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-rw-r--r--doc/testplans/RenderMaxTextureResolution.md16
-rw-r--r--doc/testplans/hdri_local_preview.md21
-rw-r--r--doc/testplans/pbr_terrain_appearance.md (renamed from doc/testplans/pbr_terrain_feature_gating.md)17
3 files changed, 50 insertions, 4 deletions
diff --git a/doc/testplans/RenderMaxTextureResolution.md b/doc/testplans/RenderMaxTextureResolution.md
new file mode 100644
index 0000000000..2b117050c7
--- /dev/null
+++ b/doc/testplans/RenderMaxTextureResolution.md
@@ -0,0 +1,16 @@
+The Setting RenderMaxTextureResolution controls the maximum resolution of non-boosted textures as displayed by the viewer.
+
+Valid values are 512-2048 (clamped in C++).
+
+![image](https://github.com/secondlife/viewer/assets/23218274/d0f889fc-8135-41d2-9d83-871ad4eebed5)
+
+![image](https://github.com/secondlife/viewer/assets/23218274/19950828-7eb1-4bb2-85d7-f35c63b34294)
+
+![image](https://github.com/secondlife/viewer/assets/23218274/249afc83-4de6-488d-a05e-4877d08573b1)
+
+Test Asset available on beta grid:
+Object: 'Damaged Helmet', AssetID 0623e759-11b5-746c-a75e-7ba1caa6eb0e
+
+
+
+
diff --git a/doc/testplans/hdri_local_preview.md b/doc/testplans/hdri_local_preview.md
new file mode 100644
index 0000000000..ba4f085100
--- /dev/null
+++ b/doc/testplans/hdri_local_preview.md
@@ -0,0 +1,21 @@
+A resident may swap out their sky for an EXR format HDRI for the purposes of previewing how their object would render in Second Life in an environment that matches the supplied HDRI. This should aid in matching inworld lighting with external tools so artists can know if their content has imported properly.
+
+To load an HDRI, click Develop->Render Tests->HDRI Preview:
+
+![image](https://github.com/secondlife/viewer/assets/23218274/fbdeab5f-dc1f-4406-be19-0c9ee7437b3f)
+
+Choose an EXR image. A library of publicly available HDRIs can be found here: https://polyhaven.com/hdris
+
+The Personal Lighting floater will open, and the sky will be replaced with the HDRI you chose. Reflection Probes will reset, and the scene will be illuminated by the HDRI.
+
+Three debug settings affect how the HDRI is displayed:
+
+RenderHDRIExposure - Exposure adjustment of HDRI when previewing an HDRI. Units are EV. Sane values would be -10 to 10.
+RenderHDRIRotation - Rotation (in degrees) of environment when previewing an HDRI.
+RenderHDRISplitScreen - What percentage of screen to render using HDRI vs EEP sky.
+
+Exposure and Rotation should behave similarly to the rotation and exposure controls in Substance Painter.
+
+Split Screen can be used to display an EEP sky side-by-side with an HDRI sky to aid in authoring an EEP sky that matches an HDRI sky. It is currently expected that EEP sun disc, moon, clouds, and stars do not render when previewing an HDRI, but that may change in the future.
+
+
diff --git a/doc/testplans/pbr_terrain_feature_gating.md b/doc/testplans/pbr_terrain_appearance.md
index 2d27a5d73e..4f0ee5c943 100644
--- a/doc/testplans/pbr_terrain_feature_gating.md
+++ b/doc/testplans/pbr_terrain_appearance.md
@@ -1,8 +1,17 @@
-# PBR Terrain Feature Gating
+# PBR Terrain Appearance
+
+## Tiling
+
+If two adjacent regions have the same PBR terrain settings, then:
+
+- There should not be seams between the two regions at their shared border
+- The ground should not suddenly slide beneath the avatar when moving between regions (except due to movement of the avatar, which is not covered by this test plan)
+
+## Feature Gating
PBR terrain should have lower detail on lower graphics settings. PBR terrain will also not show emissive textures on some machines (like Macs) which do not support more than 16 textures.
-## Triplanar Mapping
+### Triplanar Mapping
Triplanar mapping improves the texture repeats on the sides of terrain slopes.
@@ -11,7 +20,7 @@ Availability of Triplanar mapping:
- Medium-High and below: No triplanar mapping
- High and above: Triplanar mapping
-## PBR Textures
+### PBR Textures
At the highest graphics support level, PBR terrain supports all PBR textures.
@@ -21,6 +30,6 @@ Availability of PBR textures varies by machine and graphics setting:
- Medium-Low, and machines that do not support greater than 16 textures such as Macs: All PBR textures enabled except emissive textures.
- Medium: All PBR textures enabled
-## PBR Alpha
+### PBR Alpha
PBR terrain does not support materials with alpha blend or double-sided. In addition, the viewer does not make any guarantees about what will render behind the terrain if alpha is used.