System body right hand disappears if certain rigged mesh with certain PBR mats on screen
needs info
Frio Belmonte
Extremely peculiar bug: I have a specific rigged mesh object with PBR materials in alpha masked mode (a left thigh piece of a boot) which will disable system avatars' right hands from rendering while it's on screen and worn. This affects both the wearer and any other avatar with a system body visible on screen at the same time as the rigged mesh piece. If the rigged-piece wearer is removed from camera, the hand reappears.
If the boot piece has no PBR materials, right hands don't disappear, and if it's not worn i.e. being rigged, also has no effect. If the material is changed from alpha masking mode to opaque or blended, the hand stays visible. An object using the BOM BAKED_UPPER texture the hand texture comes from does not disappear or get a hand-shaped hole in it.
Curiously, the matching right thigh piece has no vanishing effect despite using an identical material regardless of alpha mode.
Reproduces on SL Viewer 7.1.10 DeltaFPS and Firestorm release 7.1.9, Alchemy beta 7.1.9 and Cool VL Viewer 1.32.2. Turning PBR rendering off in Cool VL Viewer will, as expected, restore the hand, so it is an issue with the PBR shaders.
Excuse the ghastly look of my test avatar in a system body, the images attached show the hand being there without the bug-triggering object attached, and immediately being gone with the object attached. I did not create this object myself but luckily it is full perm, so I can share a copy for anyone willing to investigate the bug.
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Dan Linden
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Does this still reproduce for anyone?
Frio Belmonte
Dan Linden Tested on Visual Polish 26.1.0.22774864611, my particular problem object no longer makes system avatar parts vanish.
jimmmmmy Resident
Hello. In my case the bug has nothing to do with rigged meshes or PBR. I'm enclosing a picture of my avatar standing on a bare platform in the sky, wearing no mesh whatsoever, right hand missing. Of course, the sim itself has lots of PBR but not within draw distance or camera view. I first noticed it on CoolVLViewer about a month ago, but only now did I get to confirm it on the SL viewer.
(Btw, thanks for the Linux viewer!)
System info:
Second Life Develop 7.1.12.12760011419 (64bit)
Release Notes
You are at 226.0, 36.0, 2001.2 in Long Island Sound located at simhost-03339269352592e5e.agni
(global coordinates 293346.0, 267556.0, 2001.2)
Second Life Server 2024-12-17.12379604629
Release Notes
CPU: AMD Ryzen 5 4500 6-Core Processor (4208 MHz)
Memory: 31874 MB
OS Version: Linux 6.6.74-gentoo-dist #1 SMP PREEMPT_DYNAMIC Thu Jan 23 21:02:43 -00 2025 x86_64
Graphics Card Vendor: AMD
Graphics Card: AMD Radeon RX 580 Series (radeonsi, polaris10, LLVM 19.1.4, DRM 3.54, 6.6.74-gentoo-dist)
OpenGL Version: 4.6 (Compatibility Profile) Mesa 24.3.3
Window size: 1920x1004
Font Size Adjustment: 96pt
UI Scaling: 1
Draw distance: 128m
Bandwidth: 3000kbit/s
LOD factor: 1.375
Render quality: 3
Texture memory: 8192MB
Disk cache: Max size 1638.4 MB (13.1% used)
RestrainedLove API: (disabled)
J2C Decoder Version: KDU v8.4.1
Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.23.1 / OpenAL Community / OpenAL Soft: OpenAL Soft
Dullahan: 1.14.0.202408091637
CEF: 118.4.1+g3dd6078+chromium-118.0.5993.54
Chromium: 118.0.5993.54
LibVLC Version: Undefined
Voice Server Version: Not Connected
Packets Lost: 5036/28938 (17.4%)
February 11 2025 10:20:11
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jimmmmmy Resident
Fixed in kernel 6.12.16. Go figure...
SL Feedback
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SL Feedback
Hello, and thank you for your detailed bug report regarding the issue where system avatars' right hands disappear when certain rigged mesh objects with PBR materials are on screen. This bug has been brought up in the past and is currently tracked. We appreciate the comprehensive information and steps to reproduce the issue, as it helps us in our investigation. While we have no estimate on when this might be resolved, please keep an eye on future updates. Your input is invaluable, and we encourage you to continue sharing your observations to help improve Second Life. Thank you!