Open sl-service-account opened 1 year ago
1hannah.actor commented at 2023-11-30T12:33:11Z
+1.
I will also note that the default "blank" normal map used for Blinn-Phong materials is not suitable for use here, as it contains compression artefacts.
In the interim, I'm using a blank normal map (64x64px) uploaded via glTF to leverage the lossless normal compression; if anyone needs it, the UUID is b2fc6f11-f206-9bd2-b95a-1b33243cec6e
JIRAUSER341268 commented at 2023-11-30T14:39:14Z
Thank you for filing this Thornotter.
And thanks Jenna for providing that UUID.
What just happened?
1) In Inventory panel, selected Create New->Material 2) Right clicked new material and selected "Edit" 3) In the material editor dialog, clicked the icon for the Normal map then clicked "Blank". A white texture was shown instead of the expected blueish-purple blank normal map.
What were you doing when it happened?
I was trying to create a general purpose smooth gold material for testing - there is no need to upload textures for certain PBR material types. For example, directly using the values from https://physicallybased.info/ when variation in the surface is not needed. I felt more comfortable adding a blank normal map since pre-PBR Second Life viewers would often render content with a shine differently if the normal map was left empty (in other words, SL would sometimes render content differently if the normal was 'unset' instead of a solid colored blueish-purple normal map/texture).
1) Set the base color map to blank (white) then set a tint to a physically accurate color for gold. 2) Set the metallic-roughness map to blank (white) then set the metallic factor to 1.0 and the roughness factor to 0.3 3) Clicked the Normal map and then clicked "blank", expecting to get a blank normal map. Instead, I got a pure white texture, which would be incompatible as a normal.
What were you expecting to happen instead?
The "Default" button for a normal map in a material should function the same as the default button for a non-PBR normal texture.
It should default to a texture with a solid color of 128,128,255 (#8080FF), not white.
Other information
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-234747 | | Summary | [PBR] Material editor incorrectly uses white texture for blank normal maps | | Type | Bug | | Priority | Unset | | Status | Accepted | | Resolution | Triaged | | Labels | pbr | | Reporter | Thornotter (thornotter) | | Created at | 2023-11-30T02:55:14Z | | Updated at | 2023-12-05T17:45:09Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-11-30T06:33:11.256-0600', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': '1) In Inventory panel, selected Create New->Material\r\n2) Right clicked new material and selected "Edit"\r\n3) In the material editor dialog, clicked the icon for the Normal map then clicked "Blank". A white texture was shown instead of the expected blueish-purple blank normal map.', 'What were you doing when it happened?': 'Trying to create a general purpose smooth gold material for testing - there is no need to upload textures for certain PBR material types.\r\n\r\n1) Set the base color map to blank (white) then set a tint to a physically accurate color for gold.\r\n2) Set the metallic-roughness map to blank (white) then set the metallic factor to 1.0 and the roughness factor to 0.3\r\n3) Clicked the Normal map and then clicked "blank", expecting to get a blank normal map. Instead, I got a pure white texture, which would be incompatible as a normal.', 'What were you expecting to happen instead?': 'The "Default" button for a normal map in a material should function the same as the default button for a non-PBR normal texture. \r\n\r\nIt should default to a texture with a solid color of 128,128,255 (#8080FF), not white.', } ```