Add a full bright toggle for PBR emissive
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Alkaia Exonar
Add a toggle to allow PBR emissive to be full bright or non-full bright . This would be good for small applications of glow that one wouldn't want to also full bright, but also for using the emissive layer as a non-glowing overlay layer, reducing the need for onion layers for various applications.
In addition, add said full bright toggle to the PRIM_GLTF_EMISSIVE function in llSetLinkPrimitiveParamsFast and llGetLinkPrimitiveParams.
Alternatively: Allow the normal SL full bright to affect PBR emissive, that way we already have all the options for toggling it normally.
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Mirror Mondegreen
As long as the default behavior remains as-is and the switch is something users could opt to toggle, there are literally no downsides to this. Implementing a control toggle would benefit everyone:
Those who are using emissive masks specifically for lighted areas of textures, as is traditional - adding a toggle with numerical input akin to glow and transparency would allow greater control and variety in how something appears inworld, but also as a substitute for color masks, which allows creators to tint an area of a texture independently from the tint applied to the rest.
This can be used for all kinds of creations at very low performance cost, and would additionally fix the issue of people duplicating their meshes as an outer shell (onion skinning) to feature alpha decal information, doubling the geometry cost and lagging everyone in vicinity when the same result could be accomplished using this feature. These are just a handful of use cases but they are many.
Lindens, please implement this - residents, please vote for it.
Vaughan Vendetta
This would be an awesome toggle. Please add - opens up possibilities. Emissives do not HAVE to be full-bright, adding a toggle (or at least a scriptable way to disable full bright) opens up a lot of use case possibilities.
Mirror Mondegreen
Vaughan Vendetta Big fan of your work! I hope more veteran heavyweight content creators give their two cents here, there's definitely demand for what this would open up.
SuchieGirl Resident
Please do not.
Ceri Quixote
Given that Full Bright disables the effects of materials on an object, it doesn't need a separate implementation. If you want Full Bright, you don't use materials (In terms of GLTF, Fullbright is equivalent to the KHR_materials_unlit extension - which disables every other extension in the GLTF 2 specification.)
The Emissive channel is not an overlay and shouldn't be used as one. It is also not equivalent to Full Bright - it works within the lighting system instead of despite it.
While I like the idea of texture layering that don't require onion layers, this is not a good way to achieve that.
Mirror Mondegreen
Ceri Quixote Out of curiosity Ceri, why do you feel that using this existing framework is a poor way to achieve this result? You can already accomplish it with this technique to a limited extent, and the results are good enough that a simple checkbox would open up a world of creation possibilities without having to develop a whole new system for texture layering? It would be better than the onion approach, no?
Ceri Quixote
Mirror Mondegreen
We already have fullbright and since it ignores lighting (and thus materials), it doesn't matter if that implementation is PBR or bling-phong If we were to deprecate the bling-phong material system and needed an implementation of fullbright, the correct procedure would be to utilize the KHR_materials_unlit extension. On that level it's a completely unneeded feature.
As for using it as an overlay layer - I would very much like to see texture layering; however, that is an important and needed feature and very much needs to be as a robust solution as our current system side baking solution. This workaround is very much not a robust solution. I don't want to see the emissive functionality that I'm very much happy with derailed for a workaround on a separate issue that doesn't do enough. Nor do I want to see us in a position where we can do emissive effects or texture layering but not both. Emissive effects were shoe-horned into alpha channels in the bling-phong material system and that all but killed the utilization. This implementation risks the same problem.
Vaughan Vendetta
Ceri Quixote Have to disagree - if I had to choose between something as simple as disabling Emissive Full Bright or waiting another 2-3 years for full color masks / texture layering I would 100% pick a simple Emissive Full Bright. It opens up a ton of functionality with very little additional work and delivers at least 1 layer of texture overlay that creators are asking for. That's worth it, and yes in the future perhaps LL can integrate a proper color mask system like other virtual platforms already do.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
animats Resident
"Full bright" is not a good thing in a high dynamic range environment. After lighting, tone-mapping is applied to scale light levels down to what the screen can display. If you apply full-bright before tone-mapping, it won't be full bright on screen, and if you apply it after tone-mapping, it won't be tone-mapped and will contrast badly with everything else.
Try to stay with standard glTF as much as possible, please. Then people can debug surfaces and lights in Blender/Maya and have them look the same in SL.
Mirror Mondegreen
animats Resident If you upvote this feature, it will result in fewer full bright objects. Emissive is already full bright by default.
