Difference between revisions of "Sculpted Prims"

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== FAQ ==
#REDIRECT [[Sculpted prim]]
 
'''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
currently possible with Second Life's prim system.
 
 
'''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
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: How can I make a sculpt texture?'''
 
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?'''
 
A: Our current implementation samples the sculpt texture by different amounts depending on level of detail (LOD.) Prims which are
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,
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.
 
 
'''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.
 
 
'''Q: How do sculpted prims work in the physics engine?'''
 
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.
 
 
'''Q: The video shows a lot of smooth prims. Will we be able to make sharp corners and angles?'''
 
A: The video has one such sharp angle where the stem of the mushroom meets the cap. So sharp corners should be able to be made. I think they just used smooth prims in the video to make it that much more impressive, since there is currently no way to make smooth prims. --[[User:Deight Boccara|Deight Boccara]] 15:30, 27 April 2007 (PDT)
 
 
'''Q: Will we be able to make holes or dimples in the sculpted prims?'''
 
 
'''Q: Will we be able to make flexi sculpted prims?'''
 
 
'''Q: Will I still be able to texture a sculpted prim like a regular one?'''
 
A: In the [video http://s3.amazonaws.com/Media_Archive/Videos/Sculpted-prim.mov], you can see a texture being applied to a sculpted prim. As you can see, it's one texture that's being deformed to fit the generated model. Since it's possible to create any shape you want it's hard to define faces, so it appears that they are simply treating the entire prim as a single face. --[[User:Deight Boccara|Deight Boccara]] 15:30, 27 April 2007 (PDT)
 
 
'''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: Since all of this is generated from just an extra 64x64 texture, I don't see a reason for capping this. --[[User:Deight Boccara|Deight Boccara]] 15:30, 27 April 2007 (PDT)
 
 
'''Q: is this technology available in the viewer now? if so.. how can I play with this feature? I can't find it!'''
 
A: None of this is available yet.
 
'''Q: When is it available?'''
 
A:
 
 
'''Q: An exporter for Maya is mentioned, but who is WE and where is this provided? - "We provide an exporter for Maya, and hopefully exporters for 3ds Max, Blender, and ZBrush will be available soon. We also have plans to provide a sculpt editor within the Second Life viewer"
 
A: There.com.

Latest revision as of 06:51, 4 November 2009

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