PBR Materials Texture Changer System (Personal Use) v4 Box Versión 4.0
Detalles
PBR Materials Texture Changer System Instructions V3.8
ALL NEW!!! COMPLETELY UPDATED!!!
V3.9 Adds PBR ONLY mode (PBR material + alpha mode flag)
V3.8 Eliminates long, unused 0's to reduce memory usage.
ALL IN ONE!! PBR and NON-PBR Texture Changer!!
Don't want to make both?? We can GENERATE the non-PBR and you can override it with your own textures, if you want!!!
I've worked hard to add as many features and functions to make this a powerful tool but easy to use.
What's included?
Personal Use Version is Free, but may not be distributed. It is COPY Yes/TRANS No.
Builder Version is not free. It can be distributed as either COPY YES/TRANS NO or COPY NO/TRANS YES. You must change it before you distribute it.
You get 3 scripts:
PBR Material Texture Changer: Main Script v3.6 (or current version)
PBR Material Texture Changer: LSD Loader V3.6 (or current version)
PBR Material Texture Changer: Data Dump v3.6 (or current version)
Overview
This is a COMPREHENSIVE texture changer system that allows you maximum amount of flexibility and ease of use. You can use this system as a:
- Both PBR and non-PBR texture changers
- Automaitcally use the PBR base color image as your diffuse texture, or use your own Blinn-Phong materials
- nested menus
- Dynamically create custom textures via simply 2D texture drag and drop!!!!!
How To Setup Your Objects to Use the PBR Materials Texture Changer
The process involves the following steps:
1) Setup your materials on your object and change any settings like tint or alpha mode in the material editor.
2) Choose how much data you want to work with. We now support 3 "modes" of operation in one script: PBR + Base Color, PBR with ALL GLTF parameters, PBR with ALL GLTF Parameters AND All non-PBR material settings (texture, color, alpha, normal, specular).
3) Choose if you want to automatically generate your non-PBR diffuse textures from your BASE COLOR images.
4) use the DATA DUMP script to output the data for your object and save it in a notecard.
5) Use the LSD Data loader script to Load the notecard data into a persistent LSD data store and build the menus for the user display.
6) Users interact with the MAIN script to select the texture set they want and apply it.
7) When you are ABSOLUTELY sure you are done making changes to your textures, you can DELETE the notecards, Data Dump and LSD Loader scripts from your object. If you are selling your items, I strongly suggest you do this. However, BEFORE YOU DELETE YOUR NOTECARDS, SAVE THEM TO YOUR INVENTORY. If you ever need to change a texture, you MUST PUT ALL OF THE NOTECARDS back into the object BEFORE you re-add the LSD Loader script. It CLEARS all texture data from LSD memory when it runs, then rebuilds it from the notecards it finds.
Some Important Considerations & Issues
When you apply a PBR material to an object, SL sets all of the GLTF parameters to MULL or 0. So, textures are set to the empty set "". Integers and floats are set to 0 and 0.000 respectively and vectors are set to <0.00000, 0.00000, 0.00000>. If you do you DATA DUMP at that point, it will dump out all of the data with these values. If you don't correct them, and use the data as dumped you will see some odd behavior like:
- EVERYTHING is BLACK. - the COLOR for the BASE COLOR Texture is <0.00000, 0.00000, 0.00000> which is BLACK. So, it is putting the material on then painting it black. To SEE your material, you need this value to be WHITE. So change it to <1.00000,1.00000,1.0000> or just <1,1,1>.
- Things are transparent and should not be - check the ALPHA value. Set it to 1.0. Also, check the AlphaMode and make sure it is 0 for OPAQUE. You can also do this is your PBR has opacity turned on to force it to be Opaque.
- Everything is super shiny and I don't want it to be - the ROUGHNESS EFFECT value is 0.0. Set it to 1.0.
- The non-PBR materials are invisible. Set the alpha for the BlingPhong Diffuse texture to 1.0.
To avoid these issues, when you apply a PBR material to an object, manually set each of the parameters in the MATERIAL editor to be correct and how you want them, even if they LOOK LIKE they already are. This is a bug in SL that may go away. But, the EDITOR reports one value and DUMPing the data shows a different one. So, it is ALWAYS advisable to apply the material, then click on each of the panels and make sure things are how you want them, including tints, alpha, alpha mode, metallic and roughness effect and more.
Support
Contact Bandor Tyrell (bandor.beningborough) or join the PBR Materials group for questions, assistance and support.
Ver el artículo en Second LifeFunciones
- BOTH PBR and Non-PBR Texture Changer in ONE
- Automatic Fallback non-PBR materials!!!!
- Full Support for ALL PBR parameters!!!
- Easy to setup and configure
- Uses persistent LSD data