Difference between revisions of "Talk:Sculpted Prims: Technical Explanation"
Eddy Stryker (talk | contribs) |
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:In my program I take the average position of the top and bottom rows and use that as the position for each pole, while keeping the UV coordinates the same. Collapsing the rows seems to have the same results as the SL preview so I'm guessing this is the correct behavior. [[User:Eddy Stryker|Eddy Stryker]] 05:54, 5 May 2007 (PDT) | :In my program I take the average position of the top and bottom rows and use that as the position for each pole, while keeping the UV coordinates the same. Collapsing the rows seems to have the same results as the SL preview so I'm guessing this is the correct behavior. [[User:Eddy Stryker|Eddy Stryker]] 05:54, 5 May 2007 (PDT) | ||
''"A sculpted prim intrinsically has a size of one meter, so the color values from 0-255 map to offsets from -0.5 to 0.5 meters. Combined with the scale vector that all prims in Second Life possess, sculpted prims have the same maximum dimensions as regular procedural prims (10 meter diameter)."'' - The sculpties I've tried creating seem to come out at one meter when the scale vector is at its default size (<0.5, 0.5, 0.5>). Doesn't that mean the sculpted prims have a maximum dimension of 20 meters instead? Are they meant to work this way? --[[User:Amanda Levitsky|Amanda Levitsky]] 00:13, 7 May 2007 (PDT) |
Revision as of 00:13, 7 May 2007
Eddy - SWEEEET. SWEEET SWEEET SWEET. thank you. --Qarl Linden 10:15, 30 April 2007 (PDT)
PS: regarding that apple texture - by my estimate that texture has been jpeg encoded at LEAST 4 times - which probably explains why your wireframe is so jaggy. let me get you an uncompressed version later today. --Qarl Linden 10:15, 30 April 2007 (PDT)
I think I died and went to heaven. Thanks for the explanation about the uvspace and mesh, makes it easier to approximate offline. Seems like all my 3d skills will be finally used in SL, once this feature enters the grid :D --Hypatia Callisto 16:08, 30 April 2007 (PDT)
Mmmmm... where can i download this software ? :D Kerunix Flan 08:19, 2 May 2007 (PDT)
This is a great article which (almost) totally defines how sculpties will work. Only one question: I don't understand how the pole points work. Are all the points in the top and bottom rows collapsed into one point to which all the grid lines from the row above converge? If so how is this point's position determined? Or are an 'extra' 2 points added, presumably with mesh lines from every point in the top or bottom row (as appropriate). In this case, where are the extra points positioned?
- In my program I take the average position of the top and bottom rows and use that as the position for each pole, while keeping the UV coordinates the same. Collapsing the rows seems to have the same results as the SL preview so I'm guessing this is the correct behavior. Eddy Stryker 05:54, 5 May 2007 (PDT)
"A sculpted prim intrinsically has a size of one meter, so the color values from 0-255 map to offsets from -0.5 to 0.5 meters. Combined with the scale vector that all prims in Second Life possess, sculpted prims have the same maximum dimensions as regular procedural prims (10 meter diameter)." - The sculpties I've tried creating seem to come out at one meter when the scale vector is at its default size (<0.5, 0.5, 0.5>). Doesn't that mean the sculpted prims have a maximum dimension of 20 meters instead? Are they meant to work this way? --Amanda Levitsky 00:13, 7 May 2007 (PDT)