Difference between revisions of "Sculpted Prims"

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== FAQ ==


'''Q: What is a sculpted prim?'''


A: A "sculpted prim" is a prim whose shape is determined by a texture - its "sculpt texture". Sculpted prims can create organic shapes that are not
== What are Sculpted Prims? ==
currently possible with Second Life's prim system.


A '''Sculpted Prim''' is a prim whose shape is determined by a texture. These textures are called '''[[Sculpted Prims: FAQ#SculptTextures|Sculpt Textures]]''' or '''[[Sculpted Prims: FAQ#SculptTextures|Sculpt Maps]]'''. You can use sculpted prims to create more complex, organic shapes that are not currently possible with Second Life's prim system. For technical details, see [[Sculpted Prims Explained]].


'''Q: What is a sculpt texture?'''


A: A sculpt texture is a standard RGB texture where the R, G, and B channels are mapped onto X, Y, and Z space. For those familiar with
== Sculpted Prims: News ==
computer graphics - a sculpt texture is very similar to a [http://en.wikipedia.org/wiki/Normal_mapping normal map], but instead of encoding surface normals we encode surface positions.
They are also similar to [http://en.wikipedia.org/wiki/Displacement_mapping displacement maps], but instead of a single scalar distance we have three values (for each of X, Y, and Z.) They
are also very similar to [http://en.wikipedia.org/wiki/Parametric_surface parametric] (e.g. [http://en.wikipedia.org/wiki/NURBS nurbs]) surfaces.




'''Q: Where can I get free sculpt textures?'''
=== 16 May 2007 ===


A: [[Sculpted Prims Textures | Here]], and [[Sharing sculpt maps and textures | Here]].
An update to sculpted prims, included in the [http://blog.secondlife.com/2007/05/15/beta-grid-updated-to-second-life-11601/ latest build] of the beta viewer ([http://secondlife.com/community/preview.php 1.16.0(1)]), has two changes that are not backwards-compatible:


1) The orientation of the '''sculpt map''' (sculpt texture) is reversed. This means all previously created sculpt maps/textures need to be horizontally flipped (otherwise they'll appear inside out.) This change fixes the orientation discrepancy between sculpt maps/textures and surface textures (which have required a 90 degree rotate and flip.) ([http://blog.secondlife.com/2007/05/15/beta-grid-updated-to-second-life-11601/ source])


'''Q: How can I make a sculpt texture?'''
2) The LSL call to set sculpted prims is changing to require two parameters: the texture and the topology type. (source: [[Talk:Sculpted_Prims#HEADS_UP.21|Talk page]])


A: The easiest way is to create a model in an external 3d package and use an exporter. We provide an exporter for [http://en.wikipedia.org/wiki/Maya_%28software%29 Maya], and hopefully
exporters for [http://en.wikipedia.org/wiki/3D_Studio_Max 3ds Max], [http://en.wikipedia.org/wiki/Blender_%28software%29 Blender], and [http://en.wikipedia.org/wiki/Pixologic ZBrush] will be available soon. We also have plans to provide a sculpt editor within the Second Life viewer.




'''Q: How detailed can a sculpted prim be?'''
=== 27 April 2007 ===


A: Our current implementation samples the sculpt texture by different amounts depending on level of detail (LOD.) Prims which are
Sculpted Prims made available on the [http://www.secondlife.com/community/preview.php preview grid].
close to the camera get a 32x32 grid of vertices, which drops to 16x16 grid as the prim moves away from camera, and so on.




'''Q: But why use textures (images) to encode shapes?'''


A: Because there are a myriad of existing tools for handling images. Image compression, streaming, progressive loading,
== Where can I find out more about Sculpted Prims? ==
and animation are all well-explored problems. For example - we could create a quicktime stream which fades from one sculpt texture to another - attached to a sculpted prim, the prim would "morph" from one shape to the other.  Or, as another example - it would be easy to have a flash animation generate a sculpted prim - and when a resident touches a spot on its
surface, the shape could wiggle and ripple appropriately.  This is the direction we are headed.


Sculpted Prims have now a comprehensive [[Sculpted Prims: FAQ|FAQ]] wiki page.


'''Q: How big should my sculpt textures be?'''


A: We recommend you use a 64 by 64 pixel image. More data is really unnecessary - less can result in bad sampling when the sculpted prim changes LOD.


== See also ==


'''Q: How do sculpted prims work in the physics engine?'''
*[[Sculpted Prims Explained]]
 
*[[Sculpted Prims: FAQ| Sculpted Prims FAQ]]
A: Currently, sculpted prims are approximated by a lopsided sphere having roughly the same size as the sculpted prim.  In the future we may provide a more exact representation to the physics engine - thereby providing more realistic movement/collisions for sculpted prims.
*[[Sculpted_Prims:_Sculpt_Maps_and_Textures|Sculpt Maps and Textures]]
 
*[[Sculpted_Prims:_3d_Software_Guide|3D Software Guide]]
 
*[[Sculpted_Prims:_3d_Modeling_Glossary|3D Modeling Glossary]]
 
*[[Sculpt_Textures_in_Paint_Programs|Sculpt Maps and 2D Graphics Software]]
'''Q: How do i use the Maya exporter?'''
 
