[BUG-7010] Set Alpha Mask to Mesh #14781
Comments
Pandora Metaluna commented at 2014-08-18T00:26:14Z This feature is important because of the amount of role playing the community does. The reason an avatar is cool is because it can have all kinds of amazing features- like claws and fish tails, horse legs etc.. so a really good alpha hud would be amazing.. Slink thinks they have that down, but their hud doesn't have enough options and the skins available are inferior to the Shops.. To make a good alpha there will be more sections.. so an alpha for a high waisted short and a low waited bikini.. and a dress with a slit.. etc.. lots of options for the breasts.. Slink still doesn't have their body right.. The Body Shop's shoulders are absolutely gorgeous- but they are also a problem for fitting.. the root? is that the right word- doesn't work for most clothing.. I can not wait to be able to wear pants again.. and tattooos.. not that I love tattoos- but I did wear them for one rp and had to use a slink body for that.. They aren;t as good- normally have no problem mixing and matching and you can find skin that matches, but it's just not the same.. So yes ALPHAs please! |
Soufle Caramel commented at 2014-08-18T17:30:06Z I agree wholeheartedly with Pandora Metaluna's comments above. I love your Alpha Hud, you guys are nothing short of genius. The only small issue I am having is on the top half of the breasts, where the alpha is pointed ( like an inverted V) this is tending to show above 'straight across' necklines. Can we have another section without the pointy bits? Other than that there are very few of my existing clothes that I can't wear with my gorgeous new deluxe body. Well done! |
TheMeshProject commented at 2014-08-18T18:12:37Z Soufle - if this JIRA feature gets approved, alpha masking will be limitless, for any mesh, and even customizable. Right now it is not possible, so tell your friends to vote on this :) |
Rayn3B3aux commented at 2014-08-18T20:18:41Z Alpha system, please. I Model in sl and this body by far this is my favorite mesh body and would love to be able to use it. I have pre-existing clothes that I hope to be able to wear with it |
Gioia Rossini commented at 2014-08-19T15:30:39Z It's a feature very important for customize dress |
blush Scorfield commented at 2014-08-20T09:03:13Z more breast options on alpha hud , yesss , and on thigh , my mid length dresses need another option as im fine standing still but walking not. please please more alpha options on thighs!! thank you and I love my new deluxe body. |
Bridgette.Dalgleish commented at 2014-08-20T10:18:43Z I love the alpha hud, only one thing when I reset the alpha hud, the middle part of the body turns white and no way I get it back in the skin tone. I have to delete the body and get another one. Is this a known issue? |
Jazmyn Draconia commented at 2014-08-20T13:41:57Z I had the free beta one, was excited on waiting for the one with all the bells and whistles to come out. I purchased the deluxe of course, I am worth it. Still fiddling with the alpha hud, trying on different clothes. Love it, though there are a few more areas that need tweaking on the hud. The legs, since i wear cargo pants sometimes. I hate having to switch out this body to wear other clothes. More alpha options would make that obselete..no more switching out bodies. |
Maestro Linden commented at 2014-08-20T18:58:30Z Hi TheShops, can you elaborate how this feature should work? You can already set an alpha mask on a mesh using the build tool (via Texture tab -> Materials -> Texture (diffuse) -> Alpha Mode: Alpha Mask), which will make the pixels on the mesh either fully opaque or fully transparent, based on the whether alpha map value at that particular UV position exceeds the threshold you specify. Are you suggesting adding a way to specify a separate texture asset as the basis of the alpha mask, instead of (or in some additive or subtractive amendment to) the alpha channel present in the diffuse map? |
TheShops commented at 2014-08-20T22:32:56Z Maestro, yes, it would be a separate texture asset. By default, if an existing diffuse alpha exists, it should be used as default (as it works now), but with the option to override it using a custom slot. This custom slot should work unrelated to the diffuse slot so whether you have a transparent or non transparent based diffuse texture, you can still mask out parts of the mesh. This should work in a similar way to Alpha Layers used to hide parts of the default avatar. This will allow users to set a custom mask to hide areas of a mesh without needing a custom diffuse texture or to change the diffuse texture. One of the biggest benefits of this would be to allow users to hide parts of their mesh avatars to wear older clothing meshes that may not fit their mesh body otherwise. This feature should also be scriptable. |
gawain.quandry commented at 2014-08-21T07:47:34Z Alpha masking is essential. Its been proved in the past with mesh clothes on the sl body and now we need this advancement to go forward into the mesh bodies. It also important that this mask is customisable and UPLOADABLE as many clothes I have in my inventory are now redundant until they the new mesh bodies can accept a shaped and customisable alpha. The panelling option delivered to date is a first step but its not enough yet. Please keep up the good work, we love this body and I make all my RP subjects waer it. |
xjf Dwi commented at 2014-08-21T14:22:12Z Does this mean that correctly made mesh clothes will apply their own alpha masking to that awesome body? |
TheShops commented at 2014-08-21T20:40:33Z xjf - Yes :D With this feature being scriptable, anyone can script their clothing meshes to automatically hide sections of an avatar mesh, or any mesh for that matter. |
PollyAnna4 commented at 2014-08-22T22:44:19Z I have the deluxe version and while I do love the many options, it also seems to take a life time to change the alphas for different outfits. Would it be possible to multi click many sections at once? It really would make things a lot easier and faster for the user. |