The purpose of this feature request is to allow users to untick fullbright when using emissive masks so they can leverage the emissive channel for separate-tint texture overlays without those having to show up full bright in darkness.
Quinn Elara
There's no real need for this as the emissive map already functions as described: Emissive parts of an object are defined by the emissive map, which in turn is used to control the glow postprocessing effect if the object utilizes it.
The alternate use of just making an entire object glow is also covered by setting the emissive color to white (255,255,255) and having a blank emissive texture.
Alkaia Exonar
Quinn Elara The need for this is to allow more granularity in the emissive procedure, but also, critically, to allow for non-emissive overlays using that layer (so onion layers and such don't have to be created)
Quinn Elara
Alkaia Exonar The existing emissive implementation already allows for more granularity than a checkbox - black (0,0,0) parts of the emissive texture do not ignore lighting, nor do they glow. A blanket checkbox does not allow for any more flexibility.
Alkaia Exonar
Quinn Elara It allows white parts of the emissive texture to be visible while not being emissive, which is the broad point of the feature request - to leverage the current implementation in novel ways allowing for new applications.
Mirror Mondegreen
Alkaia Exonar Exactly this!
Vaughan Vendetta
Alkaia Exonar Agreed
Kuuko Shan
Emissive works quite differently from full bright so this is unnecessary and confusing considering that PBR should strictly be tied to the GLTF standard.
I am not sure what exactly do you want to achieve with this but you can always turn emissive "off" just setting it's color to black.
Rinn Grumpypants
The thing to achieve would be the ability to layer non-full bright decals onto mesh objects without having to model on an extra layer above the mesh surface, the practice of onion skinning a mesh objects not only doubles the polycount for the affected area, but can also be problematic on rigged items in areas of bending, this would also eliminate issues of alpha fighting caused by onion skinning
Kuuko Shan
Rinn Grumpypants I am not sure what do you think emissive exactly does but it has absolutely no relation with adding decals on top of existing textures. If you want to be able to add extra texture layers on top of each other then you should request a new feature that adds decals support. The emissive channel does not adds extra layers on top of existing ones, it simply controls the amount and color of the brightness through an RGB map.
Rinn Grumpypants
Kuuko Shan I am aware fully of how emissive works and what it does, I was merely answering your question in relation to what was trying to be achieved, because as you stated, you didn't understand what was being suggested.
Kuuko Shan
Rinn Grumpypants Still, something that can't and shouldn't be achived with emissive. It will never happen because it would be extremely absurd.
For people expecting new materials features, they should look into GLTF specs and what's to come in newer versions since that's how SL materials system will work from now on.
Mirror Mondegreen
Kuuko Shan Respectfully, you are wrong about this. The capacity to make decals using the emissive channel in the way Rinn describes is already viable, just limited. Allowing users to untick the full bright option on Emissive would allow them to take it just a little further. Happy to demonstrate inworld if you're curious
Mirror Mondegreen
Kuuko Shan It has the benefit that areas highlighted in the emissive channel are able to be tinted independently of the rest of the material, allowing users to create dynamic modifications to their textures in a much more modular fashion.
It's not in conflict with PBR or GLTF, and using the existing Emissive framework is a great suggestion because in order to function in this way it just needs the addition of a single button rather than a whole new system added on top (lots more work, very unlikely to come any time soon.)
Legacy content would remain unaffected, but you'd have this added option as a creator. It's very versatile, and I've been using it to keep buttons on a jacket a specific colour (set in the emissive mask) different to the base fabric, which the user can tint freely without accidentally colouring the button. This works perfectly until the item is in darkness, at which point it only functions well at a limited colour range because full bright stands out from a distance at lighter values.
Kuuko Shan
Mirror Mondegreenn it would still break how emisssive works. Emisssive is emisssive, this isn't a made up thing by LL but a standard and it works as intended. If you want decals or a way to layer textures then open a request with such suggestion and you will get my vote and even the possibility of it happening. But requesting to change something that shouldn't be changed it's an extremely wrong idea. We can't start again getting pseudo features that nobody understands and uses outside of SL. Let's just keep the things the way they are meant to be. What you request isn't impossible, there is just no need to use the emisssive for that regardless of how easy it seems for you.
Vaughan Vendetta
Kuuko Shan And yet, we could make objects "glow" without being full bright in the old Blinn Phong system. What was wrong with that? There were many practical and interesting applications of that functionality. One additional toggle for the PBR emissive mask causes no harm.
Xearo Dagger
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