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[BUG-224928] Option to use alpha mask or alpha blend (separate from diffuse map) for ALL mesh #3855

Closed sl-service-account closed 8 months ago

sl-service-account commented 6 years ago

How would you like the feature to work?

This request is being made in light of recent discussions regarding the addition of alpha masks to rigged mesh for Bakes on Mesh, but asks that the same functionality be made available to all types of mesh, not just rigged or baked.

This functionality would apply a separate alpha mask, independent of any existing diffuse texture (transparent or not). It would mean you could script diffuse texture changes (animation, switching, tint, scale, rotation, offset, etc) as well as alpha mask changes (also, animation, switching, rotation, offset,).

In the UI, the option for a separate alpha mask could be offered as part of the Texture tab while the 'Texture (diffuse) context option is selected. Underneath the 'Alpha mode' pulldown, a toggle could be added labelled 'separate alpha mask'. When enabled, a second texture box could appear adjacent to the existing Texture box for this purpose.

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

Offering this as an option would allow content creators to offer a single alpha mask for any number of texture options OR to offer multiple masking options for a single diffuse texture. It would allow for efficient decal-style texture application, compared to the higher-poly alternative workflow, which requires creating high-poly geometry. It would also allow for greater flexibility when it comes to customer-side modification.

Example 1:

Landscaping items are often used in multiple form across a large space. This makes repeated high-poly usage costly from a land-impact perspective as well as a performance one.

A landscape mesh creator could offer a separate alpha masked dirt path on some plane geometry that rests directly on top of some other dirt or grass, instead of creating higher-poly solid mesh to apply a texture to. Said creator could also offer a greater variety of low-poly items with grass fringe on simple geometry, then allow my customers to switch in whatever terrain texture they have handy, instead of modelling out individual blades of grass.

Example 2:

Builder offers a home with dual layered kitchen floor, with scripted alpha mask and bump-map change. The customer can apply whatever textures they like to each layer and the alpha mask/bump-map change allows for endless two-tone combinations for flooring design. Consider - checkered floor, hexagonal tile, staggered tile, linoleum, mosaic, etc.

These are really specific examples, but I'm sure similar functionality could be found in a wealth of other content areas.

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-224928 | | Summary | Option to use alpha mask or alpha blend (separate from diffuse map) for ALL mesh | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Created at | 2018-06-22T01:51:04Z | | Updated at | 2018-06-27T18:04:46Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2018-06-27T13:04:46.826-0500', 'How would you like the feature to work?': "This request is being made in light of recent discussions regarding the addition of alpha masks to rigged mesh for Bakes on Mesh, but asks that the same functionality be made available to all types of mesh, not just rigged or baked. \r\n\r\nThis functionality would apply a separate alpha mask, independent of any existing diffuse texture (transparent or not). It would mean you could script diffuse texture changes (animation, switching, tint, scale, rotation, offset, etc) as well as alpha mask changes (also, animation, switching, rotation, offset,). \r\n\r\nIn the UI, the option for a separate alpha mask could be offered as part of the Texture tab while the 'Texture (diffuse) context option is selected. Underneath the 'Alpha mode' pulldown, a toggle could be added labelled 'separate alpha mask'. When enabled, a second texture box could appear adjacent to the existing Texture box for this purpose. ", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': "Offering this as an option would allow content creators to offer a single alpha mask for any number of texture options OR to offer multiple masking options for a single diffuse texture. It would allow for efficient decal-style texture application, compared to the higher-poly alternative workflow, which requires creating high-poly geometry. It would also allow for greater flexibility when it comes to customer-side modification.\r\n\r\nExample 1:\r\n\r\nLandscaping items are often used in multiple form across a large space. This makes repeated high-poly usage costly from a land-impact perspective as well as a performance one.\r\n\r\nA landscape mesh creator could offer a separate alpha masked dirt path on some plane geometry that rests directly on top of some other dirt or grass, instead of creating higher-poly solid mesh to apply a texture to. Said creator could also offer a greater variety of low-poly items with grass fringe on simple geometry, then allow my customers to switch in whatever terrain texture they have handy, instead of modelling out individual blades of grass.\r\n\r\nExample 2: \r\n\r\nBuilder offers a home with dual layered kitchen floor, with scripted alpha mask and bump-map change. The customer can apply whatever textures they like to each layer and the alpha mask/bump-map change allows for endless two-tone combinations for flooring design. Consider - checkered floor, hexagonal tile, staggered tile, linoleum, mosaic, etc. \r\n\r\nThese are really specific examples, but I'm sure similar functionality could be found in a wealth of other content areas. ", } ```
sl-service-account commented 6 years ago

Alexa Linden commented at 2018-06-27T18:04:47Z

Thank you for your suggestion. We've reviewed your request and determined that it is not something we can tackle at this time. 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.