secondlife / jira-archive

2 stars 0 forks source link

[BUG-234110] PBR Editing material EDITOR incomplete #11094

Closed sl-service-account closed 8 months ago

sl-service-account commented 1 year ago

What just happened?

https://i.gyazo.com/41de973041d1e0e28a6098ce30499a15.jpg

 

The editing material editor, should have in each slot a scale U and V factor so one can repeat textures independently of what is plugged in the diffuse map.

I could very well bake an albedo as colour, and set it to 1.00x1.00 but then i can use a meatless map of wood planks and make levels to make it like silk with its own repeats of different size than the albedo, and then plug in the normal map of shallow corduroy, ad on it a second tint and I would get aa perfect Damascus silk without having to use for example substance or quixel.

I understand You want to push substance painter users, but creators who do make high fidelity materials do not use substance painter and make their own accurate ones. I do not think it is fair to make PBR metalness editor favourable only for substance painter users and even so, I do not see any reason for having to reimport eg a jeans metalness map or a wool metalness map when u can use a tillable one al the time of lower resolutions when willing to optimize or at teh same time get much much more texture definition by tiling instead of using awful Substance bakes that at 1k size render ok if u cam on an object 20 meters away but not when you zoom into the detail.

I also do not understand why you do not pair this with triplanar stochastic mapping?!!!!! it is so easy to set up and would allow for tillable stuff not to look repetitive and allow also beginners to add on textures on objects that they have no savvy about UV maps

What were you doing when it happened?

xx

What were you expecting to happen instead?

xx

Other information

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-234110 | | Summary | PBR Editing material EDITOR incomplete | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Expected Behavior | | Labels | pbr | | Reporter | COCA Yven (coca.yven) | | Created at | 2023-07-07T16:29:51Z | | Updated at | 2023-07-13T17:26:48Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-07-13T12:26:48.161-0500', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'https://gyazo.com/41de973041d1e0e28a6098ce30499a15\r\nThe editing material editor, should have in each slot a scale U and V factor so one can repeat textures independently of what is plugged in the diffuse map.\r\n\r\nI could very well bake an albedo as colour, and set it to 1.00x1.00 but then i can use a meatless map of wood planks and make levels to make it like silk with its own repeats of different size than the albedo, and then plug in the normal map of shallow corduroy, ad on it a second tint and I would get aa perfect Damascus silk without having to use for example substance or quixel.\r\n\r\nI understand You want to push substance painter users, but creators who do make high fidelity materials do not use substance painter and make their own accurate ones.\r\nI do not think it is fair to make PBR metalness editor favourable only for substance painter users and even so, I do not see any reason for having to reimport eg a jeans metalness map or a wool metalness map when u can use a tillable one al the time of lower resolutions when willing to optimize or at teh same time get much much more texture definition by tiling instead of using awful Substance bakes that at 1k size render ok if u cam on an object 20 meters away but not when you zoom into the detail.\r\n\r\nI also do not understand why you do not pair this with triplanar stochastic mapping?!!!!! it is so easy to set up and would allow for tillable stuff not to look repetitive and allow also beginners to add on textures on objects that they have no savvy about UV maps', 'What were you doing when it happened?': 'xx', 'What were you expecting to happen instead?': 'xx', 'Where': 'ADITI GFLT', } ```
sl-service-account commented 1 year ago

Dan Linden commented at 2023-07-13T17:26:48Z

In the GLTF spec the UV mapping is part of the mesh.

This is working as expected.