Open sl-service-account opened 1 year ago
JIRAUSER339827 commented at 2023-08-16T18:54:46Z
There is a complete, ratified GLTF extension for this provided by the Khronos group::
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_anisotropy
Dan Linden commented at 2023-09-05T22:50:30Z
Issue accepted. We have no estimate when it may be implemented. Please see future release notes for this fix.
How would you like the feature to work?
UI A drop down-menu with Basic shader, and Hair shader.
Texture usage is the same, but a number bar controls the chosen angle of the reflection.
I am no shader programmer, But I do believe that SL could handle this type of shader without any problems since it has been seen and used in OpenGL for a long time.
https://www.pythonstuff.org/glsl/example_7_anisotropic_highlights.html
If one were to make the feature even more advanced, allow a texture to control the reflection angle across a surface. Such flow maps can be created by hand or by using substance painter for example.
Thank you for your time.
Why is this feature important to you? How would it benefit the community?
With PBR on the front up and coming, it would be nice to be able to render hair and fur more properly. Most engines use Anisotropic shading for that, and it gives a good general result. Using the normal shader on hair usually results in an oily and muddy result, and most of the time users have to resort to baking higher- resolution textures with fake lighting to compensate.
It would also be useful to implement now since with proper reflections, brushed aluminium and other similar materials could have use for it. It would add another huge bump in quality for Second Lives graphics, and allow better asset creation.
Attachments
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-234137 | | Summary | Anisotropic shading | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Labels | pbr | | Created at | 2023-07-15T22:56:03Z | | Updated at | 2023-09-05T22:50:30Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-08-16T13:54:45.692-0500', 'How would you like the feature to work?': 'UI\r\nA drop down menu with Basic shader, and Hair shader.\r\n\r\nTexture usage is the same, but a number bar controls the chosen angle of the reflection.\r\n\r\nI am no shader programmer, But I do believe that SL could handle this type of shader without any problems, since it have been seen and used in OpenGL for a long time.\r\n\r\nhttps://www.pythonstuff.org/glsl/example_7_anisotropic_highlights.html\r\n\r\nIf one were to make the feature even more advanced, allow a texture to control the reflection angle across a surface. Such flow maps can be created by hand or by using substance painter for example.\r\n\r\nThank you for your time.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'With PBR on the front up and coming, it would be nice to be able to render hair and fur more properly. Most engines use Anisotropic shading for that, and it gives a good general result. \r\n\r\nIt would also be useful to implement now since with proper reflections, brushed aluminium and other similar materials could have use for it. It would add another huge bump in quality for Second Lives graphics, and allow better asset creation.', } ```