A texture or (more appropriately) a prim property which, when applied to a prim surface or other texture face, would render it effectively transparent to display most objects positioned behind it, but not to system water, which would not be rendered where 'seen' through this surface by the camera, in the same manner as the old 'invisiprim' hack, but in a supported and controllable manner (i.e. it would not also derender assorted other object types/system avatar parts / other alpha textures seen through it).
Why is this feature important to you? How would it benefit the community?
In particular, the sailing and boating community in Second Life is huge, and boat design is slightly constrained by the need to model the cabin floor either above the waterline (unrealistic and leading to somewhat top-heavy looking boats) or below the waterline as is normally the case in most boats (leading to the cabin apparently being flooded, unless the 'invisiprim' hack is used, which is incompatible with advanced lighting.
This is one- primary- example. Another use would be in the construction of undersea 'tunnels' or similar buildings and display pieces.
Original Jira Fields
| Field | Value |
| ------------- | ------------- |
| Issue | BUG-227965 |
| Summary | An officially supported, ALM and EEP compatible 'Water Masking' Utility Texture |
| Type | New Feature Request |
| Priority | Unset |
| Status | Accepted |
| Resolution | Accepted |
| Labels | viewer, rendering, building |
| Reporter | Rowan Thursday (rowan.thursday) |
| Created at | 2019-12-04T17:12:17Z |
| Updated at | 2020-10-20T16:44:35Z |
```
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
'Date of First Response': '2019-12-04T11:32:36.438-0600',
'How would you like the feature to work?': "A texture or (more appropriately) a prim property which, when applied to a prim surface or other texture face, would render it effectively transparent to display most objects positioned behind it, but not to system water, which would not be rendered where 'seen' through this surface by the camera, in the same manner as the old 'invisiprim' hack, but in a supported and controllable manner (i.e. it would not also derender assorted other object types/system avatar parts / other alpha textures seen through it).",
'Original Reporter': 'Rowan Thursday (rowan.thursday)',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'Target Viewer Version': 'viewer-development',
'Why is this feature important to you? How would it benefit the community?': "In particular, the sailing and boating community in Second Life is huge, and boat design is slightly constrained by the need to model the cabin floor either above the waterline (unrealistic and leading to somewhat top-heavy looking boats) or below the waterline as is normally the case in most boats (leading to the cabin apparently being flooded, unless the 'invisiprim' hack is used, which is incompatible with advanced lighting. \r\n\r\nThis is one- primary- example. Another use would be in the construction of undersea 'tunnels' or similar buildings and display pieces.",
}
```
How would you like the feature to work?
A texture or (more appropriately) a prim property which, when applied to a prim surface or other texture face, would render it effectively transparent to display most objects positioned behind it, but not to system water, which would not be rendered where 'seen' through this surface by the camera, in the same manner as the old 'invisiprim' hack, but in a supported and controllable manner (i.e. it would not also derender assorted other object types/system avatar parts / other alpha textures seen through it).
Why is this feature important to you? How would it benefit the community?
In particular, the sailing and boating community in Second Life is huge, and boat design is slightly constrained by the need to model the cabin floor either above the waterline (unrealistic and leading to somewhat top-heavy looking boats) or below the waterline as is normally the case in most boats (leading to the cabin apparently being flooded, unless the 'invisiprim' hack is used, which is incompatible with advanced lighting.
This is one- primary- example. Another use would be in the construction of undersea 'tunnels' or similar buildings and display pieces.
Links
Related
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-227965 | | Summary | An officially supported, ALM and EEP compatible 'Water Masking' Utility Texture | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Labels | viewer, rendering, building | | Reporter | Rowan Thursday (rowan.thursday) | | Created at | 2019-12-04T17:12:17Z | | Updated at | 2020-10-20T16:44:35Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2019-12-04T11:32:36.438-0600', 'How would you like the feature to work?': "A texture or (more appropriately) a prim property which, when applied to a prim surface or other texture face, would render it effectively transparent to display most objects positioned behind it, but not to system water, which would not be rendered where 'seen' through this surface by the camera, in the same manner as the old 'invisiprim' hack, but in a supported and controllable manner (i.e. it would not also derender assorted other object types/system avatar parts / other alpha textures seen through it).", 'Original Reporter': 'Rowan Thursday (rowan.thursday)', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': "In particular, the sailing and boating community in Second Life is huge, and boat design is slightly constrained by the need to model the cabin floor either above the waterline (unrealistic and leading to somewhat top-heavy looking boats) or below the waterline as is normally the case in most boats (leading to the cabin apparently being flooded, unless the 'invisiprim' hack is used, which is incompatible with advanced lighting. \r\n\r\nThis is one- primary- example. Another use would be in the construction of undersea 'tunnels' or similar buildings and display pieces.", } ```