Import the attached .gltf file. The referenced base color map does not have an alpha channel.
Rez a prim, select its top face in face selection mode.
Apply the bare base color texture, that has been imported along with the PBR asset, to the selected face.
Observe that the alpha mode is automatically set to 'Blending'. This is indicating that the applied texture has an alpha channel. For textures without an alpha channel, the alpha mode would be grayed out with the mode set to 'none'.
What were you doing when it happened?
See above.
What were you expecting to happen instead?
I would expect the GLTF material importer to not add an alpha channel to base color maps on import, if said maps don't have an alpha channel to begin with.
Creating a PBR asset in-world with base color maps without alpha channels doesn't invoke any differences in functionality it seems. So, getting rid of obsolete alpha channels could improve overall efficiency.
Original Jira Fields
| Field | Value |
| ------------- | ------------- |
| Issue | BUG-233089 |
| Summary | [PBR] - GLTF material importer silently adds alpha channel to base color map |
| Type | Bug |
| Priority | Unset |
| Status | Closed |
| Resolution | Triaged |
| Labels | pbr |
| Reporter | arton Rotaru (arton.rotaru) |
| Created at | 2022-12-16T00:17:57Z |
| Updated at | 2023-11-28T19:23:36Z |
```
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
'Date of First Response': '2022-12-16T10:17:18.020-0600',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'System': 'SL Viewer',
'Target Viewer Version': 'viewer-development',
'What just happened?': "Import the attached .gltf file.\r\nRez a prim, select its top face in face selection mode.\r\nApply the bare base color texture, that has been imported along with the PBR asset, to the selected face.\r\n\r\nObserve that the alpha mode is automatically set to 'Blending'. This is indicating that the applied texture has an alpha channel. For textures without an alpha channel, the alpha mode would be grayed out with the mode set to 'none'.",
'What were you doing when it happened?': 'See above.',
'What were you expecting to happen instead?': "I would expect the GLTF material importer to not add an alpha channel to base color maps on import, if said maps don't have an alpha channel to begin with.\r\n\r\nCreating a PBR asset in-world with base color maps without alpha channels doesn't invoke any differences in functionality it seems. So, getting rid of obsolete alpha channels could improve overall efficiency.",
'Where': 'secondlife://Aditi/secondlife/Materials%20Adult/248/36/23',
}
```
What just happened?
Import the attached .gltf file. The referenced base color map does not have an alpha channel. Rez a prim, select its top face in face selection mode. Apply the bare base color texture, that has been imported along with the PBR asset, to the selected face.
Observe that the alpha mode is automatically set to 'Blending'. This is indicating that the applied texture has an alpha channel. For textures without an alpha channel, the alpha mode would be grayed out with the mode set to 'none'.
What were you doing when it happened?
See above.
What were you expecting to happen instead?
I would expect the GLTF material importer to not add an alpha channel to base color maps on import, if said maps don't have an alpha channel to begin with.
Creating a PBR asset in-world with base color maps without alpha channels doesn't invoke any differences in functionality it seems. So, getting rid of obsolete alpha channels could improve overall efficiency.
Other information
Attachments
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-233089 | | Summary | [PBR] - GLTF material importer silently adds alpha channel to base color map | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Triaged | | Labels | pbr | | Reporter | arton Rotaru (arton.rotaru) | | Created at | 2022-12-16T00:17:57Z | | Updated at | 2023-11-28T19:23:36Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2022-12-16T10:17:18.020-0600', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': "Import the attached .gltf file.\r\nRez a prim, select its top face in face selection mode.\r\nApply the bare base color texture, that has been imported along with the PBR asset, to the selected face.\r\n\r\nObserve that the alpha mode is automatically set to 'Blending'. This is indicating that the applied texture has an alpha channel. For textures without an alpha channel, the alpha mode would be grayed out with the mode set to 'none'.", 'What were you doing when it happened?': 'See above.', 'What were you expecting to happen instead?': "I would expect the GLTF material importer to not add an alpha channel to base color maps on import, if said maps don't have an alpha channel to begin with.\r\n\r\nCreating a PBR asset in-world with base color maps without alpha channels doesn't invoke any differences in functionality it seems. So, getting rid of obsolete alpha channels could improve overall efficiency.", 'Where': 'secondlife://Aditi/secondlife/Materials%20Adult/248/36/23', } ```