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Feature Request: Allow for separate transparency maps when exporting from Blender or using Material Entities.

Open Aitolda opened this issue 4 years ago • 7 comments

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.

Aitolda avatar Jan 05 '21 16:01 Aitolda

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.

SilverfishVR avatar Jan 08 '21 06:01 SilverfishVR

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.

Aitolda avatar Jan 08 '21 20:01 Aitolda

Dev meeting: this is a problem in regards from importing avatars from other systems

daleglass avatar Jan 09 '21 19:01 daleglass

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.

stale[bot] avatar May 09 '21 20:05 stale[bot]

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.

Aitolda avatar May 09 '21 21:05 Aitolda

Hello! Is this still an issue?

stale[bot] avatar Nov 05 '21 21:11 stale[bot]

Hello! Is this still an issue?

stale[bot] avatar Aug 31 '22 02:08 stale[bot]