https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&feed=atom&action=historyTalk:Sculpted Prims/Beta Discussion - Revision history2024-03-28T11:07:02ZRevision history for this page on the wikiMediaWiki 1.36.1https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=22505&oldid=prevFallingwater Cellardoor: /* JPEG 2000 compression artifacts */2007-06-04T19:34:06Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>No, I think I just improved the method I was using and maybe had some wishful thinking. It's still a problem. --[[User:Shack Dougall|Shack Dougall]] 18:41, 3 June 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>No, I think I just improved the method I was using and maybe had some wishful thinking. It's still a problem. --[[User:Shack Dougall|Shack Dougall]] 18:41, 3 June 2007 (PDT)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">I've been having good success with everything but long, thin shapes (such as flower stems and jewelry 'ropes'.) To see if it was just bad sculpting, I did a simple test with a short, stubby cylinder and a long, thin cylinder. Here's an SL view in normal and wireframe, and the Maya shapes: [http://i24.photobucket.com/albums/c29/fcellardoor/sculptieDiary/cylindersculpties.jpg cylinder sculpties] . The green prims on the left show lots of distortion -- they're the long thin ones. I'm assuming compression artifacts are causing the distortion so I'm putting this here. If someone has another idea let me know. --[[User:Fallingwater Cellardoor|Fallingwater Cellardoor]] 12:34, 4 June 2007 (PDT)</ins></div></td></tr>
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</table>Fallingwater Cellardoorhttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=22446&oldid=prevShack Dougall: /* JPEG 2000 compression artifacts */2007-06-04T01:42:18Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>No, I think I just improved the method I was using and maybe had some wishful thinking. It's still a <del style="font-weight: bold; text-decoration: none;">big </del>problem. --[[User:Shack Dougall|Shack Dougall]] 18:41, 3 June 2007 (PDT)</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>No, I think I just improved the method I was using and maybe had some wishful thinking. It's still a problem. --[[User:Shack Dougall|Shack Dougall]] 18:41, 3 June 2007 (PDT)</div></td></tr>
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</table>Shack Dougallhttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=22445&oldid=prevShack Dougall: /* JPEG 2000 compression artifacts */2007-06-04T01:41:22Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">No, I think I just improved the method I was using and maybe had some wishful thinking. It's still a big problem. --[[User:Shack Dougall|Shack Dougall]] 18:41, 3 June 2007 (PDT)</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Symmetrical Polygon Sides ==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Symmetrical Polygon Sides ==</div></td></tr>
</table>Shack Dougallhttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21778&oldid=prevBlakar Ogre: /* JPEG 2000 compression artifacts */2007-05-27T18:45:36Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: I understand that LL wants to leverage image processing technology when using these prims, but I really think we need something lossless. How about a 32x32 lossless map, and we can use a 32x31 grid? If we really need to close the figure, just put that pole point at the geometric center of the final "ring".--[[User:Watermelon Tokyo|Watermelon Tokyo]] 10:31, 27 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: I understand that LL wants to leverage image processing technology when using these prims, but I really think we need something lossless. How about a 32x32 lossless map, and we can use a 32x31 grid? If we really need to close the figure, just put that pole point at the geometric center of the final "ring".--[[User:Watermelon Tokyo|Watermelon Tokyo]] 10:31, 27 May 2007 (PDT)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">:: Well actually you can get lossless compression on your vertices by "abusing" how it works. The subsampling for textures larger than 32x32 is absolute and does no averaging. Hence in a 128x128 texture only 1/16th of the data is used. So if you make a 32x32 texture and then scale it to 128x128 so that the vertices are big blocks of 4X4 pixels where the one that will be sampled is surrounded by pixels of the same colour than you're pretty sure that the compression will likely affect only the surrounding pixels and not your vertices. Obviously the net result is that the compressed 128x128 is larger than an uncompressed 32x32 but that's why we've been pushing for uncompressed 32x32 in the first place. The workarounds are a lot heavier than just having no compression for 32x32 and below. Let's hope LL stops compressing 32x32 in the near future or you'll soon see people using very large textures just for the sake of having their vertices unaffected by compression. '''Note:''' I'm not advocating the use of 128x128 to work around the compression, we should keep the pressure on getting 32x32 and below uncompressed. --[[User:Blakar Ogre|Blakar Ogre]] 11:45, 27 May 2007 (PDT)</ins></div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td></tr>
