Currently, most of the 3D people assets in Cosmos are simply awful.
The albedo maps often have strong green, blue, or magenta tints. Additionally, the whites are often as bright as fresh snow, the blacks as dark as Vantablack, and the colors are generally oversaturated, which makes the overall experience quite poor.
Many of them end up looking like dead people!
For example:
- 3dpeople : strong blue/magenta tint
- axyz : strong green tint
- humanalloy : always extremely contrasty
+ all of them are with too high and low albedos.
Renderpeople looks like a king compared to them (even though it isn’t one).
I have added a request in the idea portal: COS-I-1211
Hi @Dart_Design , thank you for sharing your feedback.
We completely understand your concern regarding the color ranges of the people assets in Cosmos. This is something we’re aware of, and it primarily comes from the fact that the assets are created by different vendors, at different times, and with varying methods which naturally leads to some inconsistencies.
That said, we recognize how this can affect the overall experience, especially when working with larger sets of assets. Ensuring more consistency across assets is something we’re aiming to improve in the future. We truly appreciate you bringing this up and for logging your ideas in our portal as feedback like this helps us prioritize and improve.
Hello Viktoria,
Thank you very much for your response. On one hand, I can completely understand that different vendors may capture and process their assets in different ways. On the other hand, the Cosmos browser is relatively new compared to these assets, and it serves as a form of advertising for the vendors. So why don’t they simply update the legacy assets to the PBR standard - particularly in terms of albedo range and calibrate the color shifts?
Could you please approve my request in the Idea Portal?
I find that sometimes the extra vray colour nodes in the shader network is causing the problem. It has a colour tint to it that does weird stuff. I had a cyclist I needed to use, and the Vray pluginNodeTex / diffuse combine was giving all the metal parts of the bike a weird magenta colour for some reason. Very often need to go in and turn all of these extra nodes off which takes time.
Are these nodes there as some sort of calibration process at Chaos?
As I mentioned in another thread, I rarely use Cosmos objects. I find them to be of poor quality, and the plants are generally too dark.
I only use the materials, and even then, I requested a long time ago that displacement textures be provided, which, unless I’m mistaken, still hasn’t been done.
you get what you pay for..
it is kind of a “freebie” after all.
I also had high hopes for Cosmos regarding quality/standards.
the upside is it is a very very cheap library you get to keep forever after putting it in a scene.
quite decent value if you look at it like that.
I already pointed out last year that the gamma value of certain assets is simply incorrect. It is probably 1.8 for Mac gamma. It’s really annoying to have such beautiful models, but their colors are just too far off.