vircadia-native-core
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Feature Request: Allow for separate transparency maps when exporting from Blender or using Material Entities.
Right now a PNG is required if transparency is desired, unfortunately this means a MUCH larger file when very often all we need is a 2 color (black and white) jpg for our alpha channel. It's often the difference between a 5-10mb png vs a sub 1mb jpg.
Material entities already have a "opacityMap" property but as far as I can tell it is not used. It would be nice to be able to use a seperate opacity map, when importing premade models and avatars that use a seperate texture it is not that easy to merge that into the albedo map.
Material entities already have a "opacityMap" property but as far as I can tell it is not used. It would be nice to be able to use a seperate opacity map, when importing premade models and avatars that use a seperate texture it is not that easy to merge that into the albedo map.
Yup. I've tried to use the opacityMap property without any luck.
Dev meeting: this is a problem in regards from importing avatars from other systems
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
I feel this is still worth considering for people coming in with existing artwork from other platforms. Most of the MMD's I've seen come through have separate opacity maps. Sometimes inconveniences like this are part of what hinder newcomers.
Hello! Is this still an issue?
Hello! Is this still an issue?