<?xml version="1.0"?>
<rss version="2.0"><channel><title>PBR Latest Topics</title><link>https://community.secondlife.com/forums/forum/372-pbr/</link><description>PBR Latest Topics</description><language>en</language><item><title>Are we allowed to disagree with PBR here?</title><link>https://community.secondlife.com/forums/topic/528879-are-we-allowed-to-disagree-with-pbr-here/</link><description><![CDATA[<p>
	Serious question.
</p>
]]></description><guid isPermaLink="false">528879</guid><pubDate>Tue, 18 Nov 2025 01:16:15 +0000</pubDate></item><item><title>Hybrid PBR: Heresy or Survival?</title><link>https://community.secondlife.com/forums/topic/532456-hybrid-pbr-heresy-or-survival/</link><description><![CDATA[<p>I’d like to discuss clothing texturing in Substance Painter, especially exports/rendering in SL and matte fabric.</p><p>I haven’t found many tutorials that really cover matte fabrics. I also get the feeling that a lot of creators still texture more or less in a “legacy mindset,” because honestly it’s just much easier to get something flattering and consistent from sim to sim. </p><p>But I’m not trying to start another “legacy vs PBR” debate here. I’m mostly looking for insight and feedback.</p><p>I’ve done a lot of clothing tests lately, and until now I’ve been following the “proper” workflow everyone recommends:</p><ul><li><p>very clean base color</p></li><li><p>no baked shadows</p></li><li><p>no painted highlights</p></li><li><p>no muddy lighting information in the diffuse</p></li></ul><p>Basically, a neutral albedo and “physically correct” PBR workflow.</p><p>Here’s the result. still a bit soft/flat sometimes: </p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="280992" src="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRmidday.thumb.jpg.feef1555fbe02d990f33ca74bbf20411.jpg" alt="PBR+midday.jpg" title="" width="864" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRmidday.jpg.40fa1f4308ba6f0432f2cc08f6ca53a3.jpg" loading="lazy"><br></p><p>In midday legacy it's just dead, And along with it, a good part of the texture work too.</p><p><br><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="280991" src="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRmidday-legacy.thumb.jpg.e990cfa8689f57a771ee62e55ecb7754.jpg" alt="PBR+midday-legacy.jpg" title="" width="864" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRmidday-legacy.jpg.68202932da4e5f4925ef0623c7e93b6a.jpg" loading="lazy"></p><p></p><p>So I ended up doing the thing you’re supposedly never meant to do: hybrid PBR. Yes, heresy, I know.</p><p>I made an other export  for a PB , then grabbed the 2D view, and reintroduced some very subtle gray shadows into the diffuse. Nothing extreme, just enough to give the fabric a bit more presence and depth again.</p><p>And honestly… I kind of prefer the result.</p><p>Here’s how it looks under midday:</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="280993" src="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRmiddayPB.thumb.jpg.eaacb4e02835da0bf32152f711d19322.jpg" alt="PBR+midday+PB.jpg" title="" width="864" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRmiddayPB.jpg.8163f720fcbf196250d5f3f9aff50e68.jpg" loading="lazy"></p><p>And it also comes back to life under midday legacy :</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="280994" src="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRhybridmidday-legacy.thumb.jpg.9666e86463507a3fab47421f30701cc1.jpg" alt="PBR hybrid+midday-legacy.jpg" title="" width="864" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_05/PBRhybridmidday-legacy.jpg.86cbdc1ed984c5833fd2425c32d2aa78.jpg" loading="lazy"></p><p>Of course it doesn’t work perfectly with every windlight. Sometimes you still run into the same issues as with a fully neutral diffuse. But overall, I feel like it survives oldschool environments and non-PBR-friendly sims a bit better.</p><p>So I’d genuinely like to hear how other creators handle this:</p><ul><li><p>How do you approach matte fabrics?</p></li><li><p>Do you stay fully “physically correct”?</p></li><li><p>Or do you cheat a little ?</p></li></ul><p></p>]]></description><guid isPermaLink="false">532456</guid><pubDate>Sun, 10 May 2026 00:07:29 +0000</pubDate></item><item><title>How to open a file in Materialize/ looking for a NON VIDEO Materialize tutorial</title><link>https://community.secondlife.com/forums/topic/532155-how-to-open-a-file-in-materialize-looking-for-a-non-video-materialize-tutorial/</link><description><![CDATA[<p>I downloaded Materialize and have spent the last hour trying to open a file. I'm not kidding. Neither Claude or Chat GPT have been any help. Both say I need to use another tool. But surely Materialise work for other people?????