</table>Blakar Ogrehttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21777&oldid=prevWatermelon Tokyo: /* JPEG 2000 compression artifacts */2007-05-27T17:31:09Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Compression artifacts are a serious issue for the kinds of things I'd like to build. My primary concern is that the artifacts make it difficult to build large organic structures out of several component prims. Think treehouses or terrain, things that are bigger than 10m in size and thus require multiple prims. The issue has to do with the seams between prims. Compression causes edges to be uneven and/or rounded. In many cases that's fine if you're building a single organic prim, but when you try to put them together, it creates ugly non-organic seams. The lighting system makes this especially apparent, since the surface normals don't transition smoothly across the seam. I can make the prims fullbright and that helps, but LL did an awesome job with the lighting system. I don't want to have to disable it. And in the current version, it really does make a huge difference what the resolution of the bitmap is. If I use 256x256 texture, the result is *much* better than a 64x64 texture. I don't think this problem will be solved until a 64x64 texture yields a result that is at least as good as a 256x256 texture.--[[User:Shack Dougall|Shack Dougall]] 09:24, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Compression artifacts are a serious issue for the kinds of things I'd like to build. My primary concern is that the artifacts make it difficult to build large organic structures out of several component prims. Think treehouses or terrain, things that are bigger than 10m in size and thus require multiple prims. The issue has to do with the seams between prims. Compression causes edges to be uneven and/or rounded. In many cases that's fine if you're building a single organic prim, but when you try to put them together, it creates ugly non-organic seams. The lighting system makes this especially apparent, since the surface normals don't transition smoothly across the seam. I can make the prims fullbright and that helps, but LL did an awesome job with the lighting system. I don't want to have to disable it. And in the current version, it really does make a huge difference what the resolution of the bitmap is. If I use 256x256 texture, the result is *much* better than a 64x64 texture. I don't think this problem will be solved until a 64x64 texture yields a result that is at least as good as a 256x256 texture.--[[User:Shack Dougall|Shack Dougall]] 09:24, 18 May 2007 (PDT)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* I wanted to talk about non-organic shapes. I've been trying many ways to create sculpt prim based stairs. Stairs are really prim consuming in SL and the idea of having one, shaped in a single prim, was very interesting to me. Furthermore, with the right modeling, the bounding box can really fit the stair shape -> this leads to a greater collision detection behavior than any of standard prims based stairs. But so far, despite many tries to have the sculptmap being rendered correctly after compression, I just get no acceptable results, even if I try increasing the size of the texture or even try a standard jpg compression on my PC to see which colors will be affected and tweak it consequently. So compression is not good for non-organic shapes. This has lead me to think that such shapes (stairs, guitar bodies, anything which should at least have one strict plane or strict sharp edges) have less information to store about the position of their vertices. Stairs are aligned, top and bottom of a guitar body are parallel, etc ... In term of number of informations, this reduces the quantity a lot and could be exploited for other types of compression if still needed. I believe in the case of my stairs (23:10 steps x 5:topright, tl, bl, br & tr to close = 115 vertices with 23 different R,X values, 2 for G,Y and 3 for B,Z), just a 'stupid' zip compression would lead to better compression and viewing results than a jpeg2000 one. I hope these considerations will be helpfull. --[[User:Roms Maertens|Roms Maertens]] 01:47, 26 May 2007 (GMT+2)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* I wanted to talk about non-organic shapes. I've been trying many ways to create sculpt prim based stairs. Stairs are really prim consuming in SL and the idea of having one, shaped in a single prim, was very interesting to me. Furthermore, with the right modeling, the bounding box can really fit the stair shape -> this leads to a greater collision detection behavior than any of standard prims based stairs. But so far, despite many tries to have the sculptmap being rendered correctly after compression, I just get no acceptable results, even if I try increasing the size of the texture or even try a standard jpg compression on my PC to see which colors will be affected and tweak it consequently. So compression is not good for non-organic shapes. This has lead me to think that such shapes (stairs, guitar bodies, anything which should at least have one strict plane or strict sharp