Tyiler Scarborough Posted May 8 Share Posted May 8 (edited) Hey Everyone, I wanted to explain and share my use case for Material Layering and Multiple UV mapping and how this could help increase performance while also adding fidelity to our environments. Let me explain the best I can. Multiple Material Layering with Unique UV mapping Channel (Baked on mesh on all mesh not just avatars) What? Similar to Photoshop or Gimp, you would be able to layer one image on top of another. Why? To allow a defined AO map that doesn't tileWhy not use AO map which is in the red channel of the ORM? Its not that good, it's not strong enough and with a custom AO layered on top will give a clean result + Roughness control will block the light reflection in the AO shaded areas. Main Benefits of this? To allow tileable textures but retain a strong AO to give objects a MASSIVE increase quality Lowers multiple textures downloads because of Ao being required to stay within it's 0-1 uv space Most likely speeds up performance due to not loading as many textures, creates overall better result. You do add a few Textures for the AO, But it doesn't need to be a 1024; And using tileable textures instead will balance out in our favor Allows for material changes on mesh without rebake/repaint/re UV Allows Users to Customize their homes/products with add-on Material kits? or their own materials? I've provided examples, in which the one labeled "AO shell" has a duplicate mesh on top of the base mesh to simulate a layering effect, but doubles my land impact. FULL RESOLUTION IMAGES (please allow google photos to fully load image, they're close to 4k images) : https://photos.app.goo.gl/kPM1VmvqVfXs9SH47 See in world : secondlife://Aditi/secondlife/Materials1/65/57/23 Edited May 9 by Tyiler Scarborough 4 1 Link to comment Share on other sites More sharing options...
ChinRey Posted May 9 Share Posted May 9 I've been thinking along the same lines for a while. I'm not quite convinced it will offer improved performance since it will require client side baking but it offers several other advantages as your pictures show so well. 11 hours ago, Tyiler Scarborough said: Why not use AO map which is in the red channel of the ORM? Its not that good, it's not strong enough and with a custom AO layered on top will give a clean result + Roughness control will block the light reflection in the AO shaded areas Also, and perhaps most important, because an efficient AO map on a tiled texture require different resolution and repeat rate than the other maps. 1 Link to comment Share on other sites More sharing options...
Rick Nightingale Posted May 9 Share Posted May 9 I would love a non-tiled AO layer! Could have done with that on the thing I just finished building last night, and was actually wishing we could have it at the time. 3 Link to comment Share on other sites More sharing options...
GreyLasagna Posted May 10 Share Posted May 10 Been hoping for something like this since I started making stuff so this would be such an improvement, especially for buildings and interiors. I hate to split my models in so many UVs just to get decent looking textures. I've used simple planes with AO shapes with transparency to fake the bake but this increase the LI considerably, depending on the building complexity of course. 3 Link to comment Share on other sites More sharing options...
Jabadahut50 Posted May 24 Share Posted May 24 Wow... the quality difference between those two pictures really shows a dramatic difference. I support this idea. 2 Link to comment Share on other sites More sharing options...
ChinRey Posted May 24 Share Posted May 24 29 minutes ago, Jabadahut50 said: Wow... the quality difference between those two pictures really shows a dramatic difference. I support this idea. Yeah but before we get too excited, remember that this is just wishful thinking; there's no realistic chance LL will implement the idea. Still, it would be itneresting if somebody filed a formal feature request if only to see how they responded. 1 Link to comment Share on other sites More sharing options...
arton Rotaru Posted May 25 Share Posted May 25 19 hours ago, ChinRey said: Still, it would be itneresting if somebody filed a formal feature request if only to see how they responded. Tyiler did that actually. It's status has been set to Accepted, but no further response as of yet. https://jira.secondlife.com/browse/BUG-233843 1 Link to comment Share on other sites More sharing options...
ChinRey Posted May 26 Share Posted May 26 On 5/25/2023 at 8:00 PM, arton Rotaru said: Tyiler did that actually. It's status has been set to Accepted, but no further response as of yet. https://jira.secondlife.com/browse/BUG-233843 This can be interesting. The reason why I don't believe anything will come out of it is not the usual one. It's because LL seems to be committed to the glTF standard now and it may be difficult for them to implement features not covered by it. Link to comment Share on other sites More sharing options...
Jabadahut50 Posted May 27 Share Posted May 27 10 hours ago, ChinRey said: This can be interesting. The reason why I don't believe anything will come out of it is not the usual one. It's because LL seems to be committed to the glTF standard now and it may be difficult for them to implement features not covered by it. The GLTF standard is mostly about asset portability. How your engine interprets said assets is up to you... to an extent... I think it does define some specific requirements TBF, so It is still up in the air, but separating texture channels and manipulating them is trivial nowadays, so I'd imagine this wouldn't be too hard. I suppose we'll wait and see. Link to comment Share on other sites More sharing options...
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