#Why are my cubes super dim/washed out colors?

1 messages · Page 1 of 1 (latest)

cold stump
#

I'm referring to the top 8 cubes on the screen. They are using lit materials so I assume it something to do with lighting but I can't figure out what to change. The blue cubes in center of the screenshot are working fine and are in a similar position.

#

More shots of the cubes:

#

Here is cube inspector :

#

camera :

#

Lighting :

#

I tried all different lighting settings/positions and it didn't help

zinc palm
#

Or what "trying all lighting settings" actually means

cold stump
#

Lighting was provided prior, that is the only lighting in the scene. There is no post processing. Here's is the material :

#

I tried modifying the position of the light along with color, intensity and indirect multiplier and that did not have an impact.

#

I'm happy to provide any other information. The only other information I found since my original post is that lowering the cube Y position fixes the dim issue. I don't understand why at all.

#

(and I need them where they are so moving them is not a fix)

zinc palm
#

You say you have no post processing, but you do have a "GlobalVolume" there, and since you're using URP you probably have a default volume defined elsewhere

#

Since you say changing Y position fixes the issue, that suggests to me you're seeing the directional light reflected by the material's smoothness

#

Changing a directional light's position has no effect because it's a global light source, and changing its indirect intensity has no effect either because it'd be a realtime light with no indirect light

#

But changing its rotation and color should have an effect

#

Also I see you have a gameobject named LoadingCubeVolume which could be another volume component overriding your GlobalVolume

#

Post processing's tonemapping profile override can affect the washed out look

cold stump
#

@zinc palm : Here is the only lighting I am running (sorry about the mix up on the prior image) :

#

Sorry..I didn't realize volumes were considered post processing. Let me provide

#

Here is LoadingCubeVolume :

zinc palm
zinc palm
# cold stump Here is LoadingCubeVolume :

URP by default has a Tonemapping override that stretches the dynamic range, moving most colors towards grey
the GlobalVolume likely has it, but if not you can add that override to the highest priority volume component in scene and set it to Neutral or one of the other options to see what the effect is

#

In any case the dullness you're seeing is probably primarily because of the way your light is angled, so given the specific material smoothness you are seeing the glancing light which washes out colors visually

cold stump
#

So these things seem to be right next to each other yet I am getting very different colors blue.

#

Tonemapping is set to to None on global volume (see first image). I can't seem to find a light position shows them both in the proper color.

#

or even shows the colors in a way that feels not heavily manipulated.

zinc palm
#

The screenshot shows you modifying the default volume

#

Which other volume overrides are added on top of

#

A "global volume" is any volume that isn't local in its effect

#

GlobalVolume on the other hand is a gameobject in your hierarchy that sounds like it might have most of your scene specific volume overrides

#

You say you can't find a good "light position" but by that do you mean position or something else
Like I said the position of a directional light doesn't matter, only its rotation does

#

And did you try changing the material smoothnesses like I suggested

#

A very low smoothness spreads the light evenly with very little sheen, while a high smoothness would reveal the reflected light clearly giving you an idea of how it works and also confirming that the washed out sheen really is from specular reflection

cold stump
#

@zinc palm : Thank you for your patience. Here is why I'm stuggling so much. Attached is a screenshot showing the exact same material on two cubes (the blue bars that are in a bunch of columns and the ones at top) that are very close to each other in the scene but render very very different :

#

When I was adjusting the lighting it was the rotation.

#

In regards to volumes...first here is my GlobalVolume object. That was the default volume that Unity provided. I didn't enable anything manually but it seems like it has everything enabled for some reason. Should I disable them all? The only effect(? not sure name to use) I need for this scene is Bloom. My understanding based on reading was volumes are used based on the scene the camera is in. So, what I did was deactived MainCamera, then enabled LoadingCubesCamera which is in the same scene as (interference) LoadingCubeVolume which has bloom enabled. My assumption was MainCamera + GlobalVolume was in a different scene (Bootstrap) so they wouldn't have an impact on Interfence scene. This was all based off my readings and I didn't realize the GlobalVolume automatically enabled all my settings...so now I don't know

#

In regards to material smoothness...as I showed in my screenshot at the top, the material is capable of displaying blue like I want.

zinc palm
#

But still I don't feel like you're still focusing on the most important thing which is the light and the material

#

You say you've been rotating the light, but to what result?
I suggest changing the material properties, but you have yet not?

#

The material preview even shows how the same material can have two different shades of blue

cold stump
#

@zinc palm : Sorry for the delay in getting back to you. I had a family emergency. So smoothness did absolutely help the issue. So I'm going to mark this solved. I still don't understand how my directional light works however. My understanding is that is basically a sun. Why would two objects in a scene that are right next to each other and the same general shape have a completely different color from the sun? I understand I might just have to accept that its how unity does things but I'm just trying to make sure I'm not missing something. Thank you very much for your time and help.

zinc palm
#

Example
Left is orthographic projection, right is perspective

#

Because with perspective the view angle changes when object or camera position does, unless the object keeps rotating towards the camera when it moves

#

But even then its rotation relative to an orthographic light source would change