Jump to content

arton Rotaru

Resident
  • Posts

    2,965
  • Joined

  • Last visited

Everything posted by arton Rotaru

  1. In this case your packer will create a metallic channel with a white color though, right? Which is metal, which means you want to set the metallic factor of the PBR material to 0.0 in-world. Or your wood will be treated as metal. 🙂
  2. If I read the instructions of this glTf packer tool correctly, the naming convention is only required for the Autofill feature. That's more a convenience feature rather than a requirement.
  3. Turned out this is not so much about trees, and the quality of LODs. It's more of a pitch for cross fading LODs. Since the last time I remember cross fading LODs has been discussed was during Mesh Beta in 2010, it may be time to re-evaluate the possibilities. It's just that the execution of this pitch is rather out of the book how to not doing a pitch.
  4. Yeah, you could have titled it "Cross fading LODs, worth the effort?" or something. The creator in me is saying, yes please fade my LODs. However, cross fading instead of popping LODs requires to hold both models in vram for the time of the transition. Applying it to everything in SL wouldn't fly well probably. Which leaves the question to which group of objects applying it? And yeah, fading between crappy LODs doesn't make much sense anyways, However, you'll never know until you try! So I'd say go for it and we find out.
  5. I do read his posts as well, and I know where he is coming from with all this, that's out of question. Anyhow, I've just expressed how this thread title is coming across to me.
  6. I find it somewhat offending that you always make it sound that all SL content creators are all kinda dumb people, when in fact there are plenty of us who do proper LODs since the introduction of mesh in 2011.
  7. From my brief testing, it appears to me that the viewer is downloading the textures of the legacy material as well. So while it's the right thing to do both in the transition phase, I for one will remove the legacy textures once TPVs have an official PBR release viewer. I'd rather don't want to spend my bandwith on things I'm never going to see. (I don't care about the mobile viewer. IMO the mobile has to deal with PBR materials as well.)
  8. Thats some spectacular snapshots! 🥇
  9. The Jira I have put in is titled "Normal map compression artifacts ruin highly reflective smooth surfaces". That has always been a problem, even with Blinn-Phong materials. For things that doesn't fall under this category, it's not that much of a problem. Actually you would be better of uploading the normal compressed in such cases where it doesn't matter much. With glTF upload though, there was the opportunity to do something against these artifacts. Like I said, it's clear that this feature can be abused badly. But it's really not worth it for the other map types.
  10. Nah, you can create a PBR material asset inworld. You would only want to reupload the normal map as a glTF material if you really want/need lossless compression on the normal.
  11. Compression artifacts aren't that much of a problem for non normal maps. Normal maps though suffer really bad from compression. For color variants only the required map(s) should be uploaded separately anyway. Regardless of lossless compression or not. We do have true mipmap streaming now, but I doubt that lossy compression will go away any time soon. It wasn't like that the Dev has said, "hell yeah, great idea, compression sucks anyway". But he was willing to test it during glTF development. And well, here we are. Of course even this feature can be abused badly, for no good reason though. That's probably why it hasn't been hung on the big bell yet, but it's not a secret either.
  12. How do you create a normal map inside SL? In this very thread is also a free tool linked that creates gltf materials with ease. So what?
  13. That's the case and I'm guilty for it being a thing now. 😇
  14. Well it has been explained earlier on in this thread. Anyhow, lets carry on.
  15. Uploaded a short clip on streamable.com that shows the issue. https://streamable.com/0y9s6y
  16. Do you have a boat? ⛵ Go on a cruise and you'll see what I mean. 😇
  17. Maybe I should have made the context more clear, as it was initially mentioned a few pages back probably. The artifacts on water are only happening with Screen Space Reflections turned on and then moving the camera. It's listed on the GLTF Maint viewers release notes page as:
  18. Unfortunately that's not the case. The artifacts occur only when your camera is moving.
  19. No SSR needed for such stuff. The main purpose of SSR in SL was to get nice reflections on water. But... yeah...
  20. Personally I'm not a fan of SSR in it's current implementation. The artifacts on water are killing it anyways currently. So I keep those off.
  21. You find it in the graphics prefs. Then it is just a matter of rezzing a prim, blank texture, tint color black, adding a blank specular map, set Glossiness and Environment to 255. Setting up a manual reflection probe around it does help to get a clearer over all picture indeed.
  22. This is SSR (Screen Space Reflections) in action. See my avatar in the mirror? Quite a bit sharper than the reflections we saw before in that mirror. However, as the name suggests, my avatar has to be on screen as well to be reflected in the mirror. This does also only work at such grazing angles.
  23. Well, you set that slider rather once and be done with it.
×
×
  • Create New...