Fate
2024-06-25T12:33:05.000Z
latest #22
Gogo ♔
2024-06-25T12:53:29.000Z
I wonder if I’ve been going around with bad alpha lol
🌈Chandni (They)
2024-06-25T13:00:23.000Z
voted
MarvelMouse 🐭
2024-06-25T13:01:40.000Z
I wonder if it can be fixed....
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Laila
2024-06-25T13:18:34.000Z
Oh no :-o:'-(
Sandy Q
2024-06-25T13:55:25.000Z
Yesterday, I wore a shiny dress. I went dancing, only to realise it was now see-through. (I'm on the new FS viewer.) My friend who hasn't updated couldn't see the problem, as it wasn't see-through on his. And this is the issue. Even if creators put two versions in (which they shouldn't have to), people will see it differently depending on their viewer.
Fate
2024-06-25T14:09:48.000Z
Yep. I'm not doubling up on work lol
Maddy Perennity
2024-06-25T14:34:32.000Z
I've seen this too. Transparency seems to be greater with PBR. It makes sense given the nature of light and reflections. It's really a more honest interpretation of how X would interact in a real environment, I would guess. But the crossover period is kind of a pain.
Maddy Perennity
2024-06-25T14:36:30.000Z
Essentially, I'm not sure it's something LL can fix. It's just a new lighting scenario.
Jack
2024-06-25T22:02:15.000Z
Just jumping in here to let everyone know that this is because alpha channels in SL now need to be in linear space, when they used to be in the sRGB color space. This means a fix is unlikely because linear space alpha channels is industry standard
✴Sparkling✴
2024-06-25T22:05:53.000Z
MarkusSlingshot3 is there anything we can do to make it less transparent
Fate
2024-06-25T22:10:20.000Z
Thanks for the input jack, I need to figure out what that means exactly. I did a test with a gradient alpha channel and put it in front of a white block on the bottom half and sky on the top half. The left side of the texture should be completely opaque but you can see sky through it.
Fate
2024-06-25T22:10:30.000Z
https://images.plurk.com/26tsz5lDIOLeBSc5XJ0nQ4.png
Fate
2024-06-25T22:11:09.000Z
Also the blend is less smooth than over the prim. How can you get a solid opacity on the same texture face?
Jack
2024-06-25T22:15:26.000Z
SparkleSkye: inworld, no, I don’t believe so sorry
Jack
2024-06-25T22:16:53.000Z
LunaFate: you’re using photoshop yeah? Lemme experiment quickly
Fate
2024-06-25T22:23:14.000Z
Yeah photoshop. I don't mind researching linear alpha also, but it's an interesting (and annoying) problem as it literally breaks a bunch of our clothes which used a fake sheer effect with patches of transparent and opaque materials
Jack
2024-06-25T22:31:57.000Z
Yeah even I’m struggling to figure out photoshop’s settings for it - doing a separate document as an 8 bit linear image is easy, but I’m not entirely sure how to have the alpha channel of an sRGB image be linear...
Jack
2024-06-25T22:33:36.000Z
Trying to test inworld but the boyf is doing his online gaming... 😅
Jack
2024-06-25T22:35:09.000Z
I’ll have to try tomorrow. For now, I can say that if you use Substance Painter to make PBR materials according to LL’s advice on the wiki, it should do everything for you in terms of color space etc
Jay Giano
2024-06-26T03:06:59.000Z
I noticed my eyebrows looked thinner!
Jack
2024-06-26T14:06:07.000Z
https://images.plurk.com/5QjqXLv34BNwLFY8e8f42F.jpg ok so I tried recreating your test. Left is just the texture applied, right is the same texture but inside a PBR material. Looks correct. Did find a funny bug where the left disappeared when shadows were on.
Jack
2024-06-26T14:07:41.000Z
LunaFate: by the looks of things tho, now I’m looking at your screenshot again, it seems that your gradient isn’t consistent because it’s been blown out by the sun, not because of the color space or anything like that
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