hellclad Posted February 6, 2014 Share Posted February 6, 2014 I'm working on this simple pillow for an event and the prim cost is coming up to 13... Does that make sense for this simple small item?http://i.imgur.com/taUGbE4.jpg Link to comment Share on other sites More sharing options...
ObviousAltIsObvious Posted February 6, 2014 Share Posted February 6, 2014 what are the download, physics, server weights you see with the editor's More Info? Link to comment Share on other sites More sharing options...
hellclad Posted February 6, 2014 Author Share Posted February 6, 2014 http://i.imgur.com/owJVc3Y.jpg http://i.imgur.com/6FeTOxW.png Link to comment Share on other sites More sharing options...
Drongle McMahon Posted February 7, 2014 Share Posted February 7, 2014 The default physics shape is the convex hull of the low LOD mesh. This can be quite expensive for a convex object where lots of the detail atays in the hull. You need to specify a simpler physics shape. The easiest way to do that here would be to select the lowest LOD instead, but a costom mesh wou;d be better (pics to follow, maybe). However, your download weight is also too high, so reducing the physics only will just reduce the weight to that and no further, The real anwer then is that you have far too many polys in your high LOD cushion. Cut that right down, and you will solve both problems at once. There is no good reason a little cushion like this needs to have a LI more than 1 (or even more than 0.5 when it's part of a linkset). 1 Link to comment Share on other sites More sharing options...
Chic Aeon Posted February 7, 2014 Share Posted February 7, 2014 Just a guess but you may have used the sub-surf modifier a little too much? You can simplify your pillow by removing edgeloops. We can't see what SIZE your pillow is. Any chance it is five meters square or something like that. Easy to do if you aren't paying attention to size in your 3D program? That would make a big difference. Since your pillow is cubelike and physics aren't going to matter much for a pillow anyway, you could use a simple cube as the physics model. That will get rid of the high physics number. Taking out some of those edges will no doubt get the pillow down to a much better size. I agree 1LI should be the max for this. 1 Link to comment Share on other sites More sharing options...
hellclad Posted February 7, 2014 Author Share Posted February 7, 2014 I lowered poly count from 6000 to 1600... Still has a Land Impact of 10. Just read post above me, will attempt. Link to comment Share on other sites More sharing options...
hellclad Posted February 7, 2014 Author Share Posted February 7, 2014 In response - Size isn't an issue. http://i.imgur.com/PgtSiDJ.jpg It's only that small, poly count is reduced to 1600. Its not that big in Blender either. Will get a screenshot of that if I have to. Also, I use Blender as stated above. There's no resizing done, that's imported and dropped in. Edit 2 Changing physics shape to a simple cube got the prim count / LI down to 2, but it should be one. Is 2 atleast acceptable? Link to comment Share on other sites More sharing options...
Rolig Loon Posted February 7, 2014 Share Posted February 7, 2014 I made this set of five pillows and applied various textures in world. They each average about the same poly count as yours and come in at a L.I. of between 0.5 and 1.0. You might try reducing the count on your lowest LOD to zero, since you're never going to be looking at a pillow from 100m away anyway. 2 Link to comment Share on other sites More sharing options...
Madelaine McMasters Posted February 7, 2014 Share Posted February 7, 2014 Rolig Loon wrote: I made this set of five pillows and applied various textures in world. They each average about the same poly count as yours and come in at a L.I. of between 0.5 and 1.0. You might try reducing the count on your lowest LOD to zero, since you're never going to be looking at a pillow from 100m away anyway. Is your RL home that messy? Where the hell do people sit? Link to comment Share on other sites More sharing options...
Drongle McMahon Posted February 7, 2014 Share Posted February 7, 2014 Roligf's cishions make the point, but here is the picture I promised anyway; LOD & physics meshes; inworld with test texture and nice material (0.5m square); upload triangle counts. 7 Link to comment Share on other sites More sharing options...
hellclad Posted February 7, 2014 Author Share Posted February 7, 2014 Thanks everyone, I did manage to get it all sorted and fixed. http://i.imgur.com/2iRHg6Y.png After touching up a bit more on my pillow design, got it all fixed and dandy. http://www21.speedyshare.com/2dTsY/download/Snapshot-014.png Thank you. Link to comment Share on other sites More sharing options...
Rolig Loon Posted February 7, 2014 Share Posted February 7, 2014 Madelaine McMasters wrote: Is your RL home that messy? Where the hell do people sit? Ppppttthhhh!!!! :smileytongue: Link to comment Share on other sites More sharing options...
Coby Foden Posted February 7, 2014 Share Posted February 7, 2014 Madelaine McMasters wrote: Where the hell do people sit? :smileyvery-happy: :smileytongue: Link to comment Share on other sites More sharing options...
Madelaine McMasters Posted February 7, 2014 Share Posted February 7, 2014 Coby Foden wrote: Madelaine McMasters wrote: Where the hell do people sit? :smileyvery-happy: :smileytongue: I am sooooo tired of cleaning up after you kids... 1 Link to comment Share on other sites More sharing options...
Coby Foden Posted February 8, 2014 Share Posted February 8, 2014 Madelaine McMasters wrote: I am sooooo tired of cleaning up after you kids... Torley should definitely not be given any pop corns from now on! :smileyfrustrated: Link to comment Share on other sites More sharing options...
