While the coming of physically-based rendering in Second Life (think reflective surfaces) is causing much buzz among SLโs creative community, some well-known metaverse content creators are pushing for Linden Lab to improve the virtual world in another key area: Terrain textures.
โThe textures are blurry and flat on their own,โ as veteran 3D artist Max Graf explains in this Plurk thread, โBut up against all the newer visual quality they just look out of place, requiring extra effort to hide the ugly. The texturing method itself, for โblendingโ the four textures via corner low and highs was fine in 2009, but it is so horribly dated now when there are so many additional ways it could be done better and produce a better visual on par with everything else that has evolved.โ
This JIRA submission (SL account log-in required to โWatch This Issueโ), submitted by fellow 3D artist NeoBokrug Elytis is a bid to encourage Linden Lab to update the system.
As an example for what theyโre hoping to achieve, Max sent me the mountain image above.
โThis is a simple multi-color terrain for viewing from far off, done using a โsplatmapโ to define the areas for each color or texture. Even as plain and smooth as this is, it could not be done with the current SL system, the blending would not be possible.
โHowever,โ he goes on, โyou add a normal map and some parallax occlusion to that same smooth texture and you get this instead:
See above, and click to embiggenate!
โBut that does not just apply to far away views,โ Max says. โYou can use it to do amazing and detailed close up textures too, like this forest floor (not the vertical plants and grass on it, but the bumpy, rough surface of the terrain with all the moss and pebbles and sticks.)โ
See below:
And no, these arenโt recent images, but from 2010, when Max was creating some experiences for the late virtual world Blue Mars.
โTo just allow normal maps on terrain would be relatively simple,โ he tells me. โSplat maps or parallax occlusion for displacement would be more complex. Adding occlusion maps is somewhat simple but is different than displacement using parallax occlusion.โ
Mr. Elytis spells out an approach to making these improvements in the JIRA submission:
This feature request is an update to improve how existing terrain textures are applied to regions. Most importantly it ensures that all SL viewers have a uniform viewing experience, as well as providing the creator better control of how textures are applied to the terrain of the region.
Using a similar method to terrain height maps, this feature will determine which blend of textures are most visible at a given inworld coordinate on the terrain.
Then instead of using the current pseudo-random blend method to render textures on land, we define which textures are most visible at a given coordinate using a โtexture visibility mapโ. For the terrain visibility map, this feature should use an image format that viewers already understand, and that can potentially be stored on the asset server to be applied at the region level via drag and drop, or converted into a unique asset type.
Much more here. The Linden dev team actually acknowledged the JIRA submission in 2021, saying, โCertainly making the blending deterministic and consistent across viewers would be an important goal there, and giving more control of blending may also make sense.โ Max just updated the JIRA entry to hopefully prioritize it more.
I imagine if more people start Watching it, the request may be prioritized even further!
Read More: nwn.blogs.com