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arton Rotaru

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Everything posted by arton Rotaru

  1. I have to admit I never made any tattoos for the avatar. So please forgive me if the following isn't of any help. But since there aren't any replies still, I gave it a quick shot and have put together a couple of screenshots. To make life easier for me, I used the glTF PBR Metallic Roughness output template, and just uploaded the base color map into SL. Of which I made a new tattoo clothing layer.
  2. That is possible, I do it all the time. Just because you didn't mention it explicitly in your post, you also did name the visual meshes corresponding to the *_PHYS names, just without a suffix? If that is the case, and it still doesn't work, try to avoid similarities in the names. Which in your case is 'spiralStairs'. Try naming it all like I did in the example. Giving each piece a distinct name.
  3. The importer is expecting the following naming convention to match LOD and physics shape with multi object uploads. Name your objects in your modeling app like this: Center Stairs Rails and the corresponding physics meshes: Center_PHYS Stairs_PHYS Rails_PHYS For LOD models the suffix looks like this from Medium to Lowest: _LOD2, _LOD1, _LOD0
  4. First of all, there are no working mirrors yet. What we currently see on a highly reflective surface is the reflection map generated by reflection probes. Nothing of that is tied to membership levels. Mirrors are currently in development though. They do work by setting up mirror probes. At the moment it is one probe at a time. Though, one mirror probe can be used for multiple mirror surfaces, when they are positioned on the same plane and direction as the mirror probe. How many will be rendering at the same time is still to be determined. This will be tied to computer specifications, rather than membership levels. This is only working on a few Aditi regions with a prototype viewer as of yet.
  5. Yep! The more common term is emissive. Which is what it's called in the PBR material. Technically it's the same thing though.
  6. I remember that the multi material Collada export of C4D has been like that since when Mesh came to SL. A couple of people I know used C4D back then and had that same issue.
  7. Kinda fits the style of the room, though. Nostalic pre-mesh furniture with pose balls. There has to be some fullbright flowers! 💯
  8. These fullbright objects will be picked up by a reflection probe as well.
  9. When it's dark, switch the lights on. It's what we usually do, right. 😇 A single local light set up as a projector can lit an entire room quite nicely actually. But setting up a couple of small light pockets is fun anyways. Especially when you have reflection probe/s as well with some additional ambiance. Personally I have linked a reflection probe to the ceiling lamp. When I switch the ceiling lamp off, the reflection probes ambiance is set to 10.0 by script. To amplify the residual light there is. And when I switch the ceiling lamp on, ambiance is set to 2.5.
  10. Actually, I figured that you can just project the ORM map as is as well, and not baking each channel map on it's own, and packing them together afterwards again. But hey, why easy when you can do it complicated... 😇🤪
  11. @Porky Gorky wanted to know how I do this. But I don't want to spam this other thread, hence I created a new topic. I have put together a bunch of screenshots with some explanations on them. I hope this is understandable enough. When baking the normal map, or the ORM maps, you may want to enable a Global Supersampler. When done, I pack the ORM maps in Photoshop (PS Actions come in handy). Then I just bulk upload the maps and create a PBR material in-world. Don't need to worry about compression artifacts at these map sizes and the distance these are usually viewed from. Now I have to admit that I usually create these imposter materials as a separate material, because I usually don't plan ahead enough to make that work with a single material. And yes, you will have to carry all the materials on all LoDs, usually on a tiny hidden triangle. (Firestorm is an exception here, where you only need all the materials to be present on the high LoD.)
  12. Sure what you are seeing isn't just because of that you may have shadows enabled?
  13. It probably won't be like this forever, but the time frame is rather unpredictable. Might be more like years, rather than month.
  14. In order to prevent legacy content from being too saturated, and the contrast being too strong from ACES tonemapping, the strength of ACES had to be dialed down by one third in SL. Furthermore, the default midday is just an approximation of the recommended HDRI. So there won't be a 100% match between Substance Painter and SL. But since it's still PBR, colors, and roughness will be displayed correctly in SL. It's just the little bit more of that greyish shine of the Linear tonemapping in SL. That one third of ACES that is missing. Especially when you build on a skyplatform, make sure you also have a manual reflection probe rezzed there, which helps to minimize the haze.
  15. You really want to set up a probe for each room, though. Otherwise what is reflected is the sky and everything from outside.
  16. You will have to distinguish between Screen Space Reflections (SSR) and the reflection maps generated by the probes. These are 2 entirely different methods of reflections. And they aren't related to one another, except that you are seeing a reflection on a shiny surface. If the Dynamic setting is checked on a manual probe, it will include avatars in it's generated cubemap. The cubemap is what the probe is capturing from it's center outwards. So it's drawing everything that is "seen" (beginning from it's center) onto the inside walls of a cube (or shpere). That is the cubemap which you see on those shiny surfaces. If Dynamic is checked, your avatar will be drawn onto this cubemap as well. Then there are Screenspace Reflections which you can enable, or disable in the graphics floater as well. If SSR is checked, you will see a reflection on shiny surfaces at certain angles, if the object/avatar is actually on screen as well. SSR does not use/need reflection probes. You will always see the avatar, and it's screenspace reflection on the monitor at the same time. As soon as you move your camera, and the avatar isn't on screen anymore, the reflection of the avatar will vanish from the shiny surface as well. Hence the name Screen Space Reflections. It can only reflect something that is on screen. And it's the SSR only, that isn't saved out with the snapshot tool yet.
  17. Nope, there isn't anything removed actually. You can see what is being done on the GLTF viewer here. https://github.com/secondlife/viewer/commits/DRTVWR-601 There isn't anything that has been done to fix SSR and the snapshot tool yet.
  18. C'mon, you have that PBR maps and probes stuff pretty much down. So you are actually an expert by now.
  19. Actually I'm on Second Life Release 7.1.3.7491688089 (64bit) which is a nightly build from yesterday.
  20. I want to apologize for kinda derailing this thread. That wasn't my intention actually! Just one more about the snapshot tool and SSR. The reflection of the avatar in that 3rd image is the Screenspace Reflection of the avatar. This will show independent of the reflection probes Dynamic setting being on or off. It's a different method of reflections independent of probes. So that the reflection is missing in the saved out image with the snapshot tool, is not because the Dynamic setting of the probes is unticked, it's because the snapshot tool fails to save the image including the SSR.
  21. Yeah, that's the SSR, the ScreenSpace Reflections. They only show a reflection of what is actually on screen as well. And the snapshot tool doesn't save the reflection. The reflections you get from the probes cubemaps are captured with the snapshot tool, though.
  22. Yeah, that was just a demonstration that the probes irradiance can be brighter than the actual eep. Actually I have 15 point lights and one big projector light inside that room. With the probes Ambiance at 2.5 when the ceiling (main) light is on, and when I switch it off the probe Ambiance is set to 8. Because I don't like it to be pitch black. 😇
  23. I have added a Roughness channel to it which I used actually as the Environment mask of the specular map. So don't be confused about the term there.
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