The idea of baking mesh avatars has been a subject coming up in the Content Creators UG over the last couple of weeks. The idea is to change how mesh avatars work. If you don’t understand how a Classic body layers work now, this may be confusing. I’ll try to sort it.
Starting back a couple of years, the Lindens added Server Side Appearance baking (SSA). The Classic avatar is made of three separate parts; head, upper body, and lower body. The parts allow layering of textures placed on the Classic body. Sort of like sticking decals one a top another.
The Classic body is the only thing in SL that has layering. Other object can have Materials. Materials have a diffuse, specular, and normal layer. You may think of these as layers. But, they are attributes of a material and are processed very differently from the layers in a Classic body. The viewer uses the specular and normal layers to calculate how light is reflected from the surface. So, materials are calculated not displayed as a picture.
The Classic body layers are like the layers in GIMP or Photoshop. Each is a picture covering the layer below it. Materials are more like GIMP and Photoshop filters.
The Classic body does not handle materials. One can only stack up diffuse layers (images, pictures). So, jacket, shirt, underwear, tattoo, and skin stack on top of each other like a decal placed on the Classic avatar body. So, the Classic 3 part body can have something like 15 textures making up the avatar appearance.
SSA took those 15 textures and baked them into 3 composite 512×512 textures, thus eliminating up to 12 textures possibly all 1024×1024 and reducing 3 possibly 1024 textures to 512. This greatly reduced the render load for avatars.
Mesh bodies now have a head, body, hands, nails, and feet. The nails have one to 20 textures ranging from 32×32 to 1024×1024 pixels. The mesh body can have skin, tattoo, underwear, and clothes ‘layers’ each with material (diffuse, specular, & normal). Hands s skin, tattoo, glove layers… you probably see the problem.
Mesh bodies provide the possibility for a large number of textures. If I count correctly, something like 32. So, it seems odd that mesh avatars have lower ACI than many Classic avatars. Even nude they aren’t producing an ACI much higher than a nude Classic avatar. That oddity may be the foundation for the Lab revisiting the ACI weight calculation.
If you don’t know, the Lindens are currently collecting weight information and have been for weeks. That information is to be used to adjust the ACI calculation.
Did you know some mesh bodies have 400,000 polygons? How is it possible that mesh body doesn’t have a hugely higher ACI than a Classic avatar with 7,000+ polygons? Good question. I suppose the Lindens are thinking about that too.
If you are wondering where all those polygons are, the short answer is, in onion skin. With mesh bodies, there are 4 copies of the body. Since it is not possible to have layers on an object, to make what appears to be layers on a mesh body requires an object/mesh-body for each layer. We generally refer to these as onion skins, for the obvious reason. So, one mesh body with 4 layers is actually 4 bodies stacked on top of each other.
The idea with SSA being made available for mesh bodies is polygon counts and the number of textures being used could be reduced by baking mesh avatars just as Classic avatars are. Sounds good. But…
The problem is the current oven only bakes diffuse layers. So, if you have something that uses materials, say a shiny bra, and a blouse that uses materials, say a matt t-shirt, the material layers have to be baked also. The Lindens are trying to decide if that material bake is necessary. If so, they have a bunch more baking to do.
There is also the problem of deciding whether to bake to 512×512 as they do for Classic avatars or up that to 1024×1024.
The Lindens are seriously thinking about adding this new bake. My hope is they keep the materials for skins. While we haven’t seen many exotic skins, it is possible to animate the textures used for skin, tattoo, underwear, and clothes… all individually. We can set glow and transparency. I haven’t seen the current Slink, Maitreya, or Belleza people doing it. But, someone will start. But, that isn’t going to work if the Lindens bake those textures.
I think there may also be other complications. What if one mesh body has 3 layers, another 4 and a different one partial parts? In that case how does the oven know what to bake where?
And, how do we handle the current bodies without breaking them? Will we all be buying new bodies? Will the body makers have to redesign everything and then give it away as free updates? There will be some drama, politics, and rage quits.
Plus, how does the system know what is a body or bod part? How is it going to detect attached clothes that should not be baked?
Those are problems for the Lindens to sort out and decide whether the idea can be done. If you want them to hear your input. Attend the Content Creators UG meeting.