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Instructor
Original Poster
#1 Old 12th Mar 2018 at 2:53 PM Last edited by alverdine : 12th Mar 2018 at 3:03 PM.
Default Trying to eliminate the blue tint to indoor ambient lighting and outdoor reflections
You know that blue tint to the ambient light when there's no other light source in a room? Anyone know how could I get rid of that?

Example
Room with white walls and floors, no windows but has a light source:


Light turned off:


What It should look like (more or less):


The blue tint presents itself in other aspects as well, such as reflective surfaces outdoors - even when using a global lighting mod without a blueish hue. Things like shiny cars, roofs with a slight sheen, glossy metal surfaces, and unrendered windows on lots show blue reflections instead of the true colour of light surrounding it.

Examples

Note the sides of cars and unrendered windows on the lots in the background


It makes the furthest windows and doors stick out unnaturally


Shiny car indoors = good reflections


Shiny car outdoors = >:[ ...note the lamp post base too


Roof reflections


Same thing during the day



All of these issues present themselves in daytime too, it's just more noticeable at night and on darker colours.

I've tried editing the CustomLightRigging INI (both from the fullbuild and deltabuild) which has a section that looks like this:

Quote:
;Note: direction vectors are toward the light, rather than from.
;First value is Horiz Positional Translation
;Second value is Vert Positional Translation
;Third value is Rotation

[CAS]
Direction0 = (-.5, 0.3, .5)
;(1, 0.8, 0.8)
Color0 = ( 1, 1, 1)
Intensity0 = .8
;0.7
;1 <--- front

Direction1 = (-.5, -2.5, 0)
; (-1, 0, 1)
Color1 = (1, .5, .5)
Intensity1 = .1
;0.2
;0.3
;0.5 <-- left side; red kick

Direction2 = (-.5, -.5, -.5)
Color2 = (1, 1, .8)
Intensity2 = .5
;0.2
;0.4 < -- up

Direction3 = (.5, -.3, -0.5)
Color3 = (.7, .7, 1)
Intensity3 = 1
;1.3
;0.23 extreme right; blue rim

VertexDirection0 = (1.0, 0.2, 1.0)
;(-1.0, 0.2, 1.0)
VertexColor0 = (1, 1, 1)
VertexIntensity0 = 0.3

;VertexDirection1 = (-1.0, 1.0, -1.0)
;VertexColor1 = (0, 1, 1)
;VertexIntensity1 = .5

[Highlight]
Direction0 = (1.0, 0.5, 1.0)
Color0 = ( 1.0, 1.0, 1.0)
Intensity0 = 1.5

Direction1 = (-1.0, 0.5, -1.0)
Color1 = ( 1.0, 1.0, 1.0)
Intensity1 = 1.5

Direction2 = (1.0, 0.5, -1.0)
Color2 = ( 1.0, 1.0, 1.0)
Intensity2 = 1.5

Direction3 = (-1.0, .5, 1.0)
Color3 = ( 1.0, 1.0, 1.0)
Intensity3 = 1.5

[NoLight]
Direction0 =(0.1, 1.0, 0.3)
Color0 = (0.5,0.55,0.9)
Intensity0 = 0.9

Direction1 =(0.0, 0.7, -0.7)
Color1 = (0.1,0.2,0.3)
Intensity1 = 1

Direction2 =(-1.0, -0.5, -1.0)
Color2 = (0.2,0.2,0.5)
Intensity2 = 1


........................


but it doesn't seem to change anything. Could this be something to do with the colour ramps? A different INI file that I haven't been able to track down, or is it something in the game engine that can't be remedied? Appreciate it if anyone could steer me in the right direction, thanks
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Test Subject
#2 Old 12th Mar 2018 at 5:23 PM
Sims 3 lighting is the worst
Thank you for making the post. I hope someone is able to help!

≧▽≦
Theorist
#3 Old 12th Mar 2018 at 6:39 PM
I think outside lighting is determined by weather INIs. Alternatively, I think the blue tint sometimes disappears if you switch between night and day in the buy/build mode.


From Awesims.

Check the top few bars for sunlight colour.

However, I think interior lighting is determined elsewhere.
Screenshots
Instructor
Original Poster
#4 Old 13th Mar 2018 at 4:38 AM
Do you mean the colour ramps? The INIs only seem to determine things like clouds, bloom, star intensity, and fog.
The colour ramps I'm using don't have any blue in the top few bars, and the only thing I could find which I thought would relate to indoor lighting was that CustomLightRigging INI. Also I've never noticed the blue tint disappearing when switching between day and night mode - but I wouldn't consider that a solution anyway.

It seems to me like the blue reflections on outdoor objects are unrelated to the weather files and more tied to whatever governs the hue of the indoor ambient lighting though (for whatever reason)
Mad Poster
#5 Old 19th Mar 2018 at 4:14 PM
I have issues with day/night lighting as well - my lot will always have the daytime lighting model when the game is first loaded regardless of what the current time is. This means that the entire house is engulfed in bright, creamy natural light coming through the windows when really, it should be dark and lit only by various shades of yellow and pink.
Of course in that case all it takes is popping into Buy Mode, pressing L twice and going back to Live Mode, but it's a very TS3 sort of solution to a very TS3 sort of problem.

Have you tried, as an experiment, getting rid of all the blues in the color ramp? Say if you replaced all the blues with bright reds, would that affect that nasty blue hue you get on your cars at night?

Look out for BRIDGEPORT'88 - it's the hottest new show on YT this season!
Already renewed for '89!

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Instructor
Original Poster
#6 Old 7th Apr 2018 at 11:59 AM
I get that brightness bug too sometimes when I switch from build/buy mode to live mode, I didn't realise there was a fix for it - I'll try that next time!
Hmm switching out all the blues seems like an interesting experiment, I'll give that a try too n report back. I really wanna get to the bottom of this as it bothers me a lot
Mad Poster
#7 Old 2nd May 2018 at 2:06 AM
So.....any results? It hasn't been much of an issue for me lately but should you find out anything interesting, I'll want to update my color ramps as well.

Look out for BRIDGEPORT'88 - it's the hottest new show on YT this season!
Already renewed for '89!

(Oh, and follow me on my Tumblr.)
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