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[BUG-226593] [Bakes on Mesh] Left arm and left leg aux tattoo render alphas black #5094

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sl-service-account opened this issue Mar 27, 2019 · 10 comments

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@sl-service-account
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sl-service-account commented Mar 27, 2019

What just happened?

Left arm and left leg alone are not suitable to provide wearers with asymmetry on tattoo layers. these options also have a rendering bug which sets transparent textures baked to those areas black and solid

What were you doing when it happened?

Trying to work out how to provide asymmetrical tattoos to wearers of my body parts.

What were you expecting to happen instead?

Both arms and both legs need to be included in the auxiliary tattoo layer. Not just left arm and left leg.

Also - rendering bug which turns transparent textures applied to the aux texture slots black when rendered to a mesh.

Other information

Currently a tattoo baked to the system tattoo will bake texture to both the right arm and the left arm, right foot and left foot, because of how the default UV is laid out. If another mesh layer is added that uses the aux tattoo LEFT ARM then that is shown over what is baked into the UPPER BODY region. same with the feet. In order to get around this, I would need to provide a "harness" of sorts which is an extra mesh layer for the arms and feet, but for that to work properly, we also need to add the RIGHT ARM and RIGHT FOOT into the auxiliary tattoo layer so the tattoo creator can make one layer to manage the arms/feet and one that bakes to the torso/legs as normal, excluding the arms and feet. I could use the AUX texture options for the right arm and foot, but chances are someone will use this for some other purpose and break the tattoo.

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Original Jira Fields
Field Value
Issue BUG-226593
Summary [Bakes on Mesh] Left arm and left leg aux tattoo render alphas black
Type Bug
Priority Unset
Status Accepted
Resolution Accepted
Labels bakesonmesh
Reporter Siddean Munro (siddean.munro)
Created at 2019-03-27T05:14:51Z
Updated at 2019-06-18T15:38:52Z
{
  'Build Id': 'unset',
  'Business Unit': ['Platform'],
  'Date of First Response': '2019-03-27T18:10:19.252-0500',
  "Is there anything you'd like to add?": 'Currently a tattoo baked to the system tattoo will bake texture to both the right arm and the left arm, right foot and left foot, because of how the default UV is laid out. If another mesh layer is added that uses the aux tattoo LEFT ARM then that is shown over what is baked into the UPPER BODY region. same with the feet. In order to get around this, I would need to provide a "harness" of sorts which is an extra mesh layer for the arms and feet, but for that to work properly, we also need to add the RIGHT ARM and RIGHT FOOT into the auxiliary tattoo layer so the tattoo creator can make one layer to manage the arms/feet and one that bakes to the torso/legs as normal, excluding the arms and feet. I could use the AUX texture options for the right arm and foot, but chances are someone will use this for some other purpose and break the tattoo.',
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'System': 'SL Viewer',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': 'Left arm and left leg alone are not suitable to provide wearers with asymmetry on tattoo layers. these options also have a rendering bug which sets transparent textures baked to those areas black and solid',
  'What were you doing when it happened?': 'Trying to work out how to provide asymmetrical tattoos to wearers of my body parts.',
  'What were you expecting to happen instead?': 'Both arms and both legs need to be included in the auxiliary tattoo layer. Not just left arm and left leg. \r\n\r\nAlso - rendering bug which turns transparent textures applied to the aux texture slots black when rendered to a mesh.',
}
@sl-service-account
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Kyle Linden commented at 2019-03-27T23:10:19Z

Hi Siddean,

There seems to be two issues here to unpack.

  1. Alpha issues where left arm and leg are rendering black, which is a cut and dry bug.
  2. Concerns that the left arm and leg layers are lacking.

What I would prefer to do is import the, alpha rendering as black, aspect of this report as a stand alone bug. Then ask that you file the concerns you have about the need for additional right arm and leg layers as a separate feature request.

This was the first Bakes on Mesh RC so there is still time to evaluate feedback about this feature.

Thanks!

@sl-service-account
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Siddean Munro commented at 2019-03-28T04:00:26Z

Hi Kyle,

Works for me! I'll log a new feature request today for the right arm and leg and provide some visual references to explain why it's needed :)

Cheers

Sidd

@sl-service-account
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Siddean Munro commented at 2019-03-28T04:42:50Z

Added a pic to demonstrate this bug

@sl-service-account
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Siddean Munro commented at 2019-04-02T09:34:26Z

Update - https://jira.secondlife.com/browse/BUG-226599 this is the new Jira for the right arm and leg feature

@sl-service-account
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Siddean Munro commented at 2019-05-23T08:57:45Z

Hiya, this issue is in today's release notes as a resolved issue but the aux layer is still rendering black instead of transparent :)https://i.gyazo.com/3a0d149062d5ace7d4ca5dd41beda70f.png

@sl-service-account
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Kyle Linden commented at 2019-05-23T16:01:59Z, updated at 2019-05-23T19:45:21Z

Hi Siddean,

Confirmed. What may have given us a false positive is that if even one opaque texture is in the bake stack this issue does not repro. Reopening internal.

Thanks!

@sl-service-account
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Siddean Munro commented at 2019-06-11T08:25:11Z

Hi Kyle, hate to be the bearer of bad news but this is still not working. The texture now renders properly when in the texture edit mode, but as soon as you save and close, back to black!  https://i.gyazo.com/35dc4b2e8c5ca8508b8912ca9b50d0f4.mp4

@sl-service-account
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Kyle Linden commented at 2019-06-17T16:32:18Z

Hi Siddean,

Will you please confirm which viewer build and whether you were on Production or the Beta grid. (Specify region name and server build too.)

Thanks!

@sl-service-account
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Siddean Munro commented at 2019-06-18T03:18:21Z

The current viewer build and on Agni on my home sim IthilRakka
https://i.gyazo.com/ae28b1c5edd7271bed13f485637e96da.mp4

Second Life Release 6.3.0.527701 (64bit)
Release Notes

You are at 56.5, 98.3, 76.5 in IthilRakka located at sim9231.agni.lindenlab.com (216.82.42.167:13017)
SLURL: http://maps.secondlife.com/secondlife/IthilRakka/56/98/76
(global coordinates 160,056.0, 331,106.0, 76.5)
Second Life Server 19.05.17.527341
Release Notes

CPU: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (3695.99 MHz)
Memory: 32695 MB
OS Version: Microsoft Windows 10 64-bit (Build 17134.829)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 980 Ti/PCIe/SSE2

Windows Graphics Driver Version: 26.21.14.3086
OpenGL Version: 4.6.0 NVIDIA 430.86

Window size: 2560x1377
Font Size Adjustment: 96pt
UI Scaling: 1
Draw distance: 512m
Bandwidth: 3000kbit/s
LOD factor: 6
Render quality: 6
Advanced Lighting Model: Enabled
Texture memory: 500MB
VFS (cache) creation time: October 17 2016 19:49:59

J2C Decoder Version: KDU v7.10.4
Audio Driver Version: FMOD Ex 4.44.64
Dullahan: 1.1.1320 / CEF: 3.3626.1895.g7001d56 / Chromium: 72.0.3626.121
LibVLC Version: 2.2.8
Voice Server Version: Not Connected
Packets Lost: 12/22,181 (0.1%)
June 17 2019 20:15:05

@sl-service-account
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Kyle Linden commented at 2019-06-18T15:38:52Z

Hi Siddean,

The next few fixes for the bake service will be applied to the Beta grid (Aditi) first.
It's not quite ready there but feel free to keep testing on Beta grid too.

Thanks!

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