Bakes on Mesh
Bakes on Mesh is a new feature to allow system avatar baked textures to be shown on mesh attachments. Currently you will need a special project viewer to use it. Bakes on Mesh does not depend on simulator code, so it should work in all regions and all grids.
- Any face of a mesh object can be textured using one of the server baked textures.
- The corresponding region of the system avatar is hidden if an attached mesh is using a baked texture.
- Avoid the need for appliers -> easier customization workflow
- Avoid the need for onion avatars -> fewer meshes, fewer textures at display time
- Avoid the need to sell full-perm meshes. You can customize any mesh you have modify permissions for simply by setting the flags and equipping the appropriate wearables.
Avatar wearables are baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. You can now apply these textures to your avatar’s object attachments' diffuse texture slot. Right click on the attachment, click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called 'bake' for selecting server bakes. The 'bake' radio button mode has a dropdown for selecting BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden.
If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without bakes on mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden.
Detaching a mesh object that’s using BAKED_HAIR, does not make the base hair region visible. You have to log back in or teleport again. This will be fixed in next release.