A: Go to [[llSculpt_mel|this page]] and copy the text of the script.
Paste it into your Maya script editor, and optionally drag it into a button on your tool bar.  When the script is run, it
will pop-up a dialog box of options.  Select which shapes you wish to export and press the "Export" button.  The ideal
candidate for export is a nurbs surface with no more than 16 isoparms per direction.  You may also export polygon meshes - but you must first ensure the poly-mesh has a PERFECT uv space (it must cover the entire surface, and the space must have no holes.)
 
 
 
'''Q: The video shows a lot of smooth prims. Will we be able to make sharp corners and angles?'''
 
A: Similar to NURBS surfaces - a sculpted prim can have a defined edge by dedicating more control points to that area.
 
 
 
'''Q: Will we be able to make flexi sculpted prims?'''
 
A: Not in this version - this is planned future work.
 
 
 
 
'''Q: Will I still be able to texture a sculpted prim like a regular one?'''
 
A: Yes - each sculpted prim has one texture face.  The texture space of a sculpted prim is defined by the sculpt texture.
 
 
 
'''Q: This sounds like it might take some extra processing power - will there be limits or can I have 15000 sculpted prims per sim?'''
 
A: Sculpted prims have the same rendering "weight" as a hollow torus prim.  So no, they aren't more expensive to render, and you'll be able to fill your sim, if you like.
 
 
 
'''Q: is this technology available in the viewer now? if so.. how can I play with this feature? I can't find it!'''
 
A: Sculpted Prims are available on the preview grid now.
 
 
'''Q: Approx when might this be available on the main grid, standard viewer?'''
 
A: We sincerely hope to have sculpted prims onto the main grid within the next two months - but ultimately this will depend on the number of bugs we find and other external factors.
::The tentative dated is Wednesday, May 23rd http://blog.secondlife.com/2007/05/04/preview-of-second-life-116-on-the-beta-test-grid-sculpties/
 
 
 
'''Q: What will be the associated LSL functions and PrimitiveParams arguments ?'''
 
A: Sculpted prims can be defined via LSL using the llSetPrimitiveParams() call like this:
 
<code>llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "texture-name-or-uuid", PRIM_SCULPT_TYPE_SPHERE]);</code>
 
 
 
'''Q: Around how long until you have an export script for Blender?'''
 
A: Eddy Stryker has created a "manual" export method for Blender.  Amanda Levitsky has a Blender export tutorial [http://amandalevitsky.googlepages.com/sculptedprims here].
 
 
 
'''Q: Are there any size or distance restrictions on sculpture size?'''
 
A: Sculpted Prims use the same position, rotation, and size parameters that a normal prim has.
 
 
 
'''Q: Can huge prims be used to make huge sculpties ?
 
A: Yes, see this snapshot : [http://wiki.secondlife.com/wiki/Image:Megapple.jpg megapple]
 
 
 
'''Q: What 3d software can be used for sculpted prims/Will there be an exporter for Program X/Is there free or cheep software to make sculpties with?'''
 
A: Check out the ongoing discussion [[Talk:Sculpted_Prims#3D_Programs_for_the_Rich_and...the_not_so_Rich. | here]] which includes links and information about several 3d programs and support for them, both free and not.
 
 
 
'''Q: Can I make sculpt textures in Photoshop or other paint programs?'''
 
A: Not easily, but with a technical understanding of sculpt textures it is possible to manipulate them.  Check out the ongoing talk page discussions [[Talk:Sculpted_Prims#.22Annoying.22_Questions | here]],[[Talk:Sculpted_Prims#Trying_to_clarify_how_this_works.. | here]], and [http://wiki.secondlife.com/wiki/Sculpt_Textures_in_Paint_Programs here].


[[Category:Sculpted Prims]]
[[Category:Sculpted Prims]]

Revision as of 14:48, 16 May 2007

Sculpted Prims


What are Sculpted Prims?

A Sculpted Prim is a prim whose shape is determined by a texture. These textures are called Sculpt Textures or Sculpt Maps. You can use sculpted prims to create more complex, organic shapes that are not currently possible with Second Life's prim system. For technical details, see Sculpted Prims Explained.


Sculpted Prims: News

16 May 2007

An update to sculpted prims, included in the latest build of the beta viewer (1.16.0(1)), has two changes that are not backwards-compatible:

1) The orientation of the sculpt map (sculpt texture) is reversed. This means all previously created sculpt maps/textures need to be horizontally flipped (otherwise they'll appear inside out.) This change fixes the orientation discrepancy between sculpt maps/textures and surface textures (which have required a 90 degree rotate and flip.) (source)

2) The LSL call to set sculpted prims is changing to require two parameters: the texture and the topology type. (source: Talk page)


27 April 2007

Sculpted Prims made available on the preview grid.


Where can I find out more about Sculpted Prims?

Sculpted Prims have now a comprehensive FAQ wiki page.


See also