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[BUG-225228] [BAKES ON MESH] Add material support to skins and texture baking #4082

Open sl-service-account opened 6 years ago

sl-service-account commented 6 years ago

How would you like the feature to work?

After the initial release of the "Bakes on Mesh" feature, do not decommission or end work on the project. Instead, continue to a phase two that adds material support.

1) Allow normal and specular maps to be added to skin assets. This could involve a modification to the existing Skin user interface or a new type of "Material Skin" asset. 2) Add the normal and specular maps into the baking system. Only bake those maps if at least one normal or specular map has been added (no overhead for skins that don't use the feature) 3) Add texture UUIDs for the baked maps ("bakes on mesh"). BAKE_HEAD_NORMAL, BAKE_HEAD_SPECULAR, BAKE_UPPER_NORMAL, etc.

At minimum I'd like support added for materials on the base skins; support for clothing and tattoo layers is a bonus.

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

A number of content creators have stated that they cannot remove their "onion skinning" layers or fully support Bakes on Mesh until it supports materials.

For example: Slink - https://slinkstyle.com/2018/04/09/sl-project-viewer-bakes-on-mesh/ Nalates - http://blog.nalates.net/2017/04/16/second-life-will-we-bake-our-mesh-body-avatars/ Omega - http://slpoweredbyomega.com/2018/04/about-bakes-on-mesh/

As a content creator that builds skins, I find myself with the same problem. All of my skins are "otherworldly" and require the use of the materials system. For example:

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-225228 | | Summary | [BAKES ON MESH] Add material support to skins and texture baking | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Labels | bakesonmesh | | Reporter | Thornotter (thornotter) | | Created at | 2018-08-08T02:11:09Z | | Updated at | 2018-08-08T19:26:27Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2018-08-08T14:26:22.435-0500', 'How would you like the feature to work?': 'After the initial release of the "Bakes on Mesh" feature, do not decommission or end work on the project. Instead, continue to a phase two that adds material support. \r\n\r\n1) Allow normal and specular maps to be added to skin assets. This could involve a modification to the existing Skin user interface or a new type of "Material Skin" asset.\r\n2) Add the normal and specular maps into the baking system. Only bake those maps if at least one normal or specular map has been added (no overhead for skins that don\'t use the feature)\r\n3) Add texture UUIDs for the baked maps ("bakes on mesh"). BAKE_HEAD_NORMAL, BAKE_HEAD_SPECULAR, BAKE_UPPER_NORMAL, etc.\r\n\r\nAt minimum I\'d like support added for materials on the base skins; support for clothing and tattoo layers is a bonus.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'A number of content creators have stated that they cannot remove their "onion skinning" layers or fully support Bakes on Mesh until it supports materials.\r\n\r\nFor example:\r\nSlink - https://slinkstyle.com/2018/04/09/sl-project-viewer-bakes-on-mesh/\r\nNalates - http://blog.nalates.net/2017/04/16/second-life-will-we-bake-our-mesh-body-avatars/\r\nOmega - http://slpoweredbyomega.com/2018/04/about-bakes-on-mesh/\r\n\r\nAs a content creator that builds skins, I find myself with the same problem. All of my skins are "otherworldly" and require the use of the materials system. For example:\r\n* An orca avatar with a shine "wet look" and a normal map to give it a water droplet appearance.\r\n* A robotic avatar with metal and bump maps for panels, bolts, and other synthetic components.\r\n* At least one latex garment, applied to be form fitting/skin tight.\r\n* A marble avatar with a shine map and normal map.\r\n* A mermaid avatar with shine and normal map for the scales.\r\n\r\nI\'d love to use bakes on mesh and distribute my creations as skins, but as designed right now I am completely unable to. I\'m not asking for the current release to be held up, but please continue work on a "phase two" for material support immediately after. It\'s absolutely necessary to get rid of most appliers and onion skinning once and for all.', } ```
sl-service-account commented 6 years ago

Vir Linden commented at 2018-08-08T19:26:22Z

This is work we might consider after the initial release of BOM, will pull it in accordingly. Think there's another similar request somewhere in the system already.