Make Scale/Offset/Rotation PERSIST when switching PBR Materials
tracked
Maxwell Graf
In the texture/material properties of an item, the scale, offsets and rotations are set in the edit window. However, when any PBR material is applied, it resets to the default values of 1.0x1.0, 0u/0v, 0 degrees, cancelling any previous settings. This makes it very tedious to switch between different PBR materials.
This is a request to make the scale/offset/rotation of an item
PERSIST
after they are set in the edit window when a PBR material is switched, instead of defaulting to 1x1, etc. with the new material, as is the case when any blinn-phong texture maps are changed.Log In
Atlas Linden
tracked
Atlas Linden
Thanks for the report, Maxwell!
This is being treated as a bug and is now being tracked here: https://github.com/secondlife/viewer/issues/4195
Rheia Silvercloud
Atlas Linden Thank you, Atlas, for the swift response to this and the elevation of this to bug status. I have appended my note about Planar Mapping being broken as well to the bug report in hopes that the entire batch might be quashed effectively in one blow.
Arduenn Schwartzman
It would be even more wonderful of each of the llSetPrimitiveParams parameters had their own flag, rather than being grouped in an unwieldy bunch.
E.g. the metallic/roughness flag PRIM_GLTF_METALLIC_ROUGHNESS requires inclusion of texture, scale, offset, rotation, metallic strength, and roughness strength within a llSetPrimitiveParams function call. This is tedious if only one of then (e.g. texture) needs to be changed.
It would be extremely convenient if each of these parameters had their own flag, as follows:
llSetLinkPrimitiveParamsFast(2,[
PRIM_ORM_TEXTURE,face,texture,
PRIM_ORM_SCALE,face,scale,
PRIM_ORM_OPFSET,face,offset,
[etc]
]);
And not only for the PBR-related flags, but also the Blinn-Phong ones. It would be convenient on so many levels: from retaining scale and offset of textures, to quickly rendering the materials visible and invisible, without all the bloat.
AlettaMondragon Resident
This would be crucial for easy switching between materials, and it would be also very useful to be able to store the scale data in the material too. Just like the roughness and metallic factors can be adjusted both in the material and in the edit window when applied, having the scale presets in the materials would make it much simpler and faster when texturing multiple objects with different scaling on their faces. This way we could save copies of the material with the different scaling and just apply them on the appropriate faces.
Rheia Silvercloud
I would add to this a request to please please PLEASE fix, finally, Planar Mapping for PBR Materials. As it stands it is broken, and this has been known to Linden Labs and acknowledged since the advent of PBR now more than a year prior. This capability makes some builds work, and doing so by hand is nigh-impossible. Some folk, like myself, still use prims in various places, and matching the texture across two dissimilar prims remains a nightmare.
chesse Vyceratops
having the scale and offset reset just makes it harder to build and convert stuff. Agree with this Idea
Maxwell Graf
Note that the existing settings remain set, even when switching between materials...UNTIL you hit OK and then they default to zero! This fooled me just now and I thought it was fixed!
Snowlord Resident
Would love to see work done in this regard. it would perhaps be a step towards planar alignment to be able to easily use materials for groundwork, especially with prims of small cuts and various sizes.
Nyx Onyx
Perhaps a "pin" or "lock" toggle next to each of the scale/offset/rot to allow you to persist the values between switching materials?
Maxwell Graf
Great idea to solve this.
lale Delvalle
Yes I have seen this and would like for settings to remain when changing PBR's as I do to see what works best.
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