I've spent about the last week updating some scripts to handle both PBR and Blinn-Phong updates simultaneously. The scripts work fine, but the current way you have to update PBR values - through llSetPrimitiveParams and the full list of values - is not ideal. In order to avoid overwriting your existing values with blank or incorrect data, you have to have a way to know and store your existing values, modify those values, and send the whole list back in. Adding in some llFunctions for PBR values, so you don't have to modify the entire parameter array to change one value, would make scripting PBR modifications much more pleasant to work with. If llFunctions are not feasible, a way to update individual values in the parameter arrays without data loss (e.g. being able to pass a blank string as a texture and have it skip the value instead of applying it) would be appreciated. I've compiled a list below of how I would personally pop each value out into a Set function (they would have matching Get functions, a la llGetColor and llSetColor): --- For PRIM_GLTF_BASE_COLOR: llSetGLTFBaseTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFBaseColor(vector color, integer face); llSetGLTFBaseAlphaMode(integer gltf_alpha_mode, integer face); llSetGLTFBaseAlpha(float alpha, integer face); llSetGLTFBaseAlphaMask(float alpha_mask_cutoff, integer face); llSetGLTFBaseDoubleSided(integer double_sided, integer face); --- For PRIM_GLTF_NORMAL (this really only has one function): llSetGLTFNormal(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); --- For PRIM_GLTF_METALLIC_ROUGHNESS: llSetGLTFMetalRoughTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFMetallicFactor(float metallic_factor, integer face); llSetGLTFRoughnessFactor(float roughness_factor, integer face); --- For PRIM_GLTF_EMISSIVE: llSetGLTFEmissiveTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFEmissiveTint(float emissive_tint, integer face);