✨ Feature Requests

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Ability to bundle Blinn-Phong textures as materials the same way PBR is
Since PBR came out, I've essentially been almost PBR-exclusive with my store creations, mainly because PBR is just so much easier to work with for texture HUDs than Blinn-Phong (aka non-PBR textures, classic textures, legacy textures, traditional textures, etc). Part of this is because all of the textures involved are bundled into materials that are a single object with all of the settings saved rather than having to put everything in manually like non-PBR. It would really help creators offer both options and cut down workload by a TON if we could also bundle blinn-phong textures as materials. I don't know about other stores but I like to really tweak the specular settings and often the specular colors as well for metallic and generally more realistic effects rather than leaving everything white for all colors, and coding that into the HUD is fankly, a gigantic pain in the ass. Even if they were called something different like texture bundle or something to avoid confusion for people who sell them and to differentiate in our inventories that would be fine. I know we would not be able to upload them together the same way as PBR because it involves separate files, but there's no reason we shouldn't be able to create the material in-world manually on a cube or something and save it the same way. Bonus if double-sided can be an option for blinn-phong too! It would cut down on geometry needed on a mesh if we don't want it to be one-sided since we could simply check that on like on PBR materials, rather than needing to solidify a mesh (and essentially double its geometry) in order to get the same look. PLEASE let us manually create blinn-phong material bundles that include diffuse, normal, specular, alpha, glow, shininess, environment, shine color, full bright, and blending mode settings. It would make the jobs of creators working with blinn-phong in any capacity much easier, coding HUDs would be easier, and if double-sided can be an option it would also cut down on mesh complexity since people wouldn't need to solidify or fake edges on their meshes to hide that it's just a plane.
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Mesh with physics, fluttering clothes, hair, and accessories
Now the mesh in sl has no physics at all, you wear stiff clothes, with stiff hair, as you walk, the fabric stretches against your body into strange shapes, when you sit down, your long hair will bend 90 degrees to fit your legs. everything is very stiff. When i see those long flowing hair and those fluttering gorgeous skirts, i miss the good old days. Even though they look messy sometimes, but that's intuitive. But the prims is behind the times, everything is in mesh now. Why not give mesh physics too! Mesh greatly improves the quality of props in sl, but it loses the most intuitive physics, they just look good, but once they move, they will reveal their flaws. This is just like how people used to paint gloss on textures, only viewable from the front, otherwise it will be a mess. Now we have the advanced lighting, PBR, make objects looks more and more real, there's one step left, that is mesh physics! Imagine a cute girl with long flowing golden hair, wearing a flowing dress, dancing gracefully, her hair and clothes fluttering with dance, how beautiful! You must watched MMD dances! fluttering, inertia, collision, make MMD dances lifelike! SL need mesh physics, we can dance in sl like MMD! Many similar games already have these physics effects, but sl has not yet, please! If we have mesh physics, how to deal with rigged object is a problem. Could we make old items physics-enabled with edit? Or only the authors can handle it to release a update? What tools could authors use? There's really many problems.
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