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Kozmik Foxclaw

Why does more then one image display on object suface when building

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Kozmik Foxclaw wrote:

Why does more then one image display on object suface when building. At first there was one image per surface, now there are multible images on one surface 

 

It's possible you have copies inside one another. It makes like a shimmering effect for the textures (bleeding).

Another cause could be alpha bleeding which is common in SL. Without images from you it's hard to determine what you have exactly.

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Kozmik Foxclaw wrote:

Why does more then one image display on object suface when building. At first there was one image per surface, now there are multible images on one surface 

 

It's possible you have copies inside one another. It makes like a shimmering effect for the textures (bleeding).

Another cause could be alpha bleeding which is common in SL. Without images from you it's hard to determine what you have exactly.

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Are you talking about faces? We did not always have them, but have now for awhile. You can select the faces in the edit window and then click on each face, you will see like a white target thing on the surface of the face you have chosen.

This is great to play with, but from a pure data standpoint, some1 can add a ton of data just because they want a different texture on each face, making the cost for your pc to store it high. Most creators do not understand this at all, and if textures are constantly reloading for you, then chances are, you are wearing something that is taking up a ton of space in your cache.

Also, now, we will have custom faces on mesh objects. Any creator who knows how to make mesh will be able to pick and chose, or even combine faces surfaces. So, lets say you are making a car, then you would make all the lights a different face, all the chrome parts a different face, and all the interior a different face, to allow you to change each set.

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Seeing an image of what you're talking about might help get a more solid answer, but I think that Knowl Paine had the right answer. Here's amore detailed explanation.

When you apply a texture to a prim surface, the 'Default' texture format is to apply one repetition of that texture in each direction. So for example, if the image was a logo for a business, you would see one copy of that logo.

When you re-size a default textured prim, there is a check box in the building tools for 'stretch textures'. If that is not checked, making the prim larger will leave that logo the same size, and it fills in the area around it with more repeats of the image. So if you doubled the length of the prim, you'd have one logo centered in that face, and a half of a logo on either side of that. Make it three times longer than the original, and you see three logos. Looking in the building tools and selecting that one prim face, you'll see that the repeats in the X direction, for example, changed from 1.000 to perhaps 2.000. If you change it back to 1.000, you'll only have one logo on that face, but it will be distorted now - twice as wide as it was before. If 'stretch textures' had been checked before re-sizing the prim, this stretching would have happened as you resized it, and the repeats in each direction would remain at 1.000.

"Repeats per meter" is sort of a strange texture setting. What it is supposed to do is tie the repeats to the actual measured dimensions of the prim, so if the prim face is two meters wide and one meter high, so a repeats per meter of 1.000 would apply the texture as one repeat in the X direction and 2 repeats in the Y direction. Double the size of the prim, and the image size remains the same, so you now would have two repeats high by 4 repeats wide. Since most building in SL is of a more arbitrary size and proportion, this setting isn't very useful to most builders.

There is also a texture format called "Planar" texturing, which projects the texture onto a surface, rather than mapping it to the edges of the surface. If you had a cube prim that you tapered to a point at the top, and the texturing was "Default", the triangular faces at the end will 'pinch' the texture to a point at the top. So a grid of squares would get narrower and narrower as you got to that point. Change that to "Planar", and the squares become squares again, with some of the texture not showing at the top. This is extremely useful when applying a regular, seamless texture like roof shingles to a triangular prim face. It makes them work without distorting.

Planar texturing also has a repeat factor in X and Y, just like Default textures do, that controls how often the texture repeats. But this is based on the size of the original texture in pixels. A 512 x 512 texture applied as a planar texture to a cube prim's face with a repeat of 0.200 will repeat twice as often as a 1024 x 1024 version of that same texture, applied with the exact same Planar texture settings. You need to adjust the repeats factor to make the texture fit the face it is on. But all prim faces that share the same texture and setting will have the same size for the details, regardless of the size of the prim face. So individual shingles in a seamlessly repeating texture, applied on a long rectangular face will have the same dimensions as the ones on the small triangular prim ends.

Planar textures only work on flat surfaces. If you apply them to the curved surfaces of a sphere, torus or any other curved surface, they distort in very unpredictable ways. Planar textures also may react badly if you resize the prim with stretch textures checked. The way they 'stretch' does not work right in SL's building tools. If you re-size a planar textured prim and the texture repeats seem to distort, change the X and Y repeats back to what they were before in the building tools. You may find it less confusing to apply planar textures only after prims are at their final size,

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