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[BUG-230274] Physically based shader system #7991

Open sl-service-account opened 3 years ago

sl-service-account commented 3 years ago

How would you like the feature to work?

Physically based shader system:

  1. Real physical based rendering materials that represent how objects accurately look in real life; e.g. metals, ceramics, plastics, rubbers, woods, etc.
    1. Subsurface scattering
    2. Iridescence
    3. Ability to set surfaces as receiving shadows or not receiving shadows
    4. A double sided shader so creators don't have to add extra geometry just to get this effect as they do currently
    5. Scripted support for control of vertex shaders; e.g. you hit a surface and the scripter detects the collision and bends the vertices, reaction to wind vectors, etc.
    6. Mirrors that reflect avatars and objects
    7. Ability to apply water to any surface; e.g. you could put it on your body / head, on a prim, and wear it or place it in the region. There could even be a dancing animesh water elemental for example.
    8. Realistic cloth simulation (not flexi) with physics interaction with collidable surfaces (softbody interactions, e.g. liquids, jelly, etc with other objects, e.g. bouncing / bumping / reaction)
    9. Realistic strand based hairs and furs that react to objects, avatar hand movement and the wind. Imagine your hair actually blowing in the wind or reaching up to brush your bangs out of the way and they actually move.
    10. New tab on objects for these features and scripting support.
    11. Provide a shader graph tool window in-world for creating shaders with visual trees.
    12. Procedural materials; voronoi, patterns, multiplying, time based, blending, etc. A lot of interesting things could be made without needing textures. This would reduce impact on storage and bandwidth while allowing users to create stunning realistic visuals.
    13. Displacement height, detail masks, occlusion maps, etc
    14. Volumes for volumetric fog, lighting, shadows, post-processing, etc.
    15. The ability for the user to turn these features off via the preferences and for these features to auto-disable based on system capabilities.

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

This feature will provide new forms of revenue, attract users and extend the life of the platform.

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Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-230274 | | Summary | Physically based shader system | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Unresolved | | Created at | 2021-02-22T19:42:27Z | | Updated at | 2023-10-23T16:40:46Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2021-02-24T12:46:49.573-0600', 'How would you like the feature to work?': "Physically based shader system:\r\n\r\n1. Real physical based rendering materials that represent how objects accurately look in real life; e.g. metals, ceramics, woods, etc.\r\n2. Subsurface scattering\r\n3. Iridescence\r\n4. Ability to set surfaces as receiving shadows or not receiving shadows\r\n5. A double sided feature so creators don't have to add extra geometry just to get this effect\r\n6. Scripted support for control of vertex shaders; e.g. you hit a surface and the scripter detects the collision and bends the vertices\r\n7. Mirrors that reflect avatars and objects\r\n8. Ability to apply water to any surface.\r\n9. Realistic cloth simulation (not flexi) with physics interaction with collidable surfaces (softbody interactions, e.g. liquids, jelly, etc with other objects, e.g. bouncing / bumping / reaction)\r\n10. Realistic strand based hairs and furs that react to objects, avatar hand movement and the wind. Imagine your hair actually blowing in the wind or reaching up to brush your bangs out of the way and they actually move.\r\n11. New tab on objects for these features and scripting support.\r\n12. Provide a shader graph tool window in-world for creating shaders with visual trees.\r\n13. Procedural materials; voronoi, patterns, multiplying, time based, blending, etc. A lot of interesting things could be made without needing textures. This would reduce impact on storage and bandwidth while allowing users to create stunning realistic visuals.\r\n14. Displacement height, detail masks, occlusion maps, etc\r\n15. Volumes for volumetric fog, lighting, shadows, post-processing, etc.\r\n16. The ability for the user to turn these features off via the preferences and for these features to auto-disable based on system capabilities.", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'This feature will provide new forms of revenue, attract users and extend the life of the platform.', } ```
sl-service-account commented 3 years ago

Vir Linden commented at 2021-02-24T18:46:50Z

Pulling in as possible future work. Will have to be considered item by item.

sl-service-account commented 3 years ago

Kyle Linden commented at 2021-02-24T18:46:55Z

Hello Palisade,

We may implement some of these suggestions at some point in the future.

Thanks!