Bitsy Buccaneer Posted April 16, 2016 Share Posted April 16, 2016 Drongle McMahon wrote: Roligf's cishions make the point, but here is the picture I promised anyway; LOD & physics meshes; inworld with test texture and nice material (0.5m square); upload triangle counts. Hello Drongle and other kind people, I learned a method of making a pillow by using cloth collision to poof up a loop cut plane. I can get results which look like the first three LODs, although somehow with more triangles (approx 1300 for the high, 448 for the med, etc). But I cannot figure out how to achieve the set up used for the lowest. Removing that last set of loops very near the edge leads to strange distortions which are unusable in SL (some of the corners flatten out) and every way I've tried to duplicate the pictured lowest LoD from scratch leads to "Invalid region to join boundary faces" errors. What's going on with the distortions is a question I'm curious about, but right now the help I'd appreciate most is suggestions on how to achieve what Drongle has done here. I've completely run out of ideas on things to try. This is all in the name of learning to make the best most efficient geometry for SL, so many thanks to all of the people whose archived posts have helped so much. Link to comment Share on other sites More sharing options...
Drongle McMahon Posted April 16, 2016 Share Posted April 16, 2016 "XI" = Mesh->Delete->Dissolve Edges; "AltMI" = Mesh->Vertices->Merge-At Last If youdon't check "UVs", the texture will be messed up at the corners. 1 Link to comment Share on other sites More sharing options...
Bitsy Buccaneer Posted April 17, 2016 Share Posted April 17, 2016 Oh wow. That is really cool. My object looks fine, just like yours, but the UV is messed up. It's less messed up when I don't check UVs than when I do. Went to the beta grid and download is an unhappy 1.7. Triangle and Vertice counts are 1246, 744; 448, 296; 168, 128; 42, 48, so I have managed to end up with a hunk of unneeded vertices. (One more example of how important the lowest LoD is for LI here, as was talked about earlier.) I started with a plane, loop cut 15 vertically and horizontally, then extruded. I stopped my cloth collision animation a click after you did, I think; my pillow is a bit more indented at the sides and poofed up in the middle. But that doesn't change numbers, at least in blender. And since my numbers are higher than yours from the start, it seems my less efficient technique happened early and carried through all of the LoDs. I just can't figure out where. Letting the mesh uploader generate a lowest LoD gets me a good LI, but the corners disappear when camming out. It's a small thing, I just want to learn best practice. Thank you for your help. You and a couple others have had a hand in pretty much every mesh piece I've made, both directly and through your replies to others in the archives. It is very much appreciated. Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 17, 2016 Share Posted April 17, 2016 Bitsy Buccaneer wrote: Oh wow. That is really cool. My object looks fine, just like yours, but the UV is messed up. It's less messed up when I don't check UVs than when I do. Went to the beta grid and download is an unhappy 1.7. Triangle and Vertice counts are 1246, 744; 448, 296; 168, 128; 42, 48, so I have managed to end up with a hunk of unneeded vertices. (One more example of how important the lowest LoD is for LI here, as was talked about earlier.) I started with a plane, loop cut 15 vertically and horizontally, then extruded. I stopped my cloth collision animation a click after you did, I think; my pillow is a bit more indented at the sides and poofed up in the middle. But that doesn't change numbers, at least in blender. And since my numbers are higher than yours from the start, it seems my less efficient technique happened early and carried through all of the LoDs. I just can't figure out where. Letting the mesh uploader generate a lowest LoD gets me a good LI, but the corners disappear when camming out. It's a small thing, I just want to learn best practice. Thank you for your help. You and a couple others have had a hand in pretty much every mesh piece I've made, both directly and through your replies to others in the archives. It is very much appreciated. Remove Doubles after merging vertices. 1 Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 17, 2016 Share Posted April 17, 2016 Drongle McMahon wrote: "XI" = Mesh->Delete->Dissolve Edges; "AltMI" = Mesh->Vertices->Merge-At Last If youdon't check "UVs", the texture will be messed up at the corners. Thanks, I learned a couple of things from this! Link to comment Share on other sites More sharing options...
arton Rotaru Posted April 17, 2016 Share Posted April 17, 2016 UVs will mess up when removing edges which are on UV seams. With such a simple object (and even on more complicated objects), it's often the easiest to create the lowest LOD from scratch, unwrap, and align the UVs with the texture. 2 Link to comment Share on other sites More sharing options...
Bitsy Buccaneer Posted April 17, 2016 Share Posted April 17, 2016 Remove doubles and make the lowest from scratch. Will try both of those. TY. Link to comment Share on other sites More sharing options...
Rolig Loon Posted April 17, 2016 Share Posted April 17, 2016 Pamela Galli wrote: [.... ] Remove Doubles after merging vertices. Just to be sure that's clear ..... 1. In Edit mode, select all (A) 2. Then W >>> Remove Doubles If you're lucky, there shouldn't be any doubles if all you did was merge vertices, but it's always good to have that on your "Face Palm" checklist along with Display Backface Culling and Align Scale and Rotation. 1 Link to comment Share on other sites More sharing options...
Bitsy Buccaneer Posted April 17, 2016 Share Posted April 17, 2016 is A W >>> Remove Doubles the same as clicking on the box in the Tools window? I tried the latter method there and got a none to be removed notice. Now that I know how to merge vertices, I was able to fabricate that lowest LoD setup from scratch and it has 20 tris, so I think we may have sorted this or at least gotten good enough for a pillow. Except that pillows have this way of wanting to add themselves to more complicated projects. So do I head back into the time vortex that is beta grid so soon before bed or not....? Link to comment Share on other sites More sharing options...
Rolig Loon Posted April 17, 2016 Share Posted April 17, 2016 Bitsy Buccaneer wrote: is A W >>> Remove Doubles the same as clicking on the box in the Tools window? I tried the latter method there and got a none to be removed notice. [ .... ] Yup. As I said, you shouldn't expect to have any double vertices if all you did was merge, but that's one of those "idiot mitten" things that you do before you save and export a project, just in case. The one time that you decide to take a shortcut and ignore your checklist of "Things That Can't Possibly Go Wrong", they will. Link to comment Share on other sites More sharing options...
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