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[BUG-233763] Materials for Particles #10804

Open sl-service-account opened 1 year ago

sl-service-account commented 1 year ago

How would you like the feature to work?

New parameters in the particle code to allow for the application of materials, both the old normal maps/Specular maps kind and of the new upcoming Gltf compliant materials on to particles.

PSYS_SRC_NORMALMAP, (string texture) Specifies the name of a texture in the emitter prim's inventory to use as a normal map for each particle in the system PSYS_SRC_SPECMAP, (string texture) Specifies the name of a texture in the emitter prim's inventory to use as a specular map for each particle in the system. PSYS_SRC_MATERIAL_SET, (string material) specifies the name of a material entity in the emitter prim's inventory to apply to each particle in the system. PSYS_SRC_MATERIAL_ALBEDO, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the diffuse channel of material that is used for the particle system. PSYS_SRC_MATERIAL_ORM, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the Occlusion, Roughness, Metalness map of the material that is used for the particle system. PSYS_SRC_MATERIAL_EMISSIVE, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the emissive map of the material that is used for the particle system PSYS_SRC_MATERIAL_NORMAL, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the normal map of the material that is used for the particle system

 

For performance reasons alpha blending should probably not be enabled on particles using materials, and only allow them to use alpha masking. Allowing materials would largely eliminate the need for alpha blending on particles anyway. 

Why is this feature important to you? How would it benefit the community?

This will greatly expand the usefulness and dynamics of the particle systems allowing for much more realistic effects such as allowing for volumetric smoke, fog effects, fire effects, metallic particles, better sparks, etc. etc.

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-233763 | | Summary | Materials for Particles | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Reporter | Jabadahut50 (jabadahut50) | | Created at | 2023-04-14T21:55:08Z | | Updated at | 2023-04-19T17:41:39Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-04-15T07:34:46.015-0500', 'How would you like the feature to work?': "New parameters in the particle code to allow for the application of materials, both the old normal maps/Specular maps kind and of the new upcoming Gltf compliant materials on to particles.\r\n\r\nPSYS_SRC_NORMALMAP, (string texture) Specifies the name of a texture in the emitter prim's inventory to use as a normal map for each particle in the system\r\nPSYS_SRC_SPECMAP, (string texture) Specifies the name of a texture in the emitter prim's inventory to use as a specular map for each particle in the system.\r\nPSYS_SRC_MATERIAL_SET, (string material) specifies the name of a material entity in the emitter prim's inventory to apply to each particle in the system.\r\nPSYS_SRC_MATERIAL_ALBEDO, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the diffuse channel of material that is used for the particle system.\r\nPSYS_SRC_MATERIAL_ORM, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the Occlusion, Roughness, Metalness map of the material that is used for the particle system.\r\nPSYS_SRC_MATERIAL_EMISSIVE, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the emissive map of the material that is used for the particle system\r\nPSYS_SRC_MATERIAL_NORMAL, (string texture) specifies the name of a texture in the emitter prim's inventory to apply to the normal map of the material that is used for the particle system", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'This will greatly expand the usefulness and dynamics of the particle systems allowing for much more realistic effects such as allowing for volumetric smoke, fog effects, fire effects, metallic particles, better sparks, etc. etc.', } ```
sl-service-account commented 1 year ago

JIRAUSER344926 commented at 2023-04-15T12:34:46Z

This sounds great! Hope it is integrated 

sl-service-account commented 1 year ago

toxidious commented at 2023-04-15T12:35:10Z

someone asked me to say its a cool thing that I should comment on so here I am....commenting. 

sl-service-account commented 1 year ago

Llweyndwell commented at 2023-04-15T14:38:30Z

My only concern is how particles in general already make SL take a dump at times, however if they where masked like suggested could be done, it might actually HELP with SL a bit compared to how particles currently render. I can foresee things like shards of glass or crystals and other metallic objects could be done with something like this and I think it could be cool.

sl-service-account commented 1 year ago

Kendrastasia commented at 2023-04-15T15:12:32Z

This is a fabulous idea!!  I'm DOWN!!!!