![]() To correct that it was necessary to modify the mesh asset format itself. ![]() That's why we had all these shading artifacts on legacy materials, It only worked somewhat well on cubic BB meshes. Now, when the viewer is calculating the tangents on the fly, and the mesh has not a perfect cubic bounding box, the tangent calculation will be off. When uploading a mesh, it will be internally converted to fit into a unit cube. However, when Mesh was introduced, there was no normal map support at all. The SL viewer creates tangents on the fly for each object. ![]() The implementation of a MikkT synced workflow into SL was more difficult than expected. Check your baking software if it has an option to switch between per-fragment and per-vertex tangent computation or, which one it is using. It will be MikkTSpace with a per-fragment tangent computation. So creating proper PBR from just existing in-world textures isn't going to be that great. The 3 maps have to be channel packed into one image. ![]() The ORM map, Occlusion/Roughness/Metallic map slot is a single texture slot. Which is what I would recommend doing actually. Uploading GLTF files is working as well of course. There is indeed a built-in Material Editor with which you can create PBR material assets. since I enjoy surprises so I figure I'll just wait until something exciting happens and then read about it on the forums. I'm intrigued as to how treating PBR materials as a brand new asset type will play out and how conflicts between permissions of materials and objects will impact the ability to modify objects with PBR materials applied to them, but I don't really keep up with the progress of the test viewer, etc. unless LL have finally had enough of hosting millions of images and are planning to remove traditional texture uploads at the same time they remove the forward renderer and limit everyone to materials in gltf format only?! □ □ It certainly wouldn't make much sense to so drastically limit the versatility of PBR materials. Would certainly make me way less excited about the new rendering engine if the channels aren't separately adjustable in-world, or the very least allowing you to create a new asset from existing textures on the fly. I sure hope not, and to my understanding (I don't have the PBR test viewer) they already have an in-viewer asset creator, and direct glTF importing wasn't yet available back when I last saw an update on that aspect. It becomes more noticeable on UV seams because the values contained in the normal map are incompatible with the formula used by the shader and are producing incorrect surface normal angles which don't align correctly between the various UV islands, resulting in hard edges where they should be smooth.įrom what I understand the creation of material assets will initially only be possible using an external editor prior to uploading, so it may be that you end up having to re-upload all those MikkTSpace normal maps anyway. Yes, although using the wrong formula to generate your normal map will still produce incorrect shading it's far less noticeable on large smooth-shaded UV islands. On the plus side, all the baked normal maps I've uploaded are already MikkT so SL can only end up looking better! It's readily apparent in glitches at the edges of UV islands, and could stand out in situations like trying to normal map a sharp edged cube onto a soft shaded one, but for standard detailing of surfaces it's pretty harmless. the difference between the current tangent basis and MikkT is not super noticeable for the most part, IMO. See Fluffy Sharkfin's post, but as someone who has been unknowningly baking MikkT normals and using them in SL without being any wiser (or anyone else pointing it out either) for years. Will Shade smooth increase my model faces/vertex count/poly count? Or does it only affect the way the object is diplayed? Smooth Shading /Auto Smooth can also be enabled in Edit mode and applied to the selected faces.Įdit mode > select geometry to be smoothed > Face > Shade Smooth > Object Data Properties tab > Normals > enable Auto Smooth. If you are using Blender 3.3 or above, then instead of opening the Object Data Properties tab you will find that after Object mode > Select Model > Object > Shade Smooth >Īn Auto Smooth pop-up menu at the bottom left hand corner of the 3D viewport and from there you can change the angle value. Object mode > Select Model > Object > Shade Smooth > open the Object Data Properties tab > Normals > enable Auto Smooth and then, if necessary play with the Auto Smooth Angle value. To enable Smooth Shading in Blender its : And here is a link to an add-on that perhaps makes it possible to enable smooth Shading in Zbrush ? (Like I said earlier no guarantees, I don't use Zbrush) :
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