![]() ![]() This actually makes the avatar a lot more complex than they otherwise might be, resulting in their relatively high rendering costs. Instead, they require a dedicated “applier” mechanism to achieve the same ends, together with the use of an alpha layer to hide the system avatar.įurther, to enable clothing items to be layered – so you can have an applied shirt / blouse appearing to be “under” a jacket, for a example, mesh bodies have had to be constructed in a complex manner, with several layers closely packed together (colloquially called “onion layers”) that effectively mimic the system wearable layers. Since their introduction, mesh bodies have not been able to leverage this approach. So, for example, facial / head skin and any make-up tattoo(s) received via the BAKE_HEAD channel are baked to become a texture seen on the avatar’s head, while the layers received over the Bake_Upper channel are baked into a texture seen on the avatar’s upper body, and so on, ensuring the avatar consistently appears to everyone dressed at the user intended, while also removing the need for individual viewers to manage the complex layering and rendering of all the individual wearable layers on other people’s avatars. The Bake Service then composites (bakes) the layers received on each of these bake channels into a single texture, and sends the results out to every viewer able to “see” the avatar. BAKE_SKIRT, which defines skirt / dress style wearables.BAKE_EYES and BAKE_HAIR (both pretty self-explanatory).BAKE_LOWER, which defines all the wearable elements – skin plus any tattoo, undershirt, shirt and / or jacket layer(s) that have been applied to the avatar body from the waist to the feet (with the left leg mirrored from the right).BAKE_UPPER, which defines all the wearable elements – skin plus any tattoo, undershirt, shirt and / or jacket layer(s) that have been applied to the avatar body above the waist and below the neck (with the left arm mirrored from the right). ![]() skin, and tattoo layers used for make-up) ![]() BAKE_HEAD, which defines all the wearable elements that have been applied to the head (e.g. ![]() When an avatar’s look is complete, the information about all these wearables are sent to the simulator and then to a back-end set of servers called the Bake Service over a series of channels called the “bake channels”, which define where the layers appear on the avatar. This might sound very complex, but for those familiar with the system, it is very easy to grasp however, what is important is what comes next. What is important is that the always follow an hierarchy: skin is always at the bottom and so “covered” by the other layers, which are in turn “covered” by the next (so undershirt wearables always apply “over” tattoo wearables “shirt layers “over” undershirt wearables, etc), with the avatar able to wear up to 62 wearables in any combination of layers at one time. The naming of the layers isn’t that important – a creator could be assign a bra or a shirt or a pair of pants to any one of the tattoo, undershirt, shirt and jacket layers, depending on how flexible they want their clothing to be. These wearables come in a number of “layers”- skin (which must always be worn on the system avatar), tattoo, undershirt, shirt, and jacket. Without going too deeply into specifics for those unfamiliar with them, system wearables are a special kind of inventory asset (some of which are shown on the right) that can be directly worn / added to the system avatar to produce a “dressed” look. Some Basics System Wearables and the Bake Service System wearables as they appear in inventory While Bakes on Mesh has been in development for over years, and much of it is known to many users, this article has been written to provide something of an introduction / overview of BoM, covering things like system wearables, the Bake Service, that changes that have been made, where to find information on using BoM, and what it may mean for Second Life users in the future, depending upon how well the capability is received by creators. Monday, August 26th, 2019 saw the formal release of Bakes on Mesh (BoM) for Second Life, and with it, an attempt to make system wearables (skins, tattoo and clothing layers) usable on modern mesh avatar bodies, utilising the avatar Bake Service and without the need for a dedicated applier system. Updated with an overview of “Bakes on Mesh appliers” for Mesh bodies and head yet to be updated to support BoM. ![]()
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