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[BUG-40947] Introduction of a new material mix-map function #12549

Closed sl-service-account closed 7 months ago

sl-service-account commented 7 years ago

How would you like the feature to work?

I would like the ability to mix between two textures and their assigned materials through the use of a third mixing texture that could be uploaded by the content creator to control this function.

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

I make landscaping items such as cliffs, rocks and trees. Often to supply greater visual fidelity content creators will bake textures. This adds more load to the servers and clients. I find myself often thinking if only there was a way to hide this seam or make a smooth transition between materials rather than baking textures. Recently I made a set of large mesh cliffs that all used just 2 1024 tiles in order to have low load as they were for a second life birthday stage. To have a different material on-top that tiled I had to have a ring of mesh assigned to a separate material. As you can imagine on large meshes this didn't allow for a smooth transition using tiling textures.

Mixing could perhaps be done by assigning more than one material to mesh faces. A simple Black and white 24 bit image that could be modulated or a 32 bit alpha image could be used to achieve this end.

Other use scenarios. rust, water, dark stuff on the bottom of things, large landscaping items, moss etc.

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-40947 | | Summary | Introduction of a new material mix-map function | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Reporter | Cube Republic (cube.republic) | | Created at | 2016-11-22T01:14:30Z | | Updated at | 2016-11-23T19:18:29Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2016-11-23T13:18:29.421-0600', 'How would you like the feature to work?': 'I would like the ability to mix between two textures and their assigned materials through the use of a third mixing texture that could be uploaded by the content creator to control this function.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': "I make landscaping items such as cliffs, rocks and trees. Often to supply greater visual fidelity content creators will bake textures. This adds more load to the servers and clients. I find myself often thinking if only there was a way to hide this seam or make a smooth transition between materials rather than baking textures. Recently I made a set of large mesh cliffs that all used just 2 1024 tiles in order to have low load as they were for a second life birthday stage. To have a different material on-top that tiled I had to have a ring of mesh assigned to a separate material. As you can imagine on large meshes this didn't allow for a smooth transition using tiling textures.\r\n\r\nMixing could perhaps be done by assigning more than one material to mesh faces. A simple Black and white 24 bit image that could be modulated or a 32 bit alpha image could be used to achieve this end.\r\n\r\nOther use scenarios. rust, water, dark stuff on the bottom of things, large landscaping items, moss etc.", } ```
sl-service-account commented 7 years ago

Dan Linden commented at 2016-11-23T19:18:29Z

Thank you for your suggestion. We've reviewed your request and determined that it is not something we can tackle at this time. It would require a substantial rewrite of significant parts of the rendering pipeline.

Please be assured that we truly appreciate the time you invested in creating this feature request, and have given it thoughtful consideration among our review team. This wiki outlines some of the reasoning we use to determine which requests we can, or can't, take on: http://wiki.secondlife.com/wiki/Feature_Requests

Thanks again for your interest in improving Second Life.