Alpha control via Masks for Mesh
tracked
Ghoul Waifu
I want to suggest to add the possibility to add alpha masks for Mesh like the Alpha layer functions on BOM Mesh.
I am mostly working with Blinn-Phong, like many other creators i do still prefer that system, since PBR is simply not where it should be to be integrated in SL.
When one creates a Mesh and then goes into edit of textures we have 3 slots :
Diffuse
Normal
Specular
I would like to see a 4th Slot for an alpha mask slot.
This Mask would then allow to control opacity - Black for not visible at all to White 100% visible. It would react with grey scale. Programs like Substance Painter do it and make creation super convinient and time-saving instead of consuming.
This would allow also for an easy integration in already existing HUD systems. Scripters would just have to add the new slot as button options.
Cutting faces on Mesh and adding materials ( face slots) is a tiresome process. It also takes more render capacity on PC. With this Method in the most optimistic situation one would have one mesh and could affect the opacity in different areas with simply changing the alpha Mask texture.
Log In
Rheia Silvercloud
The major issue here is that BOM is, essentially, directly connected with the older system-based clothing setup, which DOES support individual layers having alpha masks prior to being composited server-side into a single set of three textures (upper body, lower body, and head).
I think you're looking for what amounts to using an alpha layer to affect the entire "stack" of composited skinning. I haven't used texture-based clothing in a while, though I DO use tattoos, and adding an alpha mask over skin-and-tattoo certainly already works, making both invisible (along with any attendant applied body Materials (normal and spec map). I'm pretty sure such also would work on the rest of the layers (shirt, pants, undershirt, underpants, socks, and gloves).
SL Feedback
tracked
SL Feedback
Hello, and thank you for your feature request regarding adding alpha masks for Mesh, similar to the Alpha layer functions on BOM Mesh. This is a fantastic idea that could greatly benefit creators by simplifying the process and reducing render capacity. Another resident has previously brought up a similar suggestion, and we are merging your comments to expedite the review process. We have no estimate when it may be implemented, but please keep an eye on future updates. We appreciate your input and hope you continue to share your ideas to help improve Second Life. Thank you!