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Materials support 
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Joined: 2009-03-17 18:42:51
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Today's experimental release (v1.26.9.0) brings materials rendering support to the Cool VL Viewer (and once more, the Cool VL Viewer is the first TPV to provide you with the latest, cutting edge feature !).

To see materials rendered, don't forget to enable deferred rendering in the graphics settings. Note that there are still many known graphics glitches, especially with bump-mapped, shiny and/or full bright faces.

You will notice a difference on legacy, bump-mapped faces already, but of course, you will need to find specular and normal maps textured objects to really see what the materials viewer can bring to the future SL experience. You will find a few in Hippotropolis (though, among them, only the flat, normal-mapped white panel and the fruits (especially the oranges) are spectacular enough to clearly notice the differences... don't hesitate to modify the sun light position (via "World" -> "Environment Settings" -> "Environment Editor") to see how it affects the textures). Better objects will no doubt soon pop-up into SL.

I for now did not implement the new face/texture editor panel in the build tools floater, since the current implementation in viewer-materials is known to have issues that can lead to corrupt the edited prims.


2013-04-20 13:14:04
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Joined: 2012-02-09 21:01:50
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Yah, apparently it has a few problems yet.

When fiddling around with the shiny/bumpiness/fullbright boxes/toggles, one or more faces of the edited prim get applied random textures that are in my texture cache (texture from around me, like a rug texture from a nearby rug). Not bugreporting it yet, as it seems to be pretty random and not 100% reproducable.


2013-04-21 08:42:45
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Yes, better not editing valuable assets (though, re-editing them with a non-materials viewer would allow to fix them). v1.26.9 is an experimental viewer, it is not meant for production neither for everyday's use...


2013-04-21 08:57:08
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Today's release (v1.26.9.1) doesn't transmit any material data back to the server when prims are edited. This should prevent the texture corruptions.


2013-04-22 18:22:13
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Joined: 2012-02-09 21:01:50
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\o/ yay, thanks. :)


2013-04-22 18:48:59
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Today's release (v1.26.9.2) implements full materials support (i.e. it adds materials editing): BEWARE !!! This is highly experimental code: DO NOT EDIT VALUABLE ASSETS WITH THIS VIEWER BRANCH AS THEY COULD BE CORRUPTED !


2013-04-28 09:37:40
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Joined: 2012-02-09 21:01:50
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Working well so far, I didnt have any texture mess-ups anymore since last weeks release. :-)

Didn't test with today's Cool VL Viewer release yet.

Image


2013-06-01 12:11:35
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Joined: 2009-03-17 18:42:51
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Scal(/r)y ! :D

Today's release fixes issues with planar maps scaling.


2013-06-01 12:45:31
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Hello Henri,

just checked... it looks like when I have a mesh with materials enabled on it it gets invisible under water.

If I stand halfway in water, the upper part of the dress is visible, all bumpy and shiny, and right below the water line it is all invisible.

I guess it's a problem in LL's implementation, though.

Image


2013-06-06 18:15:37
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Tillie wrote:
Hello Henri,

just checked... it looks like when I have a mesh with materials enabled on it it gets invisible under water.

If I stand halfway in water, the upper part of the dress is visible, all bumpy and shiny, and right below the water line it is all invisible.

I guess it's a problem in LL's implementation, though.
Yes, this is an issue in the render pipeline that has been fixed this week and that fix will therefore be part of next release.


2013-06-06 18:27:00
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