Feature Requests

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Update the Bake Service/Bakes on Mesh for 2k textures
In regards to the 2k texture project as a whole, updating the bake service is a very important part and I implore that the priority for this is raised. I know that this feature is planned. However from being at, watching and reading logs of various meeting groups, the Lab doesn't rate this as a high priority, and is seeking more feedback from the community. If 2k textures as a feature goes live grid-wide and for all viewers - and the bake service is not updated alongside it - creators of bodies, skins, skin-tight clothing and so on will abandon Bakes on Mesh and adopt the old 'applier' method to get those high-resolution textures onto the bodies. They will not wait for an eventual bake service update in the future. This is bad for everybody, as it means bodies will be encouraged to add or continue to support 'onion layers' which are poor for graphics and network performance. For those who don't know - onion layers are duplicates of the body mesh, made a tiny bit bigger so its textures lay on top of the layer below. This means more mesh to render and download. Appliers are also bad for creators and users of add-on body parts (replacement chests, thigh squish, hands & feet) as we rely on Bakes on Mesh to make our products functional at the base level - most bodies do not provide support for addons to plug in to their applier scripts and have not done so for years. I feel that the 2k texture feature should not go live for the official general release viewer(s) until bakes on mesh is taken into account and fully supported. Thanks for your time!
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in progress

Wearable (BOM) Layer slots for Materials (specifically)
As an applier creator for body materials and tattoos for mesh bodies using the SLUV - it is tiring and quite redundant to program applier scripts for each body (and heads) that I would like to support. It would be an infinately more efficient system overall for all bodies if they could simply utilize a specified UUID channel that grabs those textures from a BOM wearable to get directly applied as materials on the rigged mesh wearable. Something like additional AUX layers that had multiple channels for normal and specular (or even PBR materials) for head/body UV in them. Almost all mesh body wearers have updated to BOM skin for bodies and heads, and often struggle with adding and removing materials in HUD based systems. Implimenting a system like this would make changing materials on bodies easier for base line consumers who are about to experience materials for the first time when all viewers have updated to PBR. Along with this request, I need to stress the importance of 2K bakedown service for these materials to be worth making a BOM asset. The payoff being - bodies would not need to add another stack of scripts to compensate for PBR materials on their mesh bodies and heads, which consumers are already wanting. Addressing 2K BOM requests with the ability for materials to also be BOM would greatly combat an increase in constantly running scripts in bodies and heads, and would make the entire community much happier for it!
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tracked

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