<br><br>How do I open a file? I can navigate to the folder containing the file and select the file, but there's no preview, and nothing happens when I click the select button - that'snot normal, right?</p><p>Is there a good non video tutorial anywhere?</p><p>Edit -  found out what the problem is, I needed some kind of C++ file...<br>Maybe this will be useful to somebody else one day....</p>]]></description><guid isPermaLink="false">532155</guid><pubDate>Wed, 22 Apr 2026 11:58:37 +0000</pubDate></item><item><title>Beam shape Sun reflection on PBR water</title><link>https://community.secondlife.com/forums/topic/531951-beam-shape-sun-reflection-on-pbr-water/</link><description><![CDATA[<p>Some PBR environment settings produce a narrow beam shape Sun reflection on water, as shown in attached images below. Is there a way to avoid this unnatural sight?</p><p>I tried every setting in Graphics but produced no change.</p><p>Sometimes setting draw distance very low such as 20 can reduce the length or even remove this beam reflection but this is not a useful fix.</p><p>Names of Environment settings available both in Second Life viewer and Firestorm Library folder:<br></p><p>Nacon's Neon Night 2</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="279225" src="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNeonNight2.thumb.jpg.63bb6034e9b821a0b9150fed792175ef.jpg" alt="Nacon's Neon Night 2.jpg" title="Nacon's Neon Night 2.jpg" width="640" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNeonNight2.jpg.d8302ee9306e1072aabe14a4684afee2.jpg" loading="lazy"></p><p></p><p>Nacon's Neon Night 1</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="279226" src="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNeonNight1.thumb.jpg.0c3d5f91d00e4e6aceebebe583ac7145.jpg" alt="Nacon's Neon Night 1.jpg" title="Nacon's Neon Night 1.jpg" width="911" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNeonNight1.jpg.9e1bd3f224e9234fad842b6e3e203ba0.jpg" loading="lazy"></p><p></p><p>Nacon's Northern Lights</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="279227" src="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNorthernLights.thumb.jpg.d37bd0575c10163ab10cfab0f1b44126.jpg" alt="Nacon's Northern Lights.jpg" title="Nacon's Northern Lights.jpg" width="452" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNorthernLights.jpg.f84d95d3123134a69df62f7671e49d22.jpg" loading="lazy"></p><p></p><p>Nacon's Natural Spring Evening Golden Hour</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="279228" src="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNaturalSpringEveningGoldenHour.thumb.jpg.cc90276833970f33ffe88ac0d9d13f5b.jpg" alt="Nacon's Natural Spring Evening Golden Hour.jpg" title="Nacon's Natural Spring Evening Golden Hour.jpg" width="474" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNaturalSpringEveningGoldenHour.jpg.64bd08661360c9a5a1079726632f93b1.jpg" loading="lazy"></p><p></p><p>Nacon's Natural Autumn Morning Golden Hour</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="279229" src="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNaturalAutumnMorningGoldenHour.thumb.jpg.3e56761715c80b9177b03db602ccb955.jpg" alt="Nacon's Natural Autumn Morning Golden Hour.jpg" title="Nacon's Natural Autumn Morning Golden Hour.jpg" width="481" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNaturalAutumnMorningGoldenHour.jpg.9fa71f6025dbd8c86ba1d3ef974d7025.jpg" loading="lazy"></p><p></p><p>Nacon's Natural Summer Evening Golden Hour (crop)</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="279230" src="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNaturalSummerEveningGoldenHour(crop).thumb.jpg.23ae882ae64616467fa8d8d0a434f9ea.jpg" alt="Nacon's Natural Summer Evening Golden Hour (crop).jpg" title="Nacon's Natural Summer Evening Golden Hour (crop).jpg" width="673" height="750" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_04/NaconsNaturalSummerEveningGoldenHour(crop).jpg.5d4818c2f742d3f738a9b28a75bc61d3.jpg" loading="lazy"></p>]]></description><guid isPermaLink="false">531951</guid><pubDate>Sun, 12 Apr 2026 21:03:05 +0000</pubDate></item><item><title>PBR Textures suddenly turn transparent</title><link>https://community.secondlife.com/forums/topic/531367-pbr-textures-suddenly-turn-transparent/</link><description><![CDATA[<p>PBR Textures suddenly turn transparent, as other see them normally I'm assuming it's some setting in Firestorm causing it? If I take the item back into the inventory and re-rez it goes back to normal. Seems leaving the item out for an extended period cause the textures to corrupt.