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Mesh OK on Aditi but has missing faces on real grid


Jackal Dagostino
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Hi all,

I'm quite new to SL building and I have a model of a house (made in Blender and exported as Collada) with all 4 LODs. If I uploaded in the Beta grid it shows ok, physics work, and so on... but when I uploaded into the real grid it shows missing faces (see attached pic, missing faces also show a kind of spherical structure when editing the object, so they should be easily spotted)

Materials seems to be ok since I textured it on Beta to make sure everything were right, and normals should be ok too (checked in Blender and also they show right on Beta)

I thought that might be it could be too complex for the real grid (not sure why since Beta handled it perfectly), so I divided the house in floors, again everything uploaded perfectly to Beta, but even the lower floor showed the same behaviour (on different faces, see second pic)

I'm sure I'm doing something stupid and quite wrong, but I can't put my finger on it, since everything works as expected in the Beta grid... any hints? or ideas?

Thanks all

FULL HOUSE MISSING FACES.PNG

LOWER FLOOR.PNG

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Try to rez the building in a different sim and see if that helps. Also check if you have any significant packet loss.

Those spherical structures are essentially good old torus prims. When the viewer renders a mesh, it starts with a prim shape (which one depends on how many faces the mesh has, the torus is the shape for a single face mesh), then it cycles through the LoD models from lowest up to the one that is suppsoed to be rendered. Usually this is so fast you hardly notice if you notice at all. But if something goes wrong, the sequence can be halted early and that's what happens here. It is possible the mesh files were corrupted during upload but that's unlikely and easy to check.

 

48 minutes ago, Jackal Dagostino said:

I'm sure I'm doing something stupid and quite wrong...

Well, since you ask. I can't help noticing you uploaded the entire linkset with multiple identical meshes in it. That's definitely wrong (and the only reason is that it isn't stupid is that LL never bothered to document any of the essentials of good mesh making so it's not your fault you didn't know). It has nothing to do with the meshes failign to load though.

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Hi ChinRey,

Thanks for your reply! Read someowhere about mesh transfer failures, but the lag meter and region stats seemed right (according to other posts I've seen, as I seed quite novice here) but I guess I will give it another try.

Not sure if it is possible to check that before final uploading... I will double check this time but I'm almost sure the preview in the upload window displayed ok

Regarding the use of meshes, yeah, that's probably wrong, lol, I've done tests replacing multiple wall sections with a single element (which is what I believe you're referring too)... but then I needed to wrap my head about textures and, a lot harder, LOD files, so I made this just using linked objects in Blender, so when I was doing LOD tests if I removed an inner face in the original it got removed in all instances

But you're right, once I get through the basis I need to think on optimization (right now plenty of available prims in my land so no hurries), thanks again!

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