edges) have less information to store about the position of their vertices. Stairs are aligned, top and bottom of a guitar body are parallel, etc ... In term of number of informations, this reduces the quantity a lot and could be exploited for other types of compression if still needed. I believe in the case of my stairs (23:10 steps x 5:topright, tl, bl, br & tr to close = 115 vertices with 23 different R,X values, 2 for G,Y and 3 for B,Z), just a 'stupid' zip compression would lead to better compression and viewing results than a jpeg2000 one. I hope these considerations will be helpfull. --[[User:Roms Maertens|Roms Maertens]] 01:47, 26 May 2007 (GMT+2)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">: I understand that LL wants to leverage image processing technology when using these prims, but I really think we need something lossless. How about a 32x32 lossless map, and we can use a 32x31 grid? If we really need to close the figure, just put that pole point at the geometric center of the final "ring".--[[User:Watermelon Tokyo|Watermelon Tokyo]] 10:31, 27 May 2007 (PDT)</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td></tr>
</table>Watermelon Tokyohttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21697&oldid=prevRoms Maertens: /* JPEG 2000 compression artifacts */2007-05-26T00:49:46Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 00:49, 26 May 2007</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Compression artifacts are a serious issue for the kinds of things I'd like to build. My primary concern is that the artifacts make it difficult to build large organic structures out of several component prims. Think treehouses or terrain, things that are bigger than 10m in size and thus require multiple prims. The issue has to do with the seams between prims. Compression causes edges to be uneven and/or rounded. In many cases that's fine if you're building a single organic prim, but when you try to put them together, it creates ugly non-organic seams. The lighting system makes this especially apparent, since the surface normals don't transition smoothly across the seam. I can make the prims fullbright and that helps, but LL did an awesome job with the lighting system. I don't want to have to disable it. And in the current version, it really does make a huge difference what the resolution of the bitmap is. If I use 256x256 texture, the result is *much* better than a 64x64 texture. I don't think this problem will be solved until a 64x64 texture yields a result that is at least as good as a 256x256 texture.--[[User:Shack Dougall|Shack Dougall]] 09:24, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Compression artifacts are a serious issue for the kinds of things I'd like to build. My primary concern is that the artifacts make it difficult to build large organic structures out of several component prims. Think treehouses or terrain, things that are bigger than 10m in size and thus require multiple prims. The issue has to do with the seams between prims. Compression causes edges to be uneven and/or rounded. In many cases that's fine if you're building a single organic prim, but when you try to put them together, it creates ugly non-organic seams. The lighting system makes this especially apparent, since the surface normals don't transition smoothly across the seam. I can make the prims fullbright and that helps, but LL did an awesome job with the lighting system. I don't want to have to disable it. And in the current version, it really does make a huge difference what the resolution of the bitmap is. If I use 256x256 texture, the result is *much* better than a 64x64 texture. I don't think this problem will be solved until a 64x64 texture yields a result that is at least as good as a 256x256 texture.--[[User:Shack Dougall|Shack Dougall]] 09:24, 18 May 2007 (PDT)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* I wanted to talk about non-organic shapes. I've been trying many ways to create sculpt prim based stairs. Stairs are really prim consuming in SL and the idea of having one, shaped in a single prim, was very interesting to me. Furthermore, with the right modeling, the bounding box can really fit the stair shape -> this leads to a greater collision detection behavior than any of standard prims based stairs. But so far, despite many tries to have the sculptmap being rendered correctly after compression, I just get no acceptable results, even if I try increasing the size of the texture or even try a standard jpg compression on my PC to see which colors will be affected and tweak it consequently. So compression is not good for non-organic shapes. This has lead me to think that such shapes (stairs, guitar bodies, anything which should at least have one strict plane or strict sharp edges) have less information to store about the position of their vertices. Stairs are aligned, top and bottom of a guitar body are parallel, etc ... In term of number of informations, this reduces the quantity a lot and could be exploited for other types of compression if still needed. I believe in the case of my stairs (23:10 steps x 5:topright, tl, bl, br & tr to close = 115 vertices with <del style="font-weight: bold; text-decoration: