PBR Texture repeats
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AkiraFurball Resident
I have been working with a Firestorm dev on this issue, he has pretty much sorted out the repeats per meter not working at all, but...
Now he has the ui working, there is a disconnect from the Blinn-phong in that with BP textures the repeats per meter uses the texture aspect ratio for repeating, as you would expect.
The PBR repeats per meter is using the objects aspect ratio and changes the texture to match that and repeat.
Not only is this for the majority of cases not the expected behaviour given most textures are 1:1 ratio and designed to be repeated AT that ratio, it is also a complete disconnect from the BP and PBR workflows where the same UI elements will produce different repeats.
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Atlas Linden
needs info
Atlas Linden
AkiraFurball Resident It looks like Repeats per meter is only available on PBR Materials in FS. Does the issue you're referring to occur on the LL viewer?
As for repeats per meter with normal and specular maps in the LL viewer, these should only update when the given radio button is selected. E.g: When the Normal radio button is selected, the repeats per meter value only effects the normal map texture. It appears the UI is also different in FS for BP textures.
Allegory Malaprop
Do you mean with Planar textures? I'm still seeing some weirdness with Planar in PBR (Align does nothing? Scale is half scale? Offsets work the old way even on PBR?)...though it's at least usable-ish, and I'm at least not seeing that ratio issue on what I've tried it on BUT that doesn't even mean it's not there, it's just not there on this particular object. Rotated this particular way. On this particular day, and region.
But yeah, on Firestorm, oh. Oh no. Don't try it. It'll even break textures you aren't editing, that just happen to be on screen (only visible to you glitches, at least). Good to hear that'll be getting better!
I've largely given up on Planar textures, in truth- they are absolutely useful and also absolutely a mess and break themselves constantly. If you aren't re-aligning your Blinn-Phong planar textures (and each material separately for each texture where applicable) on an almost daily basis, they are probably off somewhere.
AkiraFurball Resident
Allegory Malaprop The planar halving the size of the textures is clearly deliberately added to the code so its not been removed without conformation that it should not be there.. I cannot see any possible reason for that behaviour and I told the dev the same..
The issues with the normal maps and specular maps not scaling with the diffuse has been fixed, the inability to use repeats per meter with PBR has been fixed, and a few other issues we encountered in the texture edit panel.
They have been submitted to the lab for including into the base code but of course that is dependant on the lab approving the fixed and merging.
The Testing Viewer I have been testing is very much better, I am not entirely in tune with planar as i had never used it prior to this adventure, but I have used it since and apart from the doubling the repeats all seems good with the non diffuse maps all scaling with the diffuse in Blinn-phong and PBR in planar and non planar workflows
Allegory Malaprop
AkiraFurball Resident Ah, I was using the most recent official viewer for testing, not a testing viewer with newer code!
My biggest long term ongoing problem with Planar is that it just kind of...randomly creeps on occasion. If you're aligning Planar across multiple prims, you may notice that textures that were perfectly aligned yesterday might be just a little off today- and it could be ANY of the slots, they don't creep together. I think creep's gotten worse post PBR, but as it's always been seemingly at random, so that could just be my personal confirmation bias or I'm looking at those texture more recently so I'm noticing it more. I've been moving away from using Planar most of the time because it gets really annoying to have just a SLIGHT offset pop up when two prims are next to each other...and having to go back and keep fixing the same spot, or the one next to it, over and over. (Not that doing the math by hand for some things is much fun, but it seems to not wander once an offset is set in default mapping.)
AkiraFurball Resident
Allegory Malaprop Ahhhhhhhhhhhhh, light through yonder window breaks...
I think I had that issue while I was playing with the testing viewer but I assumed I had missed an alignment.. I will check it some more and see if i can reproduce it and pass the info onto the coder that was working it
AkiraFurball Resident
to be honest, I have not used planar, I played a little with prim building when I first joined, just simple things that needed no planar and I didnt even know what it did..
Now I have moved onto blender building and mostly I have been baking textures for the model and again had no need of planar.
Allegory Malaprop
AkiraFurball Resident Aside from occasional special cases, I don't use or need Planar as much as I used to- with creating mesh, I don't have to brute force a texture mapping into what I need, and aligning across texture space can be planned out.
It's mostly a few remaining prim builds that I'll eventually probably be replacing with mesh that are where I even see it. And that creep that I've been noticing AGAIN? is because I've been peering at those prims more while I'm planning out how to replace those sections (juggling all the material faces, mostly, being the "fun" part). I haven't paid this much attention to them in years, so I haven't noticed the in some cases daily "I know exactly what I did there yesterday, I didn't screw that up some other way" texture offset wandering off and replacing just
one
of the Blinn-Phong slots with different numbers (it's not even object position creep, this is absolutely texture since there are 2-3 numbers of the same value, and only one is changing). But I do remember having exactly this problem when I've used Planar textures in the past, which is why I started avoiding it when possible any time precision was necessary, even well pre mesh.Whirly Fizzle
Atlas Linden
Here's a clip of the bug Whirly mentioned, AkiraFurball. Is this also technically what you're referring to?
AkiraFurball Resident
Atlas Lindenno, no
The texture panel does not allow the use of repeats per meter for pbr textures, al all, you have to ise the h and v scale inputs to repeat the texture.
That was the primary issue we were looking at, during that debugging it became clear that the normal and specular maps were also not scaling with the diffuse and a bunch of other issues which he fixed along with enabling repeats per meter in pbr workflow