grey was grey.
Karmanorway wrote: »
MornaBaine wrote: »Of course no response from ZOS as yet. Hope they're enjoying their long weekend after pulling this on us.
notimetocare wrote: »This costume is not the first piece to take dyes poorly. Many armor pieces take dyes poorly. Also, Many colors work amazing on it. Maw of Lorkaj achievement dye, Abyssal Beryl, is stunning on it. Same with Julianos White.
notimetocare wrote: »This costume is not the first piece to take dyes poorly. Many armor pieces take dyes poorly. Also, Many colors work amazing on it. Maw of Lorkaj achievement dye, Abyssal Beryl, is stunning on it. Same with Julianos White.
The problem is we PAID for it. Many of us with a particular dye in mind, and it doesn't work. I think answering is the least they could do.
notimetocare wrote: »
On the point of paid for it, you paid for the costume and not a guarantee that it will be exactly what you want. No?
notimetocare wrote: »
On the point of paid for it, you paid for the costume and not a guarantee that it will be exactly what you want. No?
Sorry? I paid for a costume, and I also paid for ESO+, with includes the ability to dye costumes. I'm just asking for a service I already paid. What's wrong with that?
skyhawk002 wrote: »I looked forward to the outfit for a longtime and I purchased it and I am most pleased
I've tried every red I have and not one of them does what I want it to on that costume.