How to disable "shininess" effect?

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rl90599
Posts: 31
Joined: 05.05.2020
With us: 4 years 6 months

How to disable "shininess" effect?

Post #1by rl90599 » 15.05.2020, 21:25

Hello, is there a way to disable this shininess effect when I turn up the ambient light level? Also, changing the OpenGL render path will not work since it also changes the ring and eclipse shadows. Anyway, here's a screenshot.
shiny.jpg

Is there some OpenGL shader that's producing this effect? If so, here's my OpenGL extension list:
Spoiler
    GL_AMDX_debug_output

    GL_AMD_blend_minmax_factor

    GL_AMD_conservative_depth

    GL_AMD_debug_output

    GL_AMD_depth_clamp_separate

    GL_AMD_draw_buffers_blend

    GL_AMD_framebuffer_sample_positions

    GL_AMD_gcn_shader

    GL_AMD_gpu_shader_int64

    GL_AMD_interleaved_elements

    GL_AMD_multi_draw_indirect

    GL_AMD_name_gen_delete

    GL_AMD_occlusion_query_event

    GL_AMD_performance_monitor

    GL_AMD_pinned_memory

    GL_AMD_query_buffer_object

    GL_AMD_sample_positions

    GL_AMD_seamless_cubemap_per_texture

    GL_AMD_shader_atomic_counter_ops

    GL_AMD_shader_stencil_export

    GL_AMD_shader_stencil_value_export

    GL_AMD_shader_trace

    GL_AMD_shader_trinary_minmax

    GL_AMD_sparse_texture

    GL_AMD_sparse_texture_pool

    GL_AMD_stencil_operation_extended

    GL_AMD_texture_cube_map_array

    GL_AMD_texture_texture4

    GL_AMD_transform_feedback3_lines_triangles

    GL_AMD_transform_feedback4

    GL_AMD_vertex_shader_layer

    GL_AMD_vertex_shader_viewport_index

    GL_ARB_ES2_compatibility

    GL_ARB_ES3_1_compatibility

    GL_ARB_ES3_compatibility

    GL_ARB_arrays_of_arrays

    GL_ARB_base_instance

    GL_ARB_bindless_texture

    GL_ARB_blend_func_extended

    GL_ARB_buffer_storage

    GL_ARB_clear_buffer_object

    GL_ARB_clear_texture

    GL_ARB_clip_control

    GL_ARB_color_buffer_float

    GL_ARB_compatibility

    GL_ARB_compressed_texture_pixel_storage

    GL_ARB_compute_shader

    GL_ARB_conditional_render_inverted

    GL_ARB_conservative_depth

    GL_ARB_copy_buffer

    GL_ARB_copy_image

    GL_ARB_cull_distance

    GL_ARB_debug_output

    GL_ARB_depth_buffer_float

    GL_ARB_depth_clamp

    GL_ARB_depth_texture

    GL_ARB_derivative_control

    GL_ARB_direct_state_access

    GL_ARB_draw_buffers

    GL_ARB_draw_buffers_blend

    GL_ARB_draw_elements_base_vertex

    GL_ARB_draw_indirect

    GL_ARB_draw_instanced

    GL_ARB_enhanced_layouts

    GL_ARB_explicit_attrib_location

    GL_ARB_explicit_uniform_location

    GL_ARB_fragment_coord_conventions

    GL_ARB_fragment_layer_viewport

    GL_ARB_fragment_program

    GL_ARB_fragment_program_shadow

    GL_ARB_fragment_shader

    GL_ARB_framebuffer_no_attachments

    GL_ARB_framebuffer_object

    GL_ARB_framebuffer_sRGB

    GL_ARB_geometry_shader4

    GL_ARB_get_program_binary

    GL_ARB_get_texture_sub_image

    GL_ARB_gpu_shader5

    GL_ARB_gpu_shader_fp64

    GL_ARB_half_float_pixel

    GL_ARB_half_float_vertex

    GL_ARB_imaging

    GL_ARB_indirect_parameters

    GL_ARB_instanced_arrays

    GL_ARB_internalformat_query

    GL_ARB_internalformat_query2

    GL_ARB_invalidate_subdata

    GL_ARB_map_buffer_alignment

