Secondlife--> Opensim

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Ada Radius
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Re: Secondlife--> Opensim

Post by Ada Radius »

So. They're combining PBR roughness and metal in one map using RGB channels, kind of like their thinking back in the day when they thought RGB sculpt map was a good idea. Medhue mentions in the video that that's the way Unreal does it? OK, but (insert cuss word of choice) that's going to make it more difficult to teach to OS citizens who use opensource software such as Blender and Gimp. Doable, yes. But (insert cuss word of choice). Woulda killed them to give us two grayscales? I suppose so. I do applaud Medhue's restraint, lol.
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Re: Secondlife--> Opensim

Post by Gusher Castaignede »

Very easy to make those maps... Texture packer tools, many are free and some low cost...
https://github.com/Fidifis/Channel-packing
Ada Radius wrote:
Sun Nov 20, 2022 5:21 pm
So. They're combining PBR roughness and metal in one map using RGB channels, kind of like their thinking back in the day when they thought RGB sculpt map was a good idea. Medhue mentions in the video that that's the way Unreal does it? OK, but (insert cuss word of choice) that's going to make it more difficult to teach to OS citizens who use opensource software such as Blender and Gimp. Doable, yes. But (insert cuss word of choice). Woulda killed them to give us two grayscales? I suppose so. I do applaud Medhue's restraint, lol.
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Ada Radius
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Re: Secondlife--> Opensim

Post by Ada Radius »

Easy for you, easy for me, ya. Not so easy for beginners.
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Re: Secondlife--> Opensim

Post by Tess Juel »

Ada Radius wrote:
Mon Nov 21, 2022 4:26 pm
Easy for you, easy for me, ya. Not so easy for beginners.
Blender and Gimp aren't easy for beginners so not much change there. ;)
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Re: Secondlife--> Opensim

Post by Gusher Castaignede »

....all of you were beginners at one point...how'd you get to this point? ;)
Beginners start with marketplace then move up from there...
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Re: Secondlife--> Opensim

Post by Ada Radius »

Tess Juel wrote:
Mon Nov 21, 2022 5:10 pm
Ada Radius wrote:
Mon Nov 21, 2022 4:26 pm
Easy for you, easy for me, ya. Not so easy for beginners.
Blender and Gimp aren't easy for beginners so not much change there. ;)
Exactly. A few of us teach at least a couple of times a week, focusing on free open-source software tools that anyone can get. As much teacher training as artist training. We know what's easy to teach and what takes a while to get through.
(I find Blender easier to work with than Maya and Max- because we can get cheap or free plugins to do nearly anything we need for OS purposes. Gimp was a bit of a struggle after years of Adobe products, but it sure is nice not having Creative Cloud sukkin up bandwidth and HD space anymore).
Anyway, I realize that OS viewer devs will follow SL, but I sure wish they wouldn't in all cases.
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Re: Secondlife--> Opensim

Post by Gusher Castaignede »

Here's some progress for PBR at SL... CHECK IT OUT!
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Re: Secondlife--> Opensim

Post by Tess Juel »

Gusher Castaignede wrote:
Fri Feb 10, 2023 3:00 am
Here's some progress for PBR at SL... CHECK IT OUT!
I'm not going to spend half an hour on that video but I had a quick glance and yes, there are some really nice specularity there.

However, I also had a look at the release notes for their PBR viewer and also read some comments from people who have tried it. It seems they still have a loooooong way to go and right now I'm not even sure if they'll ever get there. But time will show.

(Edit: correcting typos)
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Re: Secondlife--> Opensim

Post by Gusher Castaignede »

PBR will bring more interest and excitement to virtualworlds... am also at Sansar and mirrors, reflections are coming... great graphics equals more commerce and patiently we wait... :D
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Re: Secondlife--> Opensim

Post by Gusher Castaignede »

Resurrecting this thread with an update....
PBR Materials are now supported on versions
of OpenSim 0.9.3.0 Dev Master (dotnet6 branch)
from 26-Aug-2023... for more info checkout
Austin Tates Blog... https://blog.inf.ed.ac.uk/atate/2023/08 ... n-opensim/
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