</p>]]></description><guid isPermaLink="false">531367</guid><pubDate>Wed, 11 Mar 2026 19:28:15 +0000</pubDate></item><item><title>2 Normal maps?</title><link>https://community.secondlife.com/forums/topic/530935-2-normal-maps/</link><description><![CDATA[<p>HI.</p><p>I make this topic in PBR, but it could be for texturing in general.</p><p>Maybe my question stupid, but turns out I don’t really understand  how to control pattern scale inside UV islands on a 1024 map. I’d rather avoid 2048, but at 1024 my patterns look macro. </p><p>Yes, I can tile in SL and it looks good, but then it feels either limited or heavy if I need tons of material slots just to texture different areas. </p><p>I want to add seams, Topstitching, folds, so  I have a normal map with that , but fabric textures also have their own weave normal. So what’s the correct workflow? Sculpt seams into the mesh?</p><p>II tried  to blend a 1024 seam normal with a tiled ×8 fabric normal in Blender with nodes then only to realize the tiling doesn’t export anyway.</p><p>So  I have a jacket that isn’t a jacket, maybe a bolero...</p>
<p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="275627" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_02/jacket3.jpeg.ec6b3ef963c8866b2ac3be465d93fad2.jpeg" src="//media.invisioncic.com/Mseclife/monthly_2026_02/jacket3.jpeg.ec6b3ef963c8866b2ac3be465d93fad2.jpeg" height="747" width="757" alt="jacket3.jpeg" loading='lazy'></p>]]></description><guid isPermaLink="false">530935</guid><pubDate>Thu, 19 Feb 2026 06:30:42 +0000</pubDate></item><item><title>Bright Spots in Mirrors</title><link>https://community.secondlife.com/forums/topic/531109-bright-spots-in-mirrors/</link><description><![CDATA[<p>I hope this iis the place for this. Sometimes there are round, bright white spots in the reflected images from mirrors, like this:</p><p><img class="ipsImage ipsImage_thumbnailed ipsRichText__align--block" data-fileid="276145" src="//media.invisioncic.com/Mseclife/monthly_2026_03/BrightLightsinMirror_001_001.thumb.png.6bfade45242ed2f411a92e8594bbf9cb.png" alt="Bright Lights in Mirror_001_001.png" title="" data-full-image="//media.invisioncic.com/Mseclife/monthly_2026_03/BrightLightsinMirror_001_001.png.7c4e5e678a8a9608cb1b46f394dfa8ee.png" loading="lazy"></p><p>What is the cause? What is the fix?</p>]]></description><guid isPermaLink="false">531109</guid><pubDate>Sun, 01 Mar 2026 02:31:19 +0000</pubDate></item><item><title>PBR Windlight recommendations?</title><link>https://community.secondlife.com/forums/topic/530823-pbr-windlight-recommendations/</link><description><![CDATA[<p>Greetings,</p><p>Now that I’ve bought a PBR Skybox, I’m looking for PBR-compatible windlights. Can anyone recommend some of the best PBR windlights available right now? Free or paid options are both welcome. </p><p>Thanks in advance!</p>]]></description><guid isPermaLink="false">530823</guid><pubDate>Sat, 14 Feb 2026 18:41:20 +0000</pubDate></item><item><title>Looking for a color picker script for PBR</title><link>https://community.secondlife.com/forums/topic/529947-looking-for-a-color-picker-script-for-pbr/</link><description><![CDATA[<p>I have a PBR outfit and I want to make a HUD that will change just the color of the different faces on it. Does anyone know of any scripts that will do this, that don't cost the earth?</p>]]></description><guid isPermaLink="false">529947</guid><pubDate>Sun, 04 Jan 2026 01:47:17 +0000</pubDate></item><item><title>PBR Guides</title><link>https://community.secondlife.com/forums/topic/528890-pbr-guides/</link><description><![CDATA[<p>
	When PBR launched LL provided the following wiki page:<br />
	<a href="https://wiki.secondlife.com/wiki/PBR_Materials" rel="external nofollow">https://wiki.secondlife.com/wiki/PBR_Materials</a><br />
	Which has lots of handy information for creators and people with good technical knowledge, however it can be a bit more difficult to understand for others.
</p>

