PBR Tile Roughness and Metallic Channels Individually, add Micro-normal
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Apple Crush
Just like we can tile the normal map and base colour channel within SL, it would be nice to be able to tile the roughness and metallic channels from the ORM map individually, instead of tiling the entire ORM map as all 3 channels as is currently provided.
This would allow us to utilize an AO map for an entire object while repeating surface details which may contain metallic or shiny elements for finer resolution.
A use case example would be that this would enable an entire couch to be mapped on one UV, utilizing the baked AO map (R channel) tiled 1x1 according to the UV, while allowing a fabric material to be tiled for example 8x8, by tiling the normal map, roughness channel (G) and metallic channel (B).
An additional micro-normal feature would allow us to overlay 2 normal maps; the conventional normal map for shape-defining normals as we use it now (tufting, creases for example, which needs to be tiled 1x1 according to the UV) and a micro normal to overlay a tiled detail such as a fabric, which holds up when zoomed in on.
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Vincent Nacon
Agreed.
I already expressed to one of the devs that it may have been a mistake on Khrono Group's part to bind AO/R/M channels together. Instead, what they should've done was bind AO to the Normal map instead (in alpha channel).
Technically speaking, it is possible to give each channel their own offset/repeat, but that could balloon up the data and make the UI editor messier.
SL Feedback
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SL Feedback
Hello, and thank you for your detailed feature request regarding the ability to tile roughness and metallic channels individually, as well as the addition of a micro-normal feature. This idea has been brought up in the past and is currently tracked. We understand how this could greatly enhance the flexibility and detail of materials in Second Life, especially for complex objects like furniture. While we have no estimate on when this might be implemented, please keep an eye on future updates. We appreciate your input and hope you continue to share your ideas to help improve Second Life. Thank you!