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Everything posted by Kristy Aurelia
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I don't think we'll see that for a while... glTF currently does not have a specification for subsurface scattering, however, there is an experimental extension that can be used to create similar effects that is currently being worked on. Once that is finalized an is officially added to the glTF spec, then LL could adopt it as well.
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You get to gamble again... and keep all the duplicates... I hate it. It means that some creators might make things that appeal to me, and I won't be able to buy them... because I don't gamble.
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The big problem with auto probes is that they have quite high clipping distance, you can play around with the value on a manual probe. What it does, it rejects items that are too close from the probe, but the value is so high, that it rejects important walls floors and ceilings very often, so then even if the auto-probe is inside an interior, it skips rendering walls and you end up seeing way too much sky.
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Because that is meant as a joke, one of the "its funny because it is true" type. The rest is a serious explanation of why the blue sky has such a big impact. Also, if you check for reflections at night, you won't see the same blue reflections on everything. If you go to a place where the sky is red, the blue reflections will be replaced by red. This is meant to highlight, that the viewer or the material is not the issue, but the environment you're in. And the extremely oversimplified way to test this is "go somewhere where the sky is not blue", as that is very very simple to reproduce and yields immediate results, and if you did do that, it should then trigger thoughts such as "What if I go indoors?" "What if I stand in a shadow?" etc., that should lead you onto the path of exploration and discovery to figure out how materials, lights and environment interact within PBR rendering system.
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I've explained it earlier in this thread:
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When Normal maps are uploaded as part of the whole glTF material, the normal texture uses lossless compression. Depending on how well the normal compresses with lossy compression, some normal maps won't have any difference, some will have minor differences, and some will have noticeable differences. Also, for best results make sure that the source texture is in a lossless format as well, if you find some free materials online, and if the normal maps are in jpeg format, they've probably lost all the subtle details that would make a noticeable when uploaded to SL in lossy vs lossless compression. Also, since normal maps need to store wider range of values than other types of textures, other textures being lossy is not as bad as if normal map was lossy, relative to each other. In either case those differences will only be noticeable from up close or if the texture is very stretched on a huge object. In most other cases they'll look just fine anyway.
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No, reflection probes go in the room/environment, and items go inside the rooms. So no, you should not be attaching reflection probes to items. If you do, and the settings do not match the environment settings or other probes that are properly setup, you'll see lots of blending issues, dark spots or light bleed. Unless it is a mirror, then you can add a mirror probe. Or if your item is actually a house or a skybox, then you should setup the probes for all the rooms so the buyer doesn't have to.
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Yeah, things like that can definitely be quite tricky, the best I can suggest is the "Dealing with Tricky areas -> Example 1" in the guide. If you add a probe outside, as it if was a room, and then add an overlapping probe over the door to help blending between the two. Thin glass really doesn't help, as you want the probe edges to be inside the walls... but if glass is too thin, there is no 'inside' part to hide the probe edge in, so you can only have accurate reflections on one side, depending on how you overlap the probe.
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BOM Tattoos taken to the next level: 2048x2048 Textures!
Kristy Aurelia replied to Clem Marques's topic in Bakes on Mesh
Its on the Test Grid now: -
That looks about right, which matches the second pic from earlier and as I've explained in my earlier post, with a manual probe, where it reflects the platform and not sky from the ground direction, it pretty much matches real life.
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The FAQ is here https://wiki.secondlife.com/wiki/Lua_FAQ But to summarise what's been said during SUG meetings, Luau will roll out in 3 stages: Compile LSL to Luau Bytecode and run in parallel/shadow mode next to LSL scripts (Unconfirmed, but I think this will be on Beta Grid or Specific Test Sims) to verify that the behaviour between the two is identical. Change LSL to run on Luau VM instead of Mono VM, will require script to be recompiled. This should result in speed and memory improvements. All new scripts should just run on Luau VM (There have been some suggestions in regards of swapping old, running scripts to Luau, but preserving state is tricky) Add native Luau support, to allow scripting either in LSL or Luau, while both still compile and run on the same Luau VM. New llFunctions will be added to both LSL and Luau as they are the same C++ functions in the sim code anyway. Luau specific language features will not be ported to LSL.
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go somewhere where the sky is not blue... The reason it is so blue without a manual probe is because automatic one has a 360 degree view of the sky and reflects it from all directions. When you place a manual one, it starts reflecting the platform you're on, so the sky is only reflected from above. And obviously indoors with a probe, sky is not visible. If you make a room with all walls blue/red/green and full bright and place a probe, you'll see just as bright blue/red/green reflection of the bright walls as you do of the sky outdoors. Edit: obviously full bright walls are dumb thing to have outside testing, however, if you have bright billboards or neon lights or other stuff like that, and you start seeing real reflections of real things in the scene, that's where PBR starts to shine.
