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[BUG-216061] [BAKES ON MESH] Additional Bake Channels for Existing Assets #3533

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sl-service-account opened this issue Apr 8, 2018 · 2 comments

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@sl-service-account
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How would you like the feature to work?

Have the baking service be able create new, defined combinations of existing layers that it could send as composite textures on demand and which would be triggered by specific UUID's like the current upper, lower and head bodies are now. These are possible examples:

BAKED_SKIN UPPER and BAKED_SKIN LOWER - skin and all tattoo layers, no clothing layers, with alpha masks

BAKED_CLOTHING UPPER_ALPHA and BAKED_CLOTHING LOWER_ALPHA - all underwear, shirt/pants/gloves and jacket layers and alpha layers composited over a blank alpha background

BAKED_CLOTHING UPPER_NOALPHA and BAKED_CLOTHING LOWER_NOALPHA - the same as above without the worn alpha masks

These could be made even more granular, right down to each wearable type getting its own bake.

Why is this feature important to you? How would it benefit the community?

There's a limit to how useful having avatar bakes on mesh avatars will be because there isn't a way of indicating clothing thickness. Even if materials are included this won't help anything that isn't completely skin-tight. Common mesh bodies already have layered shells or could wear them, so if the components could be sent separately and routed to the correct locations by the body itself this would give greater versatility and realism.

Having separated clothing bakes would also be much more versatile for things like worn mesh clothing and would make any future expansion of the bakes to include normal and specular data more realistic and flexible.

Original Jira Fields
Field Value
Issue BUG-216061
Summary [BAKES ON MESH] Additional Bake Channels for Existing Assets
Type New Feature Request
Priority Unset
Status Accepted
Resolution Accepted
Labels bakesonmesh
Reporter Theresa Tennyson (theresa.tennyson)
Created at 2018-04-08T11:42:01Z
Updated at 2018-04-11T18:01:52Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2018-04-09T13:50:52.731-0500',
  'How would you like the feature to work?': "Have the baking service be able create new, defined combinations of existing layers that it could send as composite textures on demand and which would be triggered by specific UUID's like the current upper, lower and head bodies are now. These are possible examples:\r\n\r\nBAKED_SKIN UPPER and BAKED_SKIN LOWER - skin and all tattoo layers, no clothing layers, with alpha masks\r\n\r\nBAKED_CLOTHING UPPER_ALPHA and BAKED_CLOTHING LOWER_ALPHA - all underwear, shirt/pants/gloves and jacket layers and alpha layers composited over a blank alpha background\r\n\r\nBAKED_CLOTHING UPPER_NOALPHA and BAKED_CLOTHING LOWER_NOALPHA - the same as above without the worn alpha masks\r\n\r\nThese could be made even more granular, right down to each wearable type getting its own bake.\r\n\r\n",
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'Target Viewer Version': 'viewer-development',
  'Why is this feature important to you? How would it benefit the community?': "There's a limit to how useful having avatar bakes on mesh avatars will be because there isn't a way of indicating clothing thickness. Even if materials are included this won't help anything that isn't completely skin-tight. Common mesh bodies already have layered shells or could wear them, so if the components could be sent separately and routed to the correct locations by the body itself this would give greater versatility and realism. \r\n\r\nHaving separated clothing bakes would also be much more versatile for things like worn mesh clothing and would make any future expansion of the bakes to include normal and specular data more realistic and flexible.",
}
@sl-service-account
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Kyle Linden commented at 2018-04-09T18:50:53Z

Will review further at Feature Triage.

@sl-service-account
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Kyle Linden commented at 2018-04-11T18:01:47Z

Hi Theresa,

This is an interesting idea and is being accepted for future consideration. However, we will not implement this with the initial release of Bakes on Mesh.

Thanks!

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