Edit: copy PBR base color + normal into Blinn-Phong slots (BP fallback for creators) #141

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opened 2026-09-28 04:21:50 +00:00 by backspace119 · 1 comment
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Add a button in the Build/Edit texture tab that copies a face's PBR material textures into the object's legacy Blinn-Phong slots, so creators can easily add fallback support for viewers without PBR.

  • PBR base color texture → BP diffuse (the texture slot). Also carry over the base color tint and alpha mode / cutoff where they map cleanly.
  • PBR normal map → BP normal slot. Check the green-channel convention: glTF is +Y (OpenGL) and SL BP normals are too, but verify.
  • Carry over UV transforms (the KHR_texture_transform scale / offset / rotation → BP repeats / offset / rotation) where possible.
  • Leave the PBR material applied; this only fills the BP layer underneath.
  • Work on the selected faces or the whole selection, and require modify permissions.
  • Optional: an ORM → BP specular approximation (roughness to glossiness, metallic to env intensity) as a follow-up.
Add a button in the Build/Edit texture tab that copies a face's PBR material textures into the object's legacy Blinn-Phong slots, so creators can easily add fallback support for viewers without PBR. - PBR base color texture → BP diffuse (the texture slot). Also carry over the base color tint and alpha mode / cutoff where they map cleanly. - PBR normal map → BP normal slot. Check the green-channel convention: glTF is +Y (OpenGL) and SL BP normals are too, but verify. - Carry over UV transforms (the KHR_texture_transform scale / offset / rotation → BP repeats / offset / rotation) where possible. - Leave the PBR material applied; this only fills the BP layer underneath. - Work on the selected faces or the whole selection, and require modify permissions. - Optional: an ORM → BP specular approximation (roughness to glossiness, metallic to env intensity) as a follow-up.
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Tested and shipped in v0.12.0-beta.3.

Tested and shipped in v0.12.0-beta.3.
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backspace119/Slipstream#141
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