Sess Metaller Posted June 16, 2012 Share Posted June 16, 2012 God how I wish we could use normal maps for mesh objects in-world. Low-poly objects could look 10x better... Link to comment Share on other sites More sharing options...
Zak Kozlov Posted June 16, 2012 Share Posted June 16, 2012 not sure but a friend of me said that the lab is working on that ? I'm not reading blogs, whats-coming-news, jira or any of those things so I have no idea if this have any true / source it sure would be awesome Link to comment Share on other sites More sharing options...
Vegro Solari Posted June 16, 2012 Share Posted June 16, 2012 The people have been wanting it for years! Link to comment Share on other sites More sharing options...
Nalates Urriah Posted June 17, 2012 Share Posted June 17, 2012 There are rumors of a materials system in the works. The Lindens won't say any more than that they have thought about it and considered it. Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted June 17, 2012 Share Posted June 17, 2012 I was wondering the saMe thing.... Has anyone used the Generate Normals feature on the uploader? I was wondering if it was the same as making normal maps Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices. Link to comment Share on other sites More sharing options...
Mikki Miles Posted June 17, 2012 Share Posted June 17, 2012 from looking at the result, using "generate normals" is just the same as setting a face in Blender from "smooth" to "flat" Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted June 17, 2012 Share Posted June 17, 2012 Interesting . I just tried it on my bed and set the crease angle for 500.000 and there is a noteable difference in the creases of the bed spread And the funny part is it made a 7 land impact bed into a 2 land impact bed lol. Nice reduction of land impact Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 17, 2012 Share Posted June 17, 2012 Generate normals will apply smooth shading to edges sharper than the angle specified. In Blender, smooth shading faces causes smooth shading with the same effect. The Edge split modifier allows you to control it by angle, like Generate normals, and/or by explicitly applying Sharp to edges. Both metods will reduce the download weight because vertices on sharp edges have to be repeated with each different normal of faces that touch them. For smooth vertices, all the faces have the same normal at the vertex*. There is an important difference between the uploader Generate normals and the smooth shading in Blender, that makes the Blender one usually preferable. The uploader version does not smooth across UV seams, while the Blender one does. Whoops - thought I should check, as that was from long ago and I don't use Generate normals. It has been corrected now. The uploader will smooth across UV seams *as long as all th edges meeting at it are smoothed. 1 Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted June 17, 2012 Share Posted June 17, 2012 Interesting indeed. Thanks for the expantion and tip . Link to comment Share on other sites More sharing options...
Nacy Nightfire Posted June 17, 2012 Share Posted June 17, 2012 When I think Normal Maps in SL I have an image of all the SL mesh creators looking like Homer Simpson dreaming of donuts. :matte-motes-smile: "doooonuts!." Link to comment Share on other sites More sharing options...
Masami Kuramoto Posted June 17, 2012 Share Posted June 17, 2012 A normal map turns this... into this... without adding geometry. Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted June 17, 2012 Share Posted June 17, 2012 I know whaT a normal map does thanks Would be nice to be able to use them of course Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 17, 2012 Share Posted June 17, 2012 Masami Kuramoto wrote: A normal map turns this... into this... :matte-motes-shocked: And I always thought it was gangrene ! 1 Link to comment Share on other sites More sharing options...
Fizz Savira Posted June 18, 2012 Share Posted June 18, 2012 So Drongle... Are you saying that if I use the "Mark Sharp" function in blender, and export the DAE, the uploader will use it? Thanks Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 18, 2012 Share Posted June 18, 2012 "...I use the "Mark Sharp" function in blender, and export the DAE..." Yes, provided... The mark sharp is an instruction to the Edge split modifier. So you have to add that modifier to see the effect, and then apply it to get the effect exported. Then it will make the marked edges sharp in the collada and the uploaded mesh.It will also sharpen them according to face angles if you leave thaty checkbox checked. HGaving lots of sharp edges will increase your download weight, as will using shade flat. Note that in BNlender 2.63, you have to actually apply the modifier to bget it exported. I usually save, apply and export, then undo the apply or reload the file, so that I can change my mind. In the forthcoming 2.64, you will be able to ask the exporter to apply modifiers (to a copy) so you don't have to revert it explicitly. That's the way it was in 2.49b. Link to comment Share on other sites More sharing options...
Fizz Savira Posted June 18, 2012 Share Posted June 18, 2012 I heard Gaia mention that new feature in 2.64, I'm looking forward to it And I really really hope it will work with shape keys as well, and apply the current values to the export. Link to comment Share on other sites More sharing options...
Nacy Nightfire Posted June 18, 2012 Share Posted June 18, 2012 If you forget to save and have applied the split modifier, just select all and chose "remove doubles" and that should set you straight again. Link to comment Share on other sites More sharing options...
Luc Starsider Posted June 25, 2012 Share Posted June 25, 2012 In 2.64 - or right now, if you build Blender from svn yourself or use a later version downloaded from graphicall.org - you will indeed be able to have modifiers applied at export time. But the last time I checked this in a build from svn, it did not work on rigged meshes. This will hopefully be fixed and working before 2.64 is released. - Luc - Link to comment Share on other sites More sharing options...
Gaia Clary Posted June 25, 2012 Share Posted June 25, 2012 Hi, Luc; Can you exactly describe what does not work for you ? I am not aware of a problem with apply modifiers, but if you can find a reproducible issue, then please create a test blend file and add a report to the blender bug tracker which describes how the issue can be reproduced. Or send it to me if you prefer Link to comment Share on other sites More sharing options...
Luc Starsider Posted June 25, 2012 Share Posted June 25, 2012 Hi Gaia. Admittedly, it is a while since I tried to apply modifiers on export for rigged mesh. I only tried a couple of times using one of the early versions of the feature. I couldn't make it work - the modifiers was not applied - so I went back to 'the old way'. I will build a fresh version of Blender from svn, test this thouroughly and, if you don't mind since I haven't set up a bug-tracker profile, send you the details if I have issues making it work. I think you've probably done quite a bit of work on this since I tried it last, so hopefully, I can make it work now. - Luc - Link to comment Share on other sites More sharing options...
Luc Starsider Posted June 25, 2012 Share Posted June 25, 2012 This time 'Apply modifiers' worked. (Blender 2.63.13 r48273 on MacOS X 10.7.4) But I came across a different issue. Perhaps it is by design? I had to check 'Include armature' in the Export data options section of the exporter for any rigging info to be included in the dae file (joints, vertex weights and so on). With the option unchecked, and no rigging data in tile, I could not check (naturally) 'Include skin weight' in the SL uploader. Let me know if you need any more information - dae files, system info, or anything else. - Luc - Link to comment Share on other sites More sharing options...
Gaia Clary Posted June 25, 2012 Share Posted June 25, 2012 Yes, you uncovered this precisely Blender will change its export behaviour and you HAVE to include the armature in the future if you want to see any animation data (including weights and skeleton). The fact that blender exported the mesh weights even without a skeleton has been identified as an inconsistency and so it was removed. I wil setup an extra thread here for this message to spread around Link to comment Share on other sites More sharing options...
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