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Texture Panel Repeats per meter improvements and PBR feature #3972

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@Hecklezz

Description

@Hecklezz

PR with all 3 improvements/feature- #3973

Features/Enhancements

  1. Currently PBR does not have the ability to do repeats per meter

    • This functionality allows scaling of the different texture types much more easily based on a per meter scale. Blinn Phong already has this and it saves time compared to adjusting both the horizontal and vertical scale separately.
  2. Currently adjusting normal and specular scale on Blinn Phong with repeats per meter does not respect the size of the face the texture is on, and bases it off whatever the first face is that is currently selected (so if the entire object is selected, that's face 0)

    • This creates an issue where attempting to use repeats per meter to adjust the normal or specular on more than 1 face at a time results in it not scaling correctly if the faces of the object are not of the same size. Diffuse is not affected by this as it does correctly scale with repeats per meter based off per face's size. This will allow normal and specular to be consistent with how diffuse functions.
  3. Currently adjusting repeats per meter while either scale spinner box is focused, will result in that spinner value not updating while you change the repeats per meter (with the exception of Diffuse vertical scale with works correctly).

    • This creates a UX issue where you would expect the scale values to update appropriately as you adjust the repeats per meter, but if a scale spinner is focused, the user may think the values aren't updating but they are, just not visually on the spinner until they focus a different control. This will allow the UI to correctly display the updated values as you change the repeats per meter and improve the UX.

Test Plan

  1. In order to test this, objects with faces of different sizes need to be created with textures applied to each channel for visual testing purposes.
  2. For both PBR and BP, using repeats per meter for all the different texture channels need to be tested and visually checked for all faces of the object, to ensure they display correctly.
  3. The texture panel UI needs to be checked that all controls are updating and displaying the right values after the improvements.

Videos of current behaviour

  1. PBR Repeats per meter- No video since it just isn't implemented at all in the current viewer.

  2. BP adjusting normal and specular with repeats- As you can see in the video, certain faces of the two different sized objects have their normal and specular scaled incorrectly after being changed by repeats per meter. The diffuse however correctly scaled, and was working as intended.

  3. BP adjusting repeats per meter while either scale spinner is focused- As you can see in the video for all scale controls except diffuse vertical, while they are focused and you adjust the repeats per meter, their value remains unchanged until you unfocus the control by focusing another.

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