none;">11 </del>R,X values, 2 G,Y and 3 B,Z), just a 'stupid' zip compression would lead to better compression and viewing results than a jpeg2000 one. I hope these considerations will be helpfull. --[[User:Roms Maertens|Roms Maertens]] 01:47, 26 May 2007 (GMT+2)</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* I wanted to talk about non-organic shapes. I've been trying many ways to create sculpt prim based stairs. Stairs are really prim consuming in SL and the idea of having one, shaped in a single prim, was very interesting to me. Furthermore, with the right modeling, the bounding box can really fit the stair shape -> this leads to a greater collision detection behavior than any of standard prims based stairs. But so far, despite many tries to have the sculptmap being rendered correctly after compression, I just get no acceptable results, even if I try increasing the size of the texture or even try a standard jpg compression on my PC to see which colors will be affected and tweak it consequently. So compression is not good for non-organic shapes. This has lead me to think that such shapes (stairs, guitar bodies, anything which should at least have one strict plane or strict sharp edges) have less information to store about the position of their vertices. Stairs are aligned, top and bottom of a guitar body are parallel, etc ... In term of number of informations, this reduces the quantity a lot and could be exploited for other types of compression if still needed. I believe in the case of my stairs (23:10 steps x 5:topright, tl, bl, br & tr to close = 115 vertices with <ins style="font-weight: bold; text-decoration: none;">23 different </ins>R,X values, 2 <ins style="font-weight: bold; text-decoration: none;">for </ins>G,Y and 3 <ins style="font-weight: bold; text-decoration: none;">for </ins>B,Z), just a 'stupid' zip compression would lead to better compression and viewing results than a jpeg2000 one. I hope these considerations will be helpfull. --[[User:Roms Maertens|Roms Maertens]] 01:47, 26 May 2007 (GMT+2)</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td></tr>
</table>Roms Maertenshttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21691&oldid=prevRoms Maertens at 23:55, 25 May 20072007-05-25T23:55:15Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 23:55, 25 May 2007</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Compression artifacts are a serious issue for the kinds of things I'd like to build. My primary concern is that the artifacts make it difficult to build large organic structures out of several component prims. Think treehouses or terrain, things that are bigger than 10m in size and thus require multiple prims. The issue has to do with the seams between prims. Compression causes edges to be uneven and/or rounded. In many cases that's fine if you're building a single organic prim, but when you try to put them together, it creates ugly non-organic seams. The lighting system makes this especially apparent, since the surface normals don't transition smoothly across the seam. I can make the prims fullbright and that helps, but LL did an awesome job with the lighting system. I don't want to have to disable it. And in the current version, it really does make a huge difference what the resolution of the bitmap is. If I use 256x256 texture, the result is *much* better than a 64x64 texture. I don't think this problem will be solved until a 64x64 texture yields a result that is at least as good as a 256x256 texture.--[[User:Shack Dougall|Shack Dougall]] 09:24, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Compression artifacts are a serious issue for the kinds of things I'd like to build. My primary concern is that the artifacts make it difficult to build large organic structures out of several component prims. Think treehouses or terrain, things that are bigger than 10m in size and thus require multiple prims. The issue has to do with the seams between prims. Compression causes edges to be uneven and/or rounded. In many cases that's fine if you're building a single organic prim, but when you try to put them together, it creates ugly non-organic seams. The lighting system makes this especially apparent, since the surface normals don't transition smoothly across the seam. I can make the prims fullbright and that helps, but LL did an awesome job with the lighting system. I don't want to have to disable it. And in the current version, it really does make a huge difference what the resolution of the bitmap is. If I use 256x256 texture, the result is *much* better than a 64x64 texture. I don't think this problem will be solved until a 64x64 texture yields a result that is at least as good as a 256x256 texture.