G8r Starship commented at 2014-08-23T06:18:42Z, updated at 2014-08-23T06:20:04Z Being a Furry, the one option I'd like to see is the ability to use the default hands and head ( hands mostly ) as a lot of furry Av's use them, not to mention all the rings and nails I already own and would have to try and mod to fit any mesh hands. |
Etalia Cristole commented at 2014-08-23T07:32:45Z +1 On this feature. I was excited about mesh being able to fix the deplorable default SL body, especially the legs when sitting which looked boxy and "sharp" but having been a very long time resident, I have accumulated way too much clothing just to start all over again. Already we are hearing talk about SL 2.0 and how nothing is going to be compatible, on top of the platform being designed by Phillip [Rosedale] Linden's "High fidelity" project which may or may not be Second Life 2. I was not going to bother investing any further cash in SL, converted all my I already own Slink Mesh Hands & Feet, but their body hates every non-mesh piece of clothing because their Alpha layer is just not advanced enough. Ideally, there would be an auto-detect option for alphas that do all the work for you when adding non-mesh clothing, accessories, etc. I have no problem making the complete switch to mesh and giving up all the stuff I have already bought, but will n ot be doing that until Second Life 2.0, High Fidelity, or whatever comes next has arrived. This is why I am voting for this feature; I just can't abandon everything I have already invested in with the next gen VR worlds on the horizon. This is my second AV; I have been around SL since 2007 and have seen so much change, so many devs, shops, locations, clubs, and people leave it's hard to start investing in SL again. Hell, half my clothes already have issues because LL decided to break transparency, thus I now see the transparent glow around a lot of once high-end footwear, etc. I know the whole transparent layer thing was a hack by devs, but so many used it that LL should have not just up and broke them now that they have the alpha solution. Whatever you can do to make it easier for people to merge the old with the new while we are all waiting for next gen VR worlds would be very welcome. The future is coming and with the announcement nothing now in SL is going to be compatible, it's very hard to start buying stuff again knowing whats on the horizon. Thank you. |
angiewolf commented at 2014-08-23T16:46:37Z i'd like my old mesh tops to be rigged to my boobs so they don't go through the tops. alternately, an alpha mask that works to that same effect woud be good. |
dragon Rosenfeld commented at 2014-08-23T21:54:39Z Hi everyone! I voted! I love this feature! There are so many meshes out there I would love to wear. I just bought this body yesterday, meaning, the mesh project. I had another body previous which was good, but, the alpha hud was inferior to the one of the mesh project. I love the small increments it offers. Being able to customize it even more is EXTREMELY exciting, and something I would love to see, so that I am not limited in any of the clothing I can wear in Second Life. This would make Second Life truly enjoyable in my book! |
Maestro Linden commented at 2014-08-25T18:31:49Z One potential issue with the design proposed by TheShops is that you'd still need to have modify permission on the mesh object in order to add a new texture to it as an 'external' alpha mask bitmap. The main advantage of feature is that you'd no longer need access to the original diffuse map (for modifying the alpha channel in photoshop or similar), to customize the alpha. Given that a lot of avatar and clothing meshes are sold as no-modify, would this feature still be useful to most of you? |
TheShops commented at 2014-08-26T01:36:40Z Maestro this would be resolved by making this feature scriptable so designers can facilitate an API of sorts in a similar way they do to allow users to use third-party diffuse textures on no-mod meshes. |
Celine Shuffle commented at 2014-08-26T08:01:12Z This feature is important, to make SL more realist and more attractive for creators, so please add it. |
Lilithy Chaplin commented at 2014-08-26T17:52:01Z The alpha Necessity of further subdivisions, as shown in this link. It would also be good to split the sides of the arms, trunk, and legs, to dresses and blouses cut these areas. |
TheShops commented at 2014-08-26T19:40:51Z Lilithy, if this get's approved and implemented, we and all creators will be able to include scripted custom alpha masks with clothing so everything fits perfectly with any mesh. |
sahfur.silvera commented at 2014-08-26T23:37:32Z, updated at 2014-08-27T00:07:59Z I have had a related idea in my head for a very long time that would correspond to this in some manner due to the hyperlink-ish nature of the request. If one could be implemented, the other most likely could as well. Actually, the ability to set not only an alpha to the section but also have a "hyperlink" to your normal clothing layers on a mesh would be splendid. Consider this: How much business is lost due to the annoying amount of appliers and lack of cross compatibility they have? Every time I try to help people with their avatars they end up saying similar things: "This one doesn't have much support, oh I have to use this body for that dress and that dress for that body.. Maybe I should just use default stuff because it is easy." If you simply made the mesh body applier section have a "texture hyperlink" option available under edit texture, you could tell the mesh body part such as top/bottom to use the same texture as the base avatar beneath it. This way, you could sell the same texture and have almost no problems in content creation as long as they mapped the texture on the mesh part correctly. For instance, rather than having to use a lolas applier or an slink applier or a wowmeh applier, the texture on these bodies in that area would correspond to a special "applier" layer you wear. The applier layer would be editable like a shirt, pants, skin etc on system layer. The difference is, any object you wear which has the flag set for top/bottom/etc