[PBR] We need an automatic reflection probe option/feature for root objects.
Henri Beauchamp
Currently, if you try and set a PBR material on an old build, you get an awful blueish hue reflected on the reflective parts (e.g. metal), due to how the sky gets reflected on them, even from inside a building.
For now, the only solutions are to:
- Enclose the building with a reflection probe primitive. Fine, when you can do it, and when the building is less than 64m large in any of its dimensions...
- Add a reflection probe primitive to the linkset of the object you use PBR materials upon to enclose it: fine, if you can modify it, and if it is not scripted in such a way that would break its scripts when adding a new primitive to it (sadly, a common occurrence).
- Add a stand-alone reflection probe prim and place it (without linking it) around the object(s) you want to shield from the sky. This will work almost always, but supposes that you move or resize the probe manually when you move the objects, and that the objects themselves are not moving on their own (scripted objects, vehicles)...
All of the above is rather user/builder
unfriendly
.A simple alternative would be to add a property to the root objects for any existing linkset, that would flag the whole object as needing an enclosing reflection probe; the server would then transmit this property to the viewer among existing object properties, and the viewer would compute (it already does anyway) the bounding box of that object and automatically add a matching reflection probe (of the "box" type) for it.
That property would then be made available as a check box in the build floater.
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Coffee Pancake
Place your probe, then use the prim tools to hollow/slice/cut the prim part out of the way. This keeps the probe volume and removes issues for those on pre PBR viewers.
Henri Beauchamp
Coffee Pancake
Not sure what you mean by "out of the way": probes are phantom, transparent and untouchable...
In any case, this is not the issue at hand: we need a simple way (typically, a check box) to get this ugly blue hue to vanish when rendering legacy contents with a PBR viewer.
Coffee Pancake
Henri Beauchamp They affect pre/non PBR viewers because the avatar is inside a prim. Touch issues , etc.
Henri Beauchamp
I would add that, should this feature request be declined, at the
very least
, LL should change the parcel primitives accounting system to account reflection probes at 0 LI, since with the PBR viewer, even old builds will need to have reflection probes added (basically and at the minimum, one such probe around each room
, and likely even more probes around various legacy objects with shiny parts)...An alternative would be to add a setting (here again, per object), to tell the viewer renderer to skip
sky reflections
on all primitive/faces making up that object (this would kill the ugly blue shine efficiently).Kristy Aurelia
Henri Beauchamp According to https://community.secondlife.com/blogs/entry/14536-second-life-pbr-materials-official-launch/
> Now that Second Life needs lights to illuminate rooms and interior spaces that use manual reflection probes, we’re going to reduce the download cost of objects by 15%, across the board, without any additional charges, which will create more available Land Impact for everyone.
So LI shouldn't be an issue once that "Future Feature" is implemented.
Henri Beauchamp
Kristy Aurelia
Not really, no... The "download cost" makes reference to meshes LI, but what about old builds that will need additional reflection probes
added
to them to just render properly
with the PBR renderer ?... These added probes will count as 1 LI each.Kristy Aurelia
Henri Beauchamp Download cost is part of every objects LI cost, existing builds will have meshes... overall savings across the parcel should give you enough LI to place extra lights/probes, also if you link probes/lights together they only cost 0.5 LI each.
If your existing build does not use any meshes at all, it might be time to refurbish...
Kristy Aurelia
> Enclose the building with a reflection probe primitive
I'm pretty sure you're supposed to put a probe in every room, so it only reflects stuff in the said room, and not through walls or relfect other rooms or the outdoors. And for large rooms you should use multiple probes.
If you put a building inside a relfection probe, the outside walls will reflect interior walls.