--[[User:Shack Dougall|Shack Dougall]] 09:24, 18 May 2007 (PDT)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* I wanted to talk about non-organic shapes. I've been trying many ways to create sculpt prim based stairs. Stairs are really prim consuming in SL and the idea of having one, shaped in a single prim, was very interesting to me. Furthermore, with the right modeling, the bounding box can really fit the stair shape -> this leads to a greater collision detection behavior than any of standard prims based stairs. But so far, despite many tries to have the sculptmap being rendered correctly after compression, I just get no acceptable results, even if I try increasing the size of the texture or even try a standard jpg compression on my PC to see which colors will be affected and tweak it consequently. So compression is not good for non-organic shapes. This has lead me to think that such shapes (stairs, guitar bodies, anything which should at least have one strict plane or strict sharp edges) have less information to store about the position of their vertices. Stairs are aligned, top and bottom of a guitar body are parallel, etc ... In term of number of informations, this reduces the quantity a lot and could be exploited for other types of compression if still needed. I believe in the case of my stairs (23:10 steps x 5:topright, tl, bl, br & tr to close = 115 vertices with 11 R,X values, 2 G,Y and 3 B,Z), just a 'stupid' zip compression would lead to better compression and viewing results than a jpeg2000 one. I hope these considerations will be helpfull. --[[User:Roms Maertens|Roms Maertens]] 01:47, 26 May 2007 (GMT+2)</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To me, sounds like you have baking texture from 3D Max or Blender issue. Cause the baking is like rendering lights onto the model but few times I found out that the model had smoothen surface when rendering. Which blends the color more around the corners and edges. Make sure the models doesn't have any smoothen surface and or Anti Aliasing rendering on baking texture. --[[User:Vincent Nacon|Vincent Nacon]] 21:40, 18 May 2007 (PDT)</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Symmetrical Polygon Sides ==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Symmetrical Polygon Sides ==</div></td></tr>
</table>Roms Maertenshttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21637&oldid=prevVincent Nacon at 17:44, 25 May 20072007-05-25T17:44:30Z<p></p>
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<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"><div style="float:right">__TOC__</div></ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><i>This relates back to [[Talk:Sculpted Prims]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><i>This relates back to [[Talk:Sculpted Prims]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l63">Line 63:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br> Like this picture as a example, top and bottom are the polars, at half way, it flip around.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br> Like this picture as a example, top and bottom are the polars, at half way, it flip around.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Maybe add checkbox to set Symmetrical Polygon Planes?</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Maybe add checkbox to set Symmetrical Polygon Planes? <ins style="font-weight: bold; text-decoration: none;">--[[User:Vincent Nacon|Vincent Nacon]] 10:44, 25 May 2007 (PDT)</ins></div></td></tr>
</table>Vincent Naconhttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21636&oldid=prevVincent Nacon at 17:42, 25 May 20072007-05-25T17:42:25Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">== Symmetrical Polygon Sides ==</ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">The problem I'm having with sculpted prim after getting finer details, all triangle polygons are facing same way in a flow of the sculpted prim itself. Wondering if Qarl could make a minor change on sculpted prim's meshes at half way mirroring the triangle in other dircetion, flipped. So some creation can have both sides to be symmetrically mirrored from right at the middle.</ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"><br></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Image:Mesh.jpg]]</ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"><br> Like this picture as a example, top and bottom are the polars, at half way, it flip around.</ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Maybe add checkbox to set Symmetrical Polygon Planes?</ins></div></td></tr>
</table>Vincent Naconhttps://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims/Beta_Discussion&diff=21394&oldid=prevShack Dougall: /* JPEG 2000 compression artifacts */2007-05-23T03:55:36Z<p><span dir="auto"><span class="autocomment">JPEG 2000 compression artifacts</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Sounds reasonable, Vincent. I'll look into it. Also, I've nearly completed a maxscript to render the output without baking. So, I'll report how that works out. --[[User:Shack Dougall|Shack Dougall]] 09:10, 20 May 2007 (PDT)</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Sounds reasonable, Vincent. I'll look into it. Also, I've nearly completed a maxscript to render the output without baking. So, I'll report how that works out. --[[User:Shack Dougall|Shack Dougall]] 09:10, 20 May 2007 (PDT)</div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">I'm getting much more accurate results in the last two releases. I think Qarl must have tweaked the compression algorithm. --[[User:Shack Dougall|Shack Dougall]] 20:55, 22 May 2007 (PDT)</ins></div></td></tr>
</table>Shack Dougall