<p>
	I wrote the following guides:
</p>

<p>
	Reflection probes and You - <a href="https://docs.google.com/document/d/18ut5mR_S9sAYDwWvFHNpRqrJ31y2hpqVSZHd8sbeua4" rel="external nofollow">https://docs.google.com/document/d/18ut5mR_S9sAYDwWvFHNpRqrJ31y2hpqVSZHd8sbeua4</a> which explains the basics of reflection probes and how to use them in your builds, and also how to make mirrors.
</p>

<p>
	PBR, BP, glTF and You - <a href="https://docs.google.com/document/d/1VBz5Fdg1VJt6Y4h7TPOx2-uLnY756HqXQrtBWBmEdYU" rel="external nofollow">https://docs.google.com/document/d/1VBz5Fdg1VJt6Y4h7TPOx2-uLnY756HqXQrtBWBmEdYU</a> which explains PBR materials for non-creators, and people who like to mod their items. (Though it does have explanation of the overrides at the end, which is useful for creators)
</p>
]]></description><guid isPermaLink="false">528890</guid><pubDate>Tue, 18 Nov 2025 17:25:40 +0000</pubDate></item><item><title>Loss of PBR Reflections at Larger-than-Screen Sized Resolutions</title><link>https://community.secondlife.com/forums/topic/529874-loss-of-pbr-reflections-at-larger-than-screen-sized-resolutions/</link><description><![CDATA[<p>So, I gather from both personal experimentation and chatting with others that there is a limitation on non-mirror reflectivity with PBR materials when captured at anything larger than screen display size.</p><p>Is this a fixable problem? I notice that it doesn't impact mirrors proper. Is there a workaround (other than putting a mirror where one wants to see some reflection, something I've actually done a few times)?</p><p>Is there a Canny for this? How likely is LL to actually do something about it? Or is this another instance of their half-assed incomplete implementation, and a problem that will gather dust on a shelf until they get to it "soon"?</p><p>Apologies if I sound annoyed about this, but I <em>am </em>actually pretty annoyed about it. PBR offers some worthwhile advantages to photographs, but this effectively cancels out a big one.</p>]]></description><guid isPermaLink="false">529874</guid><pubDate>Tue, 30 Dec 2025 06:38:34 +0000</pubDate></item><item><title>This 'trick' might make your PBR materials look even better</title><link>https://community.secondlife.com/forums/topic/529453-this-trick-might-make-your-pbr-materials-look-even-better/</link><description><![CDATA[<h2><strong>Adding Micro-Shape to Roughness for Stronger Normal Map Readability (PBR Tip)</strong></h2><p>I noticed something while making PBR materials with a lot of convex/concave detail:<br><strong>your normal map can start to look “lost” if the roughness map treats the whole surface as one flat, uniform value.</strong></p><p>When roughness doesn’t reflect the micro-shapes in the texture, the lighting doesn’t “catch” the normal detail properly — so all those nice peaks and troughs just turn into mush under the light.</p><p>You can make the material read <em>much</em> better by adding a bit of <strong>micro-variation</strong> to the roughness.</p><p>What I do (and it works consistently well) is:</p><p><strong>• take the AO map<br>• invert it<br>• blend it into the roughness using a Screen blend (or the equivalent in your tool) I usually run around 40% mix</strong></p><p>This does two things:</p><ol><li><p><strong>Brightens roughness in the concave areas</strong> (where light scatters more)</p></li><li><p><strong>Keeps roughness tighter/darker on the convex peaks</strong> (where light reflects more cleanly)</p></li></ol><p>The result:</p><ul><li><p>your normal map doesn’t get drowned out</p></li><li><p>the material has more visual depth</p></li><li><p>the highlights break more naturally</p></li><li><p>and the surface reacts to lighting like an actual physical material rather than a flat sheet</p></li></ul><p>It’s a small step, but it makes a <em>huge</em> difference on anything with sculpted or height-driven detail.</p>]]></description><guid isPermaLink="false">529453</guid><pubDate>Thu, 11 Dec 2025 23:52:21 +0000</pubDate></item><item><title>Please don't do this because it will break your PBR</title><link>https://community.secondlife.com/forums/topic/529433-please-dont-do-this-because-it-will-break-your-pbr/</link><description><![CDATA[<p><strong>Hybrid PBR — why baking lights/shadows into your albedo will break your content</strong></p><p>Quick heads-up for anyone mixing “old SL habits” with modern PBR: <strong>Hybrid PBR (baking lighting, AO, shadows, highlights into the albedo)</strong> is exactly how you sabotage the whole point of physically-based rendering.</p><p><strong>Reason:</strong> <em>conservation of energy.</em><br>PBR assumes your <strong>albedo is pure surface colour</strong>. The renderer then handles all the light transport on top: reflections, shadows, diffuse, specular, everything.