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  • 2 KB (336 words) - 20:32, 22 June 2007
  • ...equire a rotation by 90° that can be tricky for some textures, like normal maps for spherical globes: == Planar sculpt maps work just fine on all [[PRIM_SCULPT_TYPE_SPHERE]] sculpted prims, but they
    3 KB (486 words) - 13:09, 28 August 2014
  • 54 bytes (7 words) - 18:28, 9 May 2007
  • == Sharing Sculpt Maps, Textures, and Sculpted Prims == * If you would like to share your sculpted prims, sculpt maps (shapes) and textures with the community, please list them below! <br />Her
    14 KB (2,193 words) - 03:09, 11 April 2009
  • [[Category:LDPW]] [[Category:Maps]]
    2 KB (314 words) - 14:30, 3 March 2016
  • This case study explores how June Dion used normal and specular maps to add significant detail to a mesh object imported from LightWave. The co ...and save the image. Use this image as a base for your normal and specular maps as well as the object's texture.
    3 KB (543 words) - 12:31, 20 June 2013

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  • // Looping order of the sculpt maps. list MAPS = [ "MAP1", "MAP2", "MAP3" ];
    888 bytes (82 words) - 11:37, 18 June 2012
  • ..., they display the topography of the Second Life virtual world. See http://maps.secondlife.com/ for an example. When you use the Map API to embed Second Life maps on your site, your visitors can:
    853 bytes (149 words) - 14:27, 4 May 2011
  • ;テクスチャ マップ (Texture Maps)</span> ...y maps", "bump maps". "[http://en.wikipedia.org/wiki/Normal_mapping normal maps]" に馴染んでいる人たちもいるでしょう。
    8 KB (228 words) - 03:47, 4 May 2009
  • This page is to provide information to users on the new Normal and Specular Maps feature, which is a open source project being done in concert with the Exod === Normal &amp; Specular Maps: Preliminary User Stories ===
    2 KB (389 words) - 10:35, 11 September 2012
  • ...are distributed free thereafter. The sources for these maps are the above maps, route parcel names, the LDPW blog, support tickets and information gathere
    3 KB (397 words) - 20:14, 25 June 2011
  • ||Variable base compression, dynamically maps to usable UTF code points.
    285 bytes (31 words) - 17:10, 3 April 2011
  • ...ly a static non-moving non-dynamic scene. However, SL has no pre-compiled maps.
    3 KB (438 words) - 19:19, 27 September 2008
  • ...equire a rotation by 90° that can be tricky for some textures, like normal maps for spherical globes: == Planar sculpt maps work just fine on all [[PRIM_SCULPT_TYPE_SPHERE]] sculpted prims, but they
    3 KB (486 words) - 13:09, 28 August 2014
  • ...CLONE - Applying planar texture alignment to prims with diffuse and normal maps fails. ...jira|MAINT-4199}} "Align planar faces" does not work on normal or specular maps
    2 KB (248 words) - 17:12, 20 August 2018
  • ...esn't care about weight maps on lower LOD mesh. It always generates weight maps from first LOD. This creates issues in rigging if mesh has some parts that
    1 KB (189 words) - 08:46, 9 April 2013
  • ...ourse description, used by navigators before the era of detailed, reliable maps.
    412 bytes (64 words) - 08:28, 19 June 2011
  • ...her visual appearance closer to that of the real world. You can apply bump maps to some of your objects in Second Life to create a very stimulating visual ...ject with no texture, nothing will happen! Try applying the different bump maps to a standard cube and see what happens. The faces on the cubes below have
    2 KB (347 words) - 10:32, 13 August 2013
  • ...explores the creation of a cracked glass texture using normal and specular maps (materials) for Second Life. The end result of this case study can be purc Save the specular, normal and diffuse maps, as .png files and upload them to Second Life.
    2 KB (403 words) - 13:58, 21 October 2013
  • ...lush all map data from the cache, so that new maps will be fetched. The maps only change once a day at most, so it should not be necessary to do this mu The maps can be resized or moved using the standard editing controls.
    4 KB (639 words) - 12:21, 26 December 2011
  • ...ly a static non-moving non-dynamic scene. However, SL has no pre-compiled maps.
    2 KB (352 words) - 05:39, 5 August 2009
  • ..., but can be fun if you just want to play around. To make accurate normal maps, use tools such as Blender, xNormal, Photoshop, or 3D Studio. # Upload (Build->Upload-Image) your normal and specular maps (and any diffuse maps you'd like to use)
    3 KB (507 words) - 12:30, 20 June 2013
  • * {{jira|MAINT-3213}} Brightness and Darkness legacy bump maps render incorrectly on Intel GPUs.
    887 bytes (106 words) - 16:59, 28 January 2015
  • ...inside out.) This change fixes the orientation discrepancy between sculpt maps/textures and surface textures (which have required a 90 degree rotate and f *[[Sculpted_Prims:_Sculpt_Maps_and_Textures|Sculpt Maps and Textures|조각프림 맵과 텍스쳐]]
    4 KB (375 words) - 16:01, 27 April 2009
  • == How it maps to the existing implementation ==
    5 KB (737 words) - 15:38, 13 August 2008
  • === Bump maps === ====Bump maps look correct====
    8 KB (1,264 words) - 22:59, 11 April 2019

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