Difference between revisions of "Talk:Sculpted Prims/Beta Discussion"
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Doesn't produce a cube? The coloured area accounts for all of the needed faces, and grey areas move all the "unused" coordinates to the prim's origin where they should create triangles that are invisible inside the cube. The texture is 64x64 to prevent scaling problems. [[User:Yumi Murakami|Yumi Murakami]] | Doesn't produce a cube? The coloured area accounts for all of the needed faces, and grey areas move all the "unused" coordinates to the prim's origin where they should create triangles that are invisible inside the cube. The texture is 64x64 to prevent scaling problems. [[User:Yumi Murakami|Yumi Murakami]] | ||
You have 12 vertex data in there.... why? Cube only have 8 corners. Plus, that's not how the mapping works. You need to see the grid layout that Qarl showed at [https://wiki.secondlife.com/wiki/Sculpted_Prim_Explanation Sculpted Prim Explanation] page. | You have 12 vertex data in there.... why? Cube only have 8 corners. Plus, that's not how the mapping works. You need to see the grid layout that Qarl showed at [https://wiki.secondlife.com/wiki/Sculpted_Prim_Explanation Sculpted Prim Explanation] page. --[[User:Vincent Nacon|Vincent Nacon]] 21:51, 7 May 2007 (PDT) |
Revision as of 20:51, 7 May 2007
This relates back to Talk:Sculpted Prims
Separated by Feynt Mistral on 07/05/07
After Beta Testing Questions
- Few times I've made some shapes in Blender and I get sphere. When zooming away for LOD change, I can barely see my original shape that I've created... Why am I getting a sphere at first level of LOD? It seem to happen whenever you are trying to make something complex but not as a "vertex vomit". Although, vertex vomit are easy to get, but they don't turn into sphere? What's the deal? --Vincent Nacon 19:52, 6 May 2007 (PDT)
- I believe I know why that is, but keep in mind this is theory on my part. As you get further and further from the prim, it halves the number of vertices and averages the colour gradients between vertex points to figure out what goes where and how the face inbetween should be drawn. While you may have a lot of vertex complexity in a small area (like a really defined face for instance) it's averaging away and becomes more and more sphere like. "vertex vomit" however is sufficiently different that even when averaged, it still appears all over the place.
As a suggestion to Qarl, do you think you could set it up in the LoD slider that maximum LoD shows full detail on all sculpted prims up to the 64m from the camera, and then the normal reduction per 16-32m afterwards? -- Feynt Mistral 21:31, 6 May 2007 (PDT)
- yeah, on my list of fixes this week. --Qarl Linden 08:12, 7 May 2007 (PDT)
It doesn't explain why something that is a working complex design become a sphere... while any texture can become vertex vomit, which is more complex than a working complex design and not turn into a sphere. It's becoming insane for a designer like myself, trying to make an object that has a lot of 90* angle design. It just seem like a sad day for machine designer than organic designer. --Vincent Nacon 22:17, 6 May 2007 (PDT)
- that sphere thing is likely a bug. sculpties become spheres when there isn't enough information in the texture to create a valid prim (for instance, if you apply a blank texture, all the points lock to the origin, and the prim disappears.) send me the texture and i'll take a look at it. --Qarl Linden 08:12, 7 May 2007 (PDT)
- I had actually noticed that zooming in on some chamfered boxes in a sandbox caused them to revert to spheres when I got too close. This MIGHT have something to do with the the prim being drawn larger than the physics bounding shape. Everything else in the client may be thinking the actual shape is smaller, but the new sculpted prim code thinks it's larger, and when you penetrate past the skin of the prim it goes into this "no prim data, make it a sphere" mode. -- Feynt Mistral 09:01, 7 May 2007 (PDT)
Can anyone clarify why the image below: Doesn't produce a cube? The coloured area accounts for all of the needed faces, and grey areas move all the "unused" coordinates to the prim's origin where they should create triangles that are invisible inside the cube. The texture is 64x64 to prevent scaling problems. Yumi Murakami
You have 12 vertex data in there.... why? Cube only have 8 corners. Plus, that's not how the mapping works. You need to see the grid layout that Qarl showed at Sculpted Prim Explanation page. --Vincent Nacon 21:51, 7 May 2007 (PDT)