Loss of texture color depth when using mask or opaque with PBR
Lana Littlepaws
- Create PBR a material
- Set mode to "Mask" or "Opaque"
- Preview texture on any object you will see texture depth loss.
- Change mode to "blend", color depth issue will be resolved but alpha issues will occur so this is not a viable alternative, mask is required to fully resolve the issue.
The above issue happens on every object I have tested it on and greatly impacts and limits creativity for all users wishing to use PBR.
I've tried this with numerous textures and all have the same outcome, Will add more detail if needed but I think this covers it enough.
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Frio Belmonte
Sounds like the same issue as https://feedback.secondlife.com/bug-reports/p/base-color-is-interpreted-inconsistently-between-blend-opaque
Tao Aries
Ex_1 = Phoenix-Firestorm-Betax64_AVX2-7-2-2-79356
Ex_2 = Second Life Release 7.2.1.17108480561 (64bit)
Identical results were also produced on Phoenix-Firestorm-Releasex64_AVX2-7-1-13-78266.
Spiffy Voxel
Are you able to reproduce this in the official Second Life viewer?
Also, I'm a little unclear on what you mean by 'texture depth loss', I'm struggling to discern a difference from your various screenshots.
Frio Belmonte
Spiffy Voxel Brightened to make it obvious. Dark tones get extremely crunched (e.g. RGB 0 0 0 and 13 13 13 both become 0 0 0 or something along those lines) in PBR materials if using opaque/mask mode, but classic materials and blend-PBR works like it should. It looks like there's an extraneous sRGB<->linear conversion somewhere along the way. It's been this way since PBR was introduced and reported before, it's only "tracked" still.