Combined Blinn-Phong and PBR materials with alpha blending render incorrectly using texture animation
under review
Arduenn Schwartzman
- Apply BOTH Blinn-Phong AND PBR materials to object*
- Set alpha to somewhere between 0 and 1 in blend mode
- Animate texture using llSetTextureAnim
* This requires a custom texture and object to allow the animation to show alternating parts of the object (see link to example picture below)
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Allegory Malaprop
Texture animation and PBR materials have some issues working together. I've yet to really figure out WHAT is going on other than things do not work as expected not infrequently.
One problem is that I think it's setting texture repeats/offsets on the Blinn-Phong texture changes how the PBR texture animation works (it's actually cool that we have more control over texture animations BUT less cool that the controls are on the OTHER texture type???)- is that maybe contributing to this? I used to set the tile repeat/offset to a single tile, so if it didn't start at all it might show the proper result, that just gets all wrong now if you also add PBR.
(I've also seen increased problems with breaking on zooming, don't use an emissive in your textureanim PBR unless you want to be very confused, and if I can ever actually figure out what is going on enough to file a report....I will be.)
Arduenn Schwartzman
Hi Allegory. I wasn't even aware texture animation faces allow repeat/offest control now. In my example in the animated GIF above, I've applied the textures in 'traditional' fashion (scale 1, offset 0).
Allegory Malaprop
Arduenn Schwartzman It's a new feature? bug? I honestly have no idea what's intended at this point. I've talked to and seen posts from some other people who, like me, are currently avoiding using llSetTextureAnim with PBR textures as it sort of works until it...does not. (Of course, the problem that llSetTextureAnim had broken issues, just different ones, before PBR release doesn't help. I'm sure I haven't even seen all of the ways in which it is broken, but there were jiras filed on at least two.)
This working differently when you do and don't have a fallback texture is a new one to me, since you have not adjusted any repeats/offsets! I've seen it get funky with where the alpha is and isn't when you've got an emissive component, but not when it's just the texture/base color.
Dan Linden
Thank you for the report, Arduenn!
Are you expecting the third object to look like the first object or the second object?
Please share a copy of these objects with Dan Linden, Atlas Linden, and Caleb Linden or leave a link to a location where we can see it.
Arduenn Schwartzman
Hi Dan,
#3 is supposed to look like #1 in pre-PBR viewers, and like #2 in post-PBR viewers. In other words, trying to make the object backwards-compatible breaks it for post-PBR viewers.
I gave the objects to you and Atlas and Caleb in-world. Thank you for looking into this. Cheers.
Dan Linden
under review