<br>If you bake lighting <em>into</em> the base colour, you’re forcing the renderer to stack <em>new</em> lighting on top of <em>fake</em> lighting you already painted in. That means:</p><ul><li><p>your dark baked shadows get <em>darkened again</em> → crushed detail</p></li><li><p>your bright baked highlights get <em>boosted again</em> → blown-out hotspots</p></li><li><p>your material will look wrong under <strong>every</strong> environment lighting scenario</p></li><li><p>reflections will read incorrectly because the renderer can’t “subtract” your baked brightness</p></li><li><p>your asset will never match the rest of a real PBR scene</p></li></ul><p>In short: <strong>baked light inside albedo violates energy conservation.</strong><br>The renderer can’t magically “unlight” the pixels you painted. So the material absorbs or reflects <strong>more energy than physically possible</strong>, and your content ends up looking muddy, inconsistent, or weirdly shiny depending on the region’s probes.</p><p>If you want realism, consistency, and content that holds up anywhere — <strong>keep your albedo clean</strong>.</p><p>Hybrid PBR is tempting because it looks “nice” in a static viewport, but it falls apart the second SL actually lights it. Pure PBR will always win long-term.<br><br><br>likewise the old baked lighting way, using the substance painter <strong><span style="font-family: Arial, Helvetica, sans-serif;">Baked Lighting Environment Filter</span></strong> will break your content, and offering it as an alternative to PBR is a whole bunch of nothing. I really can't believe people are still doing this in 2025/6.</p>]]></description><guid isPermaLink="false">529433</guid><pubDate>Thu, 11 Dec 2025 01:37:24 +0000</pubDate></item><item><title>Posting and Participation Guidelines for PBR</title><link>https://community.secondlife.com/forums/topic/529221-posting-and-participation-guidelines-for-pbr/</link><description><![CDATA[<p dir="ltr" id="docs-internal-guid-6d868285-7fff-4ef1-e67d-37ce765745e2" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Hello Residents!</span><br>
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Welcome to </span><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Physically Based Rendering (PBR)!</span><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;"> In order to ensure that you have an enriching and productive experience interacting with other Residents on the Forums, we want to define what generally belongs here in Physically Based Rendering and what does not.</span><br>
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">If you are not familiar with the </span><a href="https://community.secondlife.com/forums/topic/403539-community-standards/" rel="" style="text-decoration:none;"><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:underline;-webkit-text-decoration-skip:none;text-decoration-skip-ink:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Community Standards</span></a><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;"> </span><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">and</span><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;"> </span><a href="https://wiki.secondlife.com/wiki/Linden_Lab_Official:Forum_Participation_Guidelines" rel="external nofollow" style="text-decoration:none;"><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:underline;-webkit-text-decoration-skip:none;text-decoration-skip-ink:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Forum Participation Guidelines</span></a><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;"> </span><span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">in general, please familiarize yourself before posting!</span><br>
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Allowed:</span>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">We encourage you to participate by posting anything related to tips and tricks for working with and creating Physically Based Rendering, and Questions about Physically Based Rendering (PBR), and troubleshooting assistance with PBR. These are just guidelines, so please use your best judgment when posting if it is not explicitly stated here!</span><br>
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Not Allowed:</span>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">In addition to adhering to the Community Standards, please refrain from posting content discussing non-PBR items or creation requests for PBR objects or avatars (See the ‘InWorld Employment’ forum), as well as unsolicited advertising for your business. If you are looking for PBR content that already exists, post in the ‘Wanted’ forum. These are just guidelines, so please use your best judgment when posting if it is not explicitly stated here!</span>
</p>

