Glow Part of Emissive mapped PBR material does not animate when set to "blend"
needs info
Pixel Harmony
Run Script
default {
state_entry() {
llSetTextureAnim(ANIM_ON|LOOP|SMOOTH, ALL_SIDES, 0, 0, 0, 0, 1.0);
}
}
Set PBR Material with visible emissive mask. (Preferably <1.0,1.0,1.0> Color)
Set Glow to 1.00
Set Alpha mode "blend"
Setting Opaque or Mask works as expected, setting Blend causes emissive part of the material to snap to zero and not animate.
Log In
aht1981 Resident
actually I was able to fix my issue by changing it to mask
aht1981 Resident
SL Feedback
Merged in a post from aht1981 Resident:
Title: Enable animated glow
Details: Presently I can animate the maps to create differing effects. For example water.
Presently my understanding is the emissive layer of a gltf controls how glow - when applied- works.
However, when this is within a animated texture, whilst all the maps do as they should, the glow is applied incorrectly.
https://gyazo.com/75c3e8569a2889eb42b2accc91390b55 It's not hugely apparent here, but this is the issue:
exaggerated for the purpose of demonstration!
Whirly Fizzle
Fixed image link
Atlas Linden
needs info
Atlas Linden
Hi Pixel,
We're having trouble reproducing this issue and it appears the link you have provided has expired.
Does this issue occur for you on a certain type of prim or mesh? And does your material also have a base color, Metallic/Roughness and Normal that you see animating?
Pixel Harmony
It seems that this is the Glow rendering that isn't following the animation, the textural part of the emissive map does follow the animation but the rendered glow stays still. Occurs on both mesh and prims,
Steps to reproduce needs to include "Set Glow to 1.00"