    GL_ARB_map_buffer_range

    GL_ARB_multi_bind

    GL_ARB_multi_draw_indirect

    GL_ARB_multisample

    GL_ARB_multitexture

    GL_ARB_occlusion_query

    GL_ARB_occlusion_query2

    GL_ARB_pipeline_statistics_query

    GL_ARB_pixel_buffer_object

    GL_ARB_point_parameters

    GL_ARB_point_sprite

    GL_ARB_program_interface_query

    GL_ARB_provoking_vertex

    GL_ARB_query_buffer_object

    GL_ARB_robust_buffer_access_behavior

    GL_ARB_sample_shading

    GL_ARB_sampler_objects

    GL_ARB_seamless_cube_map

    GL_ARB_seamless_cubemap_per_texture

    GL_ARB_separate_shader_objects

    GL_ARB_shader_atomic_counters

    GL_ARB_shader_ballot

    GL_ARB_shader_bit_encoding

    GL_ARB_shader_draw_parameters

    GL_ARB_shader_group_vote

    GL_ARB_shader_image_load_store

    GL_ARB_shader_image_size

    GL_ARB_shader_objects

    GL_ARB_shader_precision

    GL_ARB_shader_stencil_export

    GL_ARB_shader_storage_buffer_object

    GL_ARB_shader_subroutine

    GL_ARB_shader_texture_image_samples

    GL_ARB_shader_texture_lod

    GL_ARB_shading_language_100

    GL_ARB_shading_language_420pack

    GL_ARB_shading_language_packing

    GL_ARB_shadow

    GL_ARB_shadow_ambient

    GL_ARB_sparse_buffer

    GL_ARB_sparse_texture

    GL_ARB_stencil_texturing

    GL_ARB_sync

    GL_ARB_tessellation_shader

    GL_ARB_texture_barrier

    GL_ARB_texture_border_clamp

    GL_ARB_texture_buffer_object

    GL_ARB_texture_buffer_object_rgb32

    GL_ARB_texture_buffer_range

    GL_ARB_texture_compression

    GL_ARB_texture_compression_bptc

    GL_ARB_texture_compression_rgtc

    GL_ARB_texture_cube_map

    GL_ARB_texture_cube_map_array

    GL_ARB_texture_env_add

    GL_ARB_texture_env_combine

    GL_ARB_texture_env_crossbar

    GL_ARB_texture_env_dot3

    GL_ARB_texture_float

    GL_ARB_texture_gather

    GL_ARB_texture_mirror_clamp_to_edge

    GL_ARB_texture_mirrored_repeat

    GL_ARB_texture_multisample

    GL_ARB_texture_non_power_of_two

    GL_ARB_texture_query_levels

    GL_ARB_texture_query_lod

    GL_ARB_texture_rectangle

    GL_ARB_texture_rg

    GL_ARB_texture_rgb10_a2ui

    GL_ARB_texture_snorm

    GL_ARB_texture_stencil8

    GL_ARB_texture_storage

    GL_ARB_texture_storage_multisample

    GL_ARB_texture_swizzle

    GL_ARB_texture_view

    GL_ARB_timer_query

    GL_ARB_transform_feedback2

    GL_ARB_transform_feedback3

    GL_ARB_transform_feedback_instanced

    GL_ARB_transform_feedback_overflow_query

    GL_ARB_transpose_matrix

    GL_ARB_uniform_buffer_object

    GL_ARB_vertex_array_bgra

    GL_ARB_vertex_array_object

    GL_ARB_vertex_attrib_64bit

    GL_ARB_vertex_attrib_binding

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    GL_ARB_vertex_program

    GL_ARB_vertex_shader

    GL_ARB_vertex_type_10f_11f_11f_rev

    GL_ARB_vertex_type_2_10_10_10_rev

    GL_ARB_viewport_array

    GL_ARB_window_pos

    GL_ATI_draw_buffers

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    GL_ATI_fragment_shader

    GL_ATI_separate_stencil

    GL_ATI_texture_compression_3dc

    GL_ATI_texture_env_combine3

    GL_ATI_texture_float

    GL_ATI_texture_mirror_once

    GL_EXT_abgr

    GL_EXT_bgra

    GL_EXT_bindable_uniform

    GL_EXT_blend_color