<p>
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Spam/Bumping Guidelines:</span>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Please be mindful of how often you are posting content of the same variety on the Forums. There are very few instances where the same Thread can be posted in multiple Forums and posts should remain in their appropriate section.</span>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">If you would like to “bump” a thread, please restrict bumping to once per 24 hour period and no more than three times per week.</span><br>
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Please report inappropriate content for moderator review!</span>
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">Moderating a discussion site is a daunting task so you can help by reporting abuse when you spot it. If you see a post you feel violates the Community Participation Guidelines, or our Terms of Service, then please click the Report Inappropriate Content link that appears in each post, and let us know </span>
</p>

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</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
	<span style="font-size:11.5pt;font-family:Arial,sans-serif;color:#000000;background-color:transparent;font-weight:700;font-style:italic;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre;white-space:pre-wrap;">*Please note that we moderate at our discretion</span><br>
	 
</p>

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">
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</p>
]]></description><guid isPermaLink="false">529221</guid><pubDate>Tue, 02 Dec 2025 22:46:17 +0000</pubDate></item><item><title>Questions about Roughness / Metallic</title><link>https://community.secondlife.com/forums/topic/528887-questions-about-roughness-metallic/</link><description><![CDATA[<p>
	Hi!
</p>

<p>
	I have two questions about Roughness and Metallic maps that I am hoping can be answered here.
</p>

<p>
	<strong>Question 1</strong>
</p>

<p>
	So, I had sort of an "Aha!" moment a while ago. I had been making roughness and metallic maps for flat but somewhat "bumpy" surfaces -- for instance, rough plaster, or oil paintings that featured brush strokes that are reflected in the normal map -- in such a way that I'd decrease roughness (and sometimes increase metallic) for those parts of the Albedo that "stood out" and were likely to get more reflectivity from local light. In other words, I was essentially "baking in" shininess, when I should perhaps have been using a simple undifferentiated map for both metallic and roughness (because the differential shininess is not a function of the material, e.g., plaster or oil paint, but of its position relative to lighting), and letting the rendering engine decide more "realistically" what would be shiny. 
</p>

