✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Lighting Fixes and Implemention of Global Illumination
It is now more crucial than ever to address the default point lighting and spotlights in Second Life, given the introduction of PBR materials. The point lights will always pass through walls, regardless of the presence of reflection probes. This has been the case and has not been rectified to this day. The number of spot lights is restricted to two. Once that limit is reached, they cease to cast shadows or function correctly, they will behave as point lights and will also pass through walls. This impedes the ability of both creators and consumers to accurately illuminate a scene in a manner that is both consistent and visually appealing. Furthermore, I recommend that the lighting and render engine of Second Life undergo a comprehensive overhaul before the inclusion of features such as Displacement maps. This will ensure that the lighting in scenes is consistent and provides a more realistic experience than it currently does. Additionally, global illumination should be incorporated into the rendering process. This is similar to the default setting in the majority of contemporary games, which ensures that any object, from the most basic cube to the most extravagant home available on the marketplace, appears visually appealing. And it ultimately grants us creators more autonomy and eliminates the necessity of baking textures to replicate the global illumination effect, which we still have to do, if we want a realistic looking scene, even with PBR materials and reflection probes. And also is the reason why creators chose to advertise their objects using Renders, instead of Ingame screenshots, which is deceptive, and should be unnecessary. The following images illustrate the information I have provided. I created a simple scene that consisted solely of white walls and a white ceiling, with a blue floor and default PBR materials. However, the blue reflectivity of the surfaces is unappealing when a light is introduced. In contrast to the second image, which illustrates the same scene in Blender with global illumination and accurate rendering, the light is distributed more evenly and realistically, thereby enhancing the efficiency of the materials. This is the proper approach, as it eliminates the need to bake scenes. And as simple as this structure is, it looks visually appealing. I am concerned that the displacement maps will present the same issue, or even worse, in the current engine. This is not an appealing appearance. The first image with the rocks is what i am expecting. The latter image, which depicts the building, demonstrates the appropriate rendering of a displacement map. Before incorporating any additional features, such as displacement, parallax, HDRI, or any other feature, first, please enhance the lighting engine to ensure that any scene, regardless of its creation, is rendered in a visually appealing manner by default. This will give Second Life a more contemporary appearance and make it more user-friendly. I am confident that the playerbase would be extremely grateful. And likely people would return returning from competitors, such as VRchat. Which has a modern engine, being that it uses unity. In conclusion: Modern texture mapping methods necessitate a modern engine that is capable of rendering them accurately; otherwise, they are merely a form of deception that will not cause any significant changes.
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Utilizing Vector Textures
If you look to the following URL : https://community.secondlife.com/knowledgebase/english/uploading-assets-r75/ There are various options for Raster image formats, but none for Vector. Not saying that it's easy to add a vector format, even though there are Pros and Cons for LL and Users in trying to do so. Pros - 1: Small file size. 2: Has transparency. 3: Smoother curves that won't be pixelated. 4: Making the image smaller or larger won't change the quality. 5: There are free programs that allow Users to save in vector formats. 6: Could be used for specific BOM textures like tattoos as an example. Cons - 1: Might be hard for LL to implement. 2: Users limited on how to apply colors with "shapes", "lines", "curves", and "gradients". 3: Because of the limit mentioned on #2, mileage can vary on the detail you want. 4: Having to pick only one of the vector formats, SVG specifically atm. 5: "Appears" to be limited data on how to implement this appropriately. So the big question would be, is it possible? The answer is technically yes. As you'll see from evidence below and of what you'll need to read or setup. Demo Video of SVG Texture on a Sphere : https://www.youtube.com/watch?v=jXFp3wPLUPs Blender Version 2.45 : https://download.blender.org/release/Blender2.45/ Python 2.5 : https://www.python.org/download/releases/2.5/ Documentation : https://code.google.com/archive/p/vectex/wikis/Documentation.wiki Source Download - get the first 3 zip/tar files for OS versions, source and library files. : https://code.google.com/archive/p/vectex/downloads Blender Artists Post : https://blenderartists.org/t/vectex-svg-vector-texture-plugin-for-blender/410440 Expansion of the Plugin to include other SVG 1.1 features. Best to use Blender 2.46 - 2.49 : https://airplanes3d.net/scripts-svgtex1_e.xml If you do happen to download the stuff to replicate what you see in the video, make sure the vectex .so and tiger.svg files are in the main blender folder. Though I recommend that you get the zip Blender version so that you don't have to install. If you want to see the tiger on the sphere, either go to the "Material Buttons" and select the 6th preview option. Otherwise select "Render" up top and "Render Animation". The source is there for both the VecTex and SvgTex, though the VecTex source is in the Vectex-0.9-fix-tar download file, otherwise it's compiled in the other two downloads as .so files, in other words library files. At least this would be a starting point for LL in doing a version of their own to apply SVG textures to mesh in world and if it'll have a positive or negative affect when rendering.
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Re: HDRI Preview feature and future wishes
I just tried the HDRI Preview feature. I did love the effect it had on the environment light, but using the HDRI I tried with (the one initially recommended by you at LL for PBR work) did cause a field to be drawn on the sky dome, which looks really funny and out of place... screenshot attached with a view from an unenclosed skybox. In my case, a simple sky-and-maybe-clouds texture there would probably be better. I'd love to see this feature evolve to where one is able to upload an EXR or HDR file and apply it to the environment. I'd also love to see the feature evolve such that... The light from the HDRI is kept but the rendering of the image on the dome can be disabled. This effect is possible to set in both Blender and Substance Painter for example, also an option to blur it. In conjunction with the above feature, combining the use of an HDRI and the animated cloud texture we already have today, and the clouds should of course cast shadows! This would be great especially when you have very small or no clouds in the HDRI texture when you choose to keep it rendered. I'd love to be able to have one HDRI above, and another one under sea surface. Combining this with the previous mentioned features could allow for really cool effects under water! The ability to set one HDRI for environment light, and a separate HDRI for "texturing" the dome. Setting this texture to a built-in Transparent texture (or a new one like that for HDRI) could be the mechanism to cause the first-mentioned feature of hiding the image of the HDRI on the dome, only keeping its light. Without the above few features, I wonder if this feature would end up only really being good when you're taking photos. Hope this makes some sort of sense... Thank you! =)
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Suggestion to add overlay based shaders
It could be a suggestion to implement overlay-based shaders, as a substantial change in the engine or API, such as from OpenGL to Vulkan or Unity, would likely require a significant amount of time to develop. For the time being, a graphics update that operates within Second Life via overlays in a manner similar to Reshade, without altering the game's architecture or significantly affecting its performance. However, as an inherent feature that can be relied upon by both consumers and creators, would be something to look forward to. GI, SSR, Ambient lighting, Ambient occlusion, Bloom, Raytracing, and many other effects could be readily demonstrated in a low-performance manner with the assistance of this feature. This could be a beneficial solution until any substantial engine-related enhancements are implemented, rather than requiring us to continue to experience the outdated visuals that we currently have. These two images illustrate the same scene inside of SL The initial image illustrates the scene with the reshade disabled, revealing the fundamental SL visuals. The second image depicts the identical scene with reshade enabled, which instantaneously transforms the scene into a visually appealing presentation. Although the second image does not suggest it, both photographs were captured within Second Life. Additionally, the illumination adjusts in real time to accommodate the perspective from which it is viewed. The fact that it functions within Second Life is a clear indication that it is compatible with the platform. We would all benefit from a faster solution for a significant graphics enhancement. Please take this into account.
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