would hyperlink that texture and eliminate the need to use appliers. You could simply change the layer, no huds needed. This means you would not have to modify the permission on said object or modify it directly, because it would simply have a link to whichever layer you are wearing currently, much like an alpha layer. Unfortunately, designers without the desire to separate top and bottom layers would be at a loss in functionality... but put bluntly: Who cares? Less texture resolution in that case anyway. They could still use the top layer as their top+bottom layer in the same way they used to. (have the mesh layer point toward top layer, in the same way their old appliers would work) If their mesh is mapped to one texture, and they change the one texture, it would still work for their cases though, I suppose. Example: A similar solution could be implemented for alphas... where it checks the alpha. You would still have people who map their texture differently and use a different texture mapping for their body though, can't stop them from trying the monopoly route. People who try for ease of use would win out though. All in all, the system could tie in nicely with how bump mapping and such has been implemented. So, if you pushed for one feature which is functionally similar to the other.. you could push for the other. This would save development time because you'd be working toward more than one thing and the end user would get more functionality out of it. No more applier problems, no more alpha problems. Two for one! Cha! TLDR; Media on a prim is similar (you want to make a texture into a dynamic pointer to something else using a flag you set? Sounds familiar!), the way we can set alpha directly from texture menu is similar (if it has that flag assigned, it points toward a default alpha uuid), we already have similar features. We could just use the idea behind these features and implement something even more dynamic and powerful than what is proposed without even needing much more development time due to the similarity in features. Progress made on one would be made toward the other, by degrees. UUID is more or less an address. If we can set the various layers (bump mapping, a new alpha mask layer, the texture layer) on prims and mesh to simply point toward an address which is easily changed, we won't have to mess with things nearly as much. We could simply change the layers the textures are pointing to rather than change the objects directly. We could have layers which tie into this function which are similar to physics/alpha layers in the UI. The ability to set "pointers" similar to the ones in C++ would help tremendously. Top A always points to Layer A and you can modify the texture on Layer A to a different one on Layer B, which would change the texture on Top A in kind. All plebian player Tammy has to do is change the layer to change her top. Suddenly designers would get less annoying IM's asking about how applier huds work and they wouldn't have to make like 30 different applier huds in order to support their entire userbase. Solved! |
TheShops commented at 2014-08-27T04:01:04Z Sahfur that would be a separate feature request (but a cool one!), not all meshes are avatar based as well, the alpha masking feature is meant to benefit all meshes not just mesh avatars. |
Curiene commented at 2014-08-27T12:00:10Z This would be a very useful addition for both users and designers. I agree that the level of role playing done in Second Life calls for a more robust alpha system especially with the popularity of mesh and the addition of so many different mesh bodies to the grid. FitMesh can only do so much without the proper alpha layers. |
smcghee commented at 2014-08-31T16:41:55Z It is a awesome idea. But it needs a lot more sections. It does not work with any of my mesh clothes there is always sections of the alpha showing. |
TheShops commented at 2014-09-01T19:40:14Z @smcghee - That's exactly what this feature will provide - customizable alpha masking capabilities for all meshes, no more work arounds :) |
Madame Bernitz commented at 2014-09-02T07:29:39Z i just would love such a feature! |
Sylvia Sabahi commented at 2014-09-02T11:06:44Z I can not hide the deluxe body with this deluxe body alphas for most of my mesh clothes.Clothes especially designed for this bodies are like stickers and looks freebie. I do not like them at all. Sections in the deluxe body alphas are to big .A lot of sections are in shape of the letter V and clear areas are visible under......Need improvement for sure...I am waiting for updates especially as I have spend more than 15 000 for this not perfect avatar.... |
Alexa Linden commented at 2014-09-03T18:35:37Z Thank you for your suggestion. Questions about Feature Requests? Please read https://wiki.secondlife.com/wiki/Feature_Requests |
Gabi Fanshaw commented at 2014-09-03T18:57:12Z This is the next step for Second Life moving forward. Even just to maintain status quo, we need this feature just for what we already have (bodies, clothing). I really hope this can be done (as soon as possible). Thanks :) |
How would you like the feature to work?
#THEMESHPROJECT FEATURE REQUEST
To fully advance custom avatar content in Second Life, and create a seamless transition between classic Second Life clothing meshes, the ability to set an alpha mask to meshes is strongly needed so that any discrepancies between classic meshes and custom avatar meshes are reduced.
We suggest this works as an alternate material (scriptable), where users can set a black & white texture dictating where the mesh is to be hidden, likely using a 1-bit cut off edge.
Why is this feature important to you? How would it benefit the community?
This feature is important to #THEMESHPROJECT in our journey towards making custom Second Life avatars better, more accessible, and more versatile. It would greatly benefit the community beyond, just as the classic 'alpha layer' option did years before, but this feature is becoming more and more redundant as users replace their classic avatars with custom mesh avatars.
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