Difference between revisions of "Material Volumes"

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*Pathfinding characters will choose the fastest and closest path available to them. (add video of PF cube choosing 100% walkability path around a MV)
*Pathfinding characters will choose the fastest and closest path available to them. (add video of PF cube choosing 100% walkability path around a MV)
*Material Volumes are visible in the [[Pathfinding_NavMesh|navigation mesh view]] as opaque purple objects.
*Material Volumes are visible in the [[Pathfinding_NavMesh|navigation mesh view]] as opaque purple objects.
*Like exclusion volumes, material volumes must be comprised of physically convex prims or meshes.


[[File:Material_volume_001.png|none|300x225px]]
[[File:Material_volume_001.png|none|300x225px]]

Revision as of 15:09, 29 June 2012

About Material Volumes

  • The Material Volume attribute for Pathfinding creates phantom objects that can be set to change the walkability coefficients of an area of the navmesh. Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character.
  • Pathfinding characters will choose the fastest and closest path available to them. (add video of PF cube choosing 100% walkability path around a MV)
  • Material Volumes are visible in the navigation mesh view as opaque purple objects.
  • Like exclusion volumes, material volumes must be comprised of physically convex prims or meshes.
Material volume 001.png

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