    GL_EXT_blend_equation_separate

    GL_EXT_blend_func_separate

    GL_EXT_blend_minmax

    GL_EXT_blend_subtract

    GL_EXT_compiled_vertex_array

    GL_EXT_copy_buffer

    GL_EXT_copy_texture

    GL_EXT_depth_bounds_test

    GL_EXT_direct_state_access

    GL_EXT_draw_buffers2

    GL_EXT_draw_instanced

    GL_EXT_draw_range_elements

    GL_EXT_fog_coord

    GL_EXT_framebuffer_blit

    GL_EXT_framebuffer_multisample

    GL_EXT_framebuffer_object

    GL_EXT_framebuffer_sRGB

    GL_EXT_geometry_shader4

    GL_EXT_gpu_program_parameters

    GL_EXT_gpu_shader4

    GL_EXT_histogram

    GL_EXT_multi_draw_arrays

    GL_EXT_packed_depth_stencil

    GL_EXT_packed_float

    GL_EXT_packed_pixels

    GL_EXT_pixel_buffer_object

    GL_EXT_point_parameters

    GL_EXT_polygon_offset_clamp

    GL_EXT_provoking_vertex

    GL_EXT_rescale_normal

    GL_EXT_secondary_color

    GL_EXT_separate_specular_color

    GL_EXT_shader_image_load_store

    GL_EXT_shader_integer_mix

    GL_EXT_shadow_funcs

    GL_EXT_stencil_wrap

    GL_EXT_subtexture

    GL_EXT_texgen_reflection

    GL_EXT_texture3D

    GL_EXT_texture_array

    GL_EXT_texture_buffer_object

    GL_EXT_texture_compression_bptc

    GL_EXT_texture_compression_latc

    GL_EXT_texture_compression_rgtc

    GL_EXT_texture_compression_s3tc

    GL_EXT_texture_cube_map

    GL_EXT_texture_edge_clamp

    GL_EXT_texture_env_add

    GL_EXT_texture_env_combine

    GL_EXT_texture_env_dot3

    GL_EXT_texture_filter_anisotropic

    GL_EXT_texture_integer

    GL_EXT_texture_lod

    GL_EXT_texture_lod_bias

    GL_EXT_texture_mirror_clamp

    GL_EXT_texture_object

    GL_EXT_texture_rectangle

    GL_EXT_texture_sRGB

    GL_EXT_texture_sRGB_decode

    GL_EXT_texture_shared_exponent

    GL_EXT_texture_snorm

    GL_EXT_texture_storage

    GL_EXT_texture_swizzle

    GL_EXT_timer_query

    GL_EXT_transform_feedback

    GL_EXT_vertex_array

    GL_EXT_vertex_array_bgra

    GL_EXT_vertex_attrib_64bit

    GL_IBM_texture_mirrored_repeat

    GL_INTEL_fragment_shader_ordering

    GL_KHR_context_flush_control

    GL_KHR_debug

    GL_KHR_robust_buffer_access_behavior

    GL_KHR_robustness

    GL_KTX_buffer_region

    GL_NV_blend_square

    GL_NV_conditional_render

    GL_NV_copy_depth_to_color

    GL_NV_copy_image

    GL_NV_depth_buffer_float

    GL_NV_explicit_multisample

    GL_NV_float_buffer

    GL_NV_half_float

    GL_NV_primitive_restart

    GL_NV_texgen_reflection

    GL_NV_texture_barrier

    GL_OES_EGL_image

    GL_SGIS_generate_mipmap

    GL_SGIS_texture_edge_clamp

    GL_SGIS_texture_lod

    GL_SUN_multi_draw_arrays

    GL_WIN_swap_hint

    WGL_EXT_swap_control
"m" - rl90599

Avatar
LukeCEL
Posts: 373
Joined: 26.09.2017
With us: 7 years 2 months

Post #2by LukeCEL » 16.05.2020, 20:11

I am not sure what you mean by "shininess". Are you talking about the problem where the Sun-facing side of the Earth appears to be "overexposed"?

If so, that is probably because the ambient light affects all sides of the body, which makes one side appear too bright. As a workaround, you could change the SSC code for the Earth to be emissive:

Code: Select all

Modify "Earth" "Sol"
{
   Emissive true
}

Best, LukeCEL


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