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Yes. And I've already shared it here as well.
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Here's a reflection probe guide https://docs.google.com/document/d/18ut5mR_S9sAYDwWvFHNpRqrJ31y2hpqVSZHd8sbeua4 This scenario is definitely one of the most tricky ones due to limited probe shapes, but, see "Dealing with Tricky areas" -> "Example 3" in the guide for a general idea on how to deal with situations like this.
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PBR "Repository of help"
Kristy Aurelia replied to Charlotte Bartlett's topic in General Discussion Forum
Most of Materials from that website can be found here, for free and full perm: https://marketplace.secondlife.com/p/AmbientCG-PBR-Material-Megapack/25595913 -
PBR "Repository of help"
Kristy Aurelia replied to Charlotte Bartlett's topic in General Discussion Forum
Here's my reflection probe guide: https://docs.google.com/document/d/18ut5mR_S9sAYDwWvFHNpRqrJ31y2hpqVSZHd8sbeua4 Which does actually talk a bit about "what does using 0.2 on Ambient Setting in a Probe really do" and plenty of other things. Edit: and for those not interested in reading, the guide has a section called "Other Guides" that contains links to a few YouTube videos made by other people.- 71 replies
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Is Linden Labs Losing Money?
Kristy Aurelia replied to Kayla Whittaker's topic in General Discussion Forum
They are planning on making it free, but I don't know if that went live yet. I don't have Premium Plus myself. -
Is Linden Labs Losing Money?
Kristy Aurelia replied to Kayla Whittaker's topic in General Discussion Forum
Yup, this is correct. And if you're using a 2k texture to replace 4x 1k textures, and you're premium, the cost is 40L which ends up being the same as 4x 1k. And that is one of the main use cases for 2k. It is a bit more efficient for viewer to decode one larger texture than 4 different ones, even though they'd end up using the same amount of memory. And if you really do need extra detail you'll have to consider if that extra detail is worth the extra price and viewer performance impact. Due to density of avatar UV maps, I think BoM is the main proper use case for 2k, which is being worked on, but not yet implemented, and also, with lots of 2k BoM tattoos/makeup/clothes and such, they'll all will still bake down to just a few BoM textures, which will end up being reasonably efficient overall. So 20x 2k tattoos are still just 1x 2k BoM. Oh and 2k PBR terrain also makes sense since the terrain is a very large object. And a side note - To all Creators: please do not upload blank/solid colour textures as 2k... and especially if they're optional. For example, if you're not using PBR Emissive texture, don't make it 2k black texture, just leave it blank, this applies for all material textures. If you do need a solid colour texture for some odd reason and can't just use tint colour, 8x8 is more than enough. -
They've already said that llFunctions are all in C++ so whether they get called from LSL or Lua makes no difference. So new LL functions will keep appearing in both, but they're not going to port any of the Lua features, like tables or other built in functions, to LSL
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Is there a way to block PBR items ?
Kristy Aurelia replied to Cam Mode's topic in General Discussion Forum
If the clothes come with an alpha, no -
Is there a way to block PBR items ?
Kristy Aurelia replied to Cam Mode's topic in General Discussion Forum
I don't think you can run latest version of WoW on a PC that was able to run WoW just fine when it initially launched. WoW also increases their system requirements every few expansions. I don't see why SL should be any different, SL might not be a game in cultural or social terms, but it is very much a game in terms of software application point of view. -
Is there a way to block PBR items ?
Kristy Aurelia replied to Cam Mode's topic in General Discussion Forum
They're useless for interiors, yes. But if you have a shiny car, you'll see reflections of the houses and the tree line and such. And the sky reflecting on a car parked outside makes perfect sense. -
Is there a way to block PBR items ?
Kristy Aurelia replied to Cam Mode's topic in General Discussion Forum
If the entire glTF was added all at once, people's heads would explode. And number of bugs would be uncountable. Step by step is a reasonable approach. However communication about the changes and the implications of those changes could certainly be better. That's why I wrote the Reflection Probe guide https://docs.google.com/document/d/18ut5mR_S9sAYDwWvFHNpRqrJ31y2hpqVSZHd8sbeua4 that hopefully makes it a bit simpler to understand than what LL provided, and more targeted to regular users than creators. I am also working on Material guide in a similar style, though material documentation by LL is way better, than it is for probes. However I did run into some odd bugs/behaviours that I'm waiting for LL to reply on some Canny issues before I start spreading that one around.