Currently, scripted updates to PBR materials using PRIM_GLTF_BASE_COLOR require supplying the albedo texture UUID, even when the texture is not being changed.
This creates significant issues for content creators:
Scripts cannot retrieve the UUID of the albedo texture on copy/no-mod items due to asset permissions.
Without the UUID, any attempt to change the color results in the texture being stripped or reset.
This severely limits the usefulness of scripted HUDs and color changers for PBR-enabled items.
Request:
Add a new function:
llSetPBRColor(integer link, integer face, vector color, float alpha);
This would allow a script to tint a face that already has a PBR material, without having to re-specify the texture UUID or overwrite the material.
Alternatively, allow PRIM_GLTF_BASE_COLOR to accept a special value (e.g., NULL_KEY or "*" or USE_EXISTING_TEXTURE) that tells the function to preserve the current texture.
Why this matters:
Improves usability and parity with Blinn-Phong materials (llSetColor).
Empowers creators to build dynamic, color-customizable content with PBR.
Removes technical roadblocks and permission conflicts when selling no-mod items.
Thank you for considering this — it would greatly improve PBR scripting workflows for the creator community.