Closed sl-service-account closed 8 months ago
Tyiler Scarborough commented at 2023-05-01T17:58:02Z
With PBR coming, you totally could make a great material that would do just as good if not better than the SL water The only thing would be the subsurface fog
COCA Yven commented at 2023-05-02T08:38:51Z, updated at 2023-05-02T08:45:13Z
@Tyiler
Well that s wonderful, but it i snot that we need a pbr material to make water specular material... we have had this since 2013... don't you know how to make water material in SL ?
The point of the request is to have a shader is so not have to script, and also to be able to parametrize it at your convenience on the fly.
Besides, there is tons of SL clients who do not have the faintest idea of how to make a material at all.
Why should we add another trillion texture to load and cache when thee is one common everyone already has cached permanently in SL?!
I hate to break it to You but PBR is not substance painter, once GI is enabled in SL any material with specular workflow that has been made for the last decade with accurate photogrammetry, will be as a matter of fact even more accurate that PBR metalness workflow materials that you eg find on substance painter.... I wish to add that 99.9999% of materials found on substance and sold for substance are not physically correct...therefore while being rendered in a PBR GI ecosystem, they do not behave physically correct, simply becuase the individual who made them has no savvy of how to make real life accurate materials.
Tyiler Scarborough commented at 2023-05-02T15:47:51Z
don't you know how to make water material in SL ?
Sure, I've made a few in the past =)
Besides, there is tons of SL clients who do not have the faintest idea of how to make a material at all.
Ignorance isn't an excuse
Why should we add another trillion texture to load and cache when thee is one common everyone already has cached permanently in SL?!
Because with little effort someone can make a better one, and it can be applied to any object, instead of using a older shader , as you said, 2013...
...
I disagree with you whole-heartedly about Spec/Norm workflow being more accurate... I would learn you towards why modern game engines (unreal, unity) do not use a specular workflow, they might know a bit more about what is the best use of technology than either you or i. Also... There is a standard for PBR materials... and they're based off real life interactivity with light and metallic vs dielectric surfaces... We can agree to disagree.. But I personally believe this is a step in the right direction...
COCA Yven commented at 2023-05-02T16:06:03Z, updated at 2023-05-02T16:21:48Z
You are not into CG not VFX,, metalness workflow is not accurate and it is never uses in VFX.
It can be a cool gaming set up as you can use substances to change whatever substance resolution... with raytracing taking over and as computers become much more powerful, metalness workflow will become a thing of the past.... If LL is Bringing PBR and GI, it is NOT wise to include Metalness workflow on platform when not even 5 years from now it will likely become obsolete and not in any case if 10 years form now you want to upgrade to run time raytracing with impeccable photorealistic results.
That being said, once more,, I see no reason to have to drop scripts and a bunch of textures into a build ....I could easily use water in a bathroom on 6 different objects, and we not even got anywhere close to the whole house.
SL water can also be configured to become a mirror and a fluid in bottles and cups
It is the minimum for LL to provide to all clients water, chromes, golds, coppers, nickel, silver aluminium's SMOOTH AND STRATCHED AND SATIN , diamond ruby sapphire emerald and some semi precious stones, architectural glass, thick glass, car glass, plastic, glossy and matte AND TRANSPARENT, grass and other landscaping, fur and carpet basics and any basic kind of shaders.
and reduce billions of futile wasted GPU memory..... You have no idea but there is people creating jewels like nose piercings with 1k textures in SL.
p.s. as a side note, You cannot animate dual normal maps and specular maps on the same material ID
Alexa Linden commented at 2023-05-10T18:11:14Z
Hello, and thank you for your feature request.
Incoming suggestions are reviewed in the order they are received by a team of Lindens with diverse areas of expertise. We consider a number of factors: Is this change possible? Will it increase lag? Will it break existing content? Is it likely that the number of residents using this feature will justify the time to develop it? This wiki page further describes the reasoning we use: http://wiki.secondlife.com/wiki/Feature_Requests
This particular suggestion, unfortunately, cannot be tackled at this time. However, we regularly review previously deferred suggestions when circumstances change or resources become available.
We are grateful for the time you took to submit this feature request. We hope that you are not discouraged from submitting others in the future. Many excellent ideas to improve Second Life come from you, our residents. We can’t do it alone.
Thank you for your continued commitment to Second Life.
How would you like the feature to work?
I would like that You offered SL OCEAN SHADER as a material, so we can plug it in meshes, have it sown dedicated editor PLUS ability to change the specular parametrization, and be able to plug in the reflection colour a map and in the environment another map, so the water shader can also be configure to look like oil or dirty stained contaminated water.
Why is this feature important to you? How would it benefit the community?
It is about time, that we can make swimming pools look like swimming pools, waterfalls look like waterfall, tap water look lie tap water...and showers look like showers. For architecture, finally we could make horizon view pools with its lil cascades, even in interiors
Attachments
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-233826 | | Summary | SL OCEAN SHADER | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Reporter | COCA Yven (coca.yven) | | Created at | 2023-05-01T12:21:07Z | | Updated at | 2023-05-10T18:11:14Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-05-01T12:58:01.719-0500', 'How would you like the feature to work?': 'I would like that You offered SL OCEAN SHADER as a material, so we can plug it in meshes, have it sown dedicated editor PLUS ability to change the specular parametrization, and be able to plug in the reflection colour a map and in the environment another map, so the water shader can also be configure to look like oil or dirty stained contaminated water.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'It is about time, that we can make swimming pools look like swimming pools, waterfalls look like waterfall, tap water look lie tap water...and showers look like showers.\r\nFor architecture, finally we could make horizon view pools with its lil cascades, even in interiors', } ```