Expand llRequestInventoryData to supply information about Material Assets
tracked
Journey Bunny
In a discussion following SUG, we were trying to come up with a way to handle the issue of GLTF Overrides setting properties "all or nothing" in cases where override properties were not set, and the problem of needing to know what those properties were, combined with the issue of the simulator lacking the actual values from the material.
Here is a solution that seems workable:
If the material asset is included within the object's inventory, allow us to fetch its values using llRequestInventoryData. In this way, creators who intend to alter these properties can choose to include the material asset and sample the properties as needed, allowing for lots of new functionality to restore appearances and to fetch properties where no override was specified.
This would also solve the problems discussed with overrides.
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Cain Maven
While this is a good step in the right direction, I feel it doesn't quite get us where we would like to be.
The requirement to place copies of materials inside objects is problematic in some contexts, such as buildings. Having to add copies of all materials used by each object inside all objects in a link set introduces a labor intensive and error prone process that more than negates the convenience of working with materials in the first place.
I can see how it would work well with simpler, single-object items, though.
An additional concern would be distributing copies of your materials to customers; even with some permission-based restrictions the materials may be accessed and used in many cases.
I believe we need a more complete solution that allows us to access all parameters of PBR materials, including non-overrides. Appropriate permission-based restrictions should of course apply.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.