<p>
	MY QUESTION: this strategy makes sense for objects that are "bumpy" because the mesh is made that way, but is this true also where the "bumpiness" is produced not by the mesh itself but by the normal map? I'm assuming that the answer is yes -- that the parts of a normal map that should normally be more reflective in natural lighting will, in fact, be more shiny if I'm not baking in differential roughness and metallic. But am I right?
</p>

<p>
	<strong>Question 2</strong>
</p>

<p>
	Assuming that one is working with a colour map that doesn't itself feature different bits that should be relatively more shiny than other bits (e.g., say, materials for a belt, where the metal bits like the buckle are going to be more metallic and less rough than the rest), <em>why would one not simply use a blank white map for metallic and roughness</em>, and then adjust these manually in editing by increasing the darkness of the "tint" (or whatever it's called) to get the look one wants? What advantage is there to producing actual maps for these, when doing so means one probably can't make them <em>less</em> shiny while editing?
</p>
]]></description><guid isPermaLink="false">528887</guid><pubDate>Tue, 18 Nov 2025 16:32:22 +0000</pubDate></item><item><title>PBR Texture Resources</title><link>https://community.secondlife.com/forums/topic/528881-pbr-texture-resources/</link><description><![CDATA[<p>
	Post sources / libraries of PBR textures suitable for use in SL.
</p>

<p>
	 
</p>

<p>
	---
</p>

<p>
	 
</p>

<p>
	The Creative Commons CC0 PBR Materials Pack (<a href="https://marketplace.secondlife.com/p/Creative-Commons-CC0-PBR-Materials-Pack-2964-Free-PBR-Materials/25543879" rel="external nofollow">https://marketplace.secondlife.com/p/Creative-Commons-CC0-PBR-Materials-Pack-2964-Free-PBR-Materials/25543879</a>) contains everything from 
</p>

<p>
	<a href="https://publicdomaintextures.com/" rel="external nofollow">https://publicdomaintextures.com/</a> - 176 PBR Materials<br />
	<a href="https://polyhaven.com/" rel="external nofollow">https://polyhaven.com/</a> - 493 PBR Materials<br />
	<a href="https://www.texturecan.com/" rel="external nofollow">https://www.texturecan.com/</a> - 599 PBR Materials<br />
	<a href="https://ambientcg.com/" rel="external nofollow">https://ambientcg.com/</a> - 1696 PBR Materials
</p>

<p>
	CC0 basically means public domain, all these can be used in anything, as is or with modification, without requiring permission or attribution, including commercial products. (<a href="https://creativecommons.org/publicdomain/zero/1.0/" rel="external nofollow">https://creativecommons.org/publicdomain/zero/1.0/</a>)
</p>
]]></description><guid isPermaLink="false">528881</guid><pubDate>Tue, 18 Nov 2025 03:34:35 +0000</pubDate></item><item><title>Useful utilities</title><link>https://community.secondlife.com/forums/topic/528878-useful-utilities/</link><description><![CDATA[<p>
	<a href="https://www.aiaicapta.in/gltf-packer/" rel="external nofollow">https://www.aiaicapta.in/gltf-packer/</a>
</p>

<p>
	I figure this will be a persistently useful utility. Any other useful utilities, feel free to chime in.
</p>
]]></description><guid isPermaLink="false">528878</guid><pubDate>Tue, 18 Nov 2025 01:12:55 +0000</pubDate></item><item><title>Do you guys still think PBR is worth it?</title><link>https://community.secondlife.com/forums/topic/526620-do-you-guys-still-think-pbr-is-worth-it/</link><description><![CDATA[<p>
	Just curious.
</p>
]]></description><guid isPermaLink="false">526620</guid><pubDate>Sun, 24 Aug 2025 07:29:26 +0000</pubDate></item></channel></rss>
