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.
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.
Re: Secondlife--> Opensim
Posted: Mon Nov 21, 2022 4:26 pm
by Ada Radius
Easy for you, easy for me, ya. Not so easy for beginners.
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.
Re: Secondlife--> Opensim
Posted: Fri Feb 10, 2023 3:00 am
by Gusher Castaignede
Here's some progress for PBR at SL... CHECK IT OUT!
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)
Re: Secondlife--> Opensim
Posted: Fri Feb 17, 2023 3:52 am
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...
Re: Secondlife--> Opensim
Posted: Tue Sep 12, 2023 7:17 am
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/