Blender Cycles - materials very dark

Hi everyone. I’m working on importing some Cryengine assets into Blender for Star Citizen, and I’m having some issues with the materials. They are rendering very dark for some reason, instead of the nice, bright colors. I think I have the node layout set up properly, but it’s all dark magic and the node editor scares me. So I’m hoping someone can identify what is going on.

I have 3 images I’m using: Diffuse, specular and normal. They have an alpha channel, and I’m not sure if that is a factor. But, here is what the diffuse map looks like (with alpha on and off):
http://farm3.staticflickr.com/2862/9665067147_258860f005_o.pnghttp://farm6.staticflickr.com/5519/9665067105_10f469174d_o.png

As you can see, the colors are a nice, dirty white. When I look at the object in Texture mode, things look nice and bright:

However, when I try to render, it’s almost black:

Here is my node layout:

So, any thoughts?

(p.s. I take no credit for the content above. It’s all © CIG stuff, and I’m just making an asset list for player created content, so that we can reuse certain things like guns and missiles, without having to recreate them from scratch.)

do you mean the body’s color or the dark guns ?

you can always add a bright/contrast node to change the intensity of the images!

happy cycles

I have seen something like this before - usually associated with the normal map node.

Try changing the “Tangent Space” setting to “Object Space” - see if that fixes the issue.

Alternatively try applying the texture without the normal map node inputs at all - to see if applying the image texture flat fixes the issue.

lookking at your nodes set up for normal
this is not the way to set it up

first need to set no color image
then select UV and Tangent

see pic here


color node is not necessary here but depends !
and did not show the text coordi for UV
but default mapping is UV anyway!

borrom left image ia a bluish normal map!

happy cycles

Just weird. I tried changing the mapping around as suggested (added a bright/contrast node and tweaked with the settings, changed the layout, etc), but even when I just make it as simple as possible (image texture -> Diffuse shader -> material output), I get a pure black material. See below. I put in a brightness node to make things a bit easier to see, but you don’t even get the blue bands around the missiles this way. I also flipped the normals to see if that made a difference, but no luck.

I checked the UV Map, and everything is lined up properly there (of course, I have to uncheck Use Alpha, or all I see is the alpha channel as per the first image in my OP).

It would be nice to have larger images so we can actually read what it says on the nodes.
Do you have an actual normal map plugged into the normal node? I cant really see, but it looks like the image has disp in the filename and if you used crazybump, that would be the wrong one to use there.
You can also post a blend file for us to look at.

The file is .ddn, with the nice blue normal tint. But…yah. Maybe the .blend file will help more.

https://dl.dropboxusercontent.com/u/81602544/RSI_Aurora-packed.blend

I’ve packed the 3 image files associated with that missile launcher (along with a number of other parts). Let me know if that doesn’t work.

Along with the other helpful answers here’s my off the wall suggestion - (BTW what version of Blender are you using?)
With this object selected open the materials properties. click the diffuse node. When the menu pops up select anything other than diffuse (within reason! ok just select glossy or aniso…) does it immediately render (if you have it on rendered display)? Now you shld be able to switch it back to diffuse and have it be OK.
I mention this because I had an identical problem - I was all ready to upload it, screenshots and blend etc. and then just said the heck with it - right before I saw your post!

Any ideas why the UV’s do not stick on texture? I have to add significant Y shift to get it where it needs to be?
I’ve checked normalmap so far; if spec, diffuse is the same, no wonder lights do not help.

In the Image Texture node of your Normal Map you must select Non-Color. I think this can produce artifacts in your render.

Check the setups posted in this thread.

is this what you mean ?


one problem i not certan why here
is how come i cannot see the image in UV editor ?
i dan see the unwrap but not pic in UV

you should have remove most things from this file
it is way too big !

salutations

i append canon into antoher file and now i can see it much better wtih UV images
don’t know may be file is too big for my PC

it looks to me that the mapping have not been done well for this canon


happy cycles

Your aurora_exterior_diff.png is corrupt, mostly transparent. This map is the input to Diffuse BSDF and causes the dark color.

I dont seem to be getting those same results…


BI and cycles
http://www.pasteall.org/pic/58784
http://www.pasteall.org/pic/58785

From blender UV editor save diffuse color image, sandstorm is 100% right, there is nothing except rgb dots on it when seen in external image editor after Unpack it . Blender saves it out ok though. So Save it, despite it’s unpacked, then reload. I had to ditch and recreate cycles material.

Was that kind of photoshop layered file?

i think this unpack problem is a bug!

you should make a copy of you file and remove as many objects as you can
and fill up a bug report for this problem

happy cycles

Mark this SOLVED! :smiley:

It was the issue with the .png. I saved it through Blender as suggested, then reloaded the saved file into the Diffuse channel. All good now.

The original file was a .dds, which I believe is Photoshop. I used Noesis to convert it to .png, which saved the alpha channel, but yup, as my original pictures show the only thing that gets through the alpha seems to be those 3 dots.

Even when I open up the original .dds file in gimp, I see just the dots. The only time I see the proper image is when I uncheck the Use Alpha in the UV/Image editor. I know with BI I have the option to not use the alpha channel in the Textures panel (and it’s necessary for another Cryengine game image files which does the same thing).

For the record, I’m using v2.68.

At this point, I think I’m going to blame photoshop for this. Or maybe Autodesk. :wink: At least Blender can fix this issue! Thanks everyone!