[PBR] Why aren't scale/rotation/offset outlined on the object surface when adjusting in editor?
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Qie Niangao
When editing texture repeats, etc., pre-PBR, the surface showed each repetition of the texture map outlined (with a crosshair in the middle) rotated and sized according to the current settings for that map. In PBR that outline now seems to be static and correspond to the extent of the entire UV map on the object itself (or something? it's missing altogether when adjusting the Emissive or Normal maps' transforms). Is there some reason we shouldn't have the old, useful behavior?
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Gwyneth Llewelyn
Not only that, but there is no way to align repeating PBR textures on differently-sized surfaces. The pre-PBR method of selecting faces, switching to planar mapping, and get them all flawlessly aligned by merely clicking on a checkbox simply doesn't work.
A commentary on the forums explains that, formerly, when editing the texture's repeat rate and offsets, we were affecting the texture's UV map. With PBR materials, we are affecting the underlying UV map of the mesh itself — which is a completely different thing. I have no idea if this is the case or if the actual cause is much more complex than that.
Scylla Rhiadra
Does this relate in any way to our inability to tile PBR texture maps by stretching the object with the "Stretch Textures" unticked?
Gwyneth Llewelyn
For reference: https://feedback.secondlife.com/bug-reports/p/pbr-texture-stretches-when-stretch-textures-is-unchecked
I would guess that these are all very closely related.
Scylla Rhiadra
Gwyneth Llewelyn Thank you!
Atlas Linden
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Atlas Linden
Thanks for pointing this out Qie!
I believe we should have this old behaviour too.
This issue is being imported.
Gwyneth Llewelyn
Atlas Linden glad to know that. Currently, it's maddening to manually align PBR textures; and as reported elsewhere on the Feedback portal, doing the alignment programmatically is a nightmare (if at all possible).
I hope you can get this fixed sooner rather than later!