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Tyiler Scarborough

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  1. Im working on a hyper Modern skybox right now... Im a high school dropout so i have no formal education but it's fun to let your imagination go wild =D i I have a friend who is a professional Architect in SL and he looks at my builds and is like... "yeah im glad this isn't in real life... it would kill someone xDDDD" #Sam P...
  2. So, What I was wanting to see is more of a secondary layer to put a image into ... You can think of the second "layer", I specifically would NOT want "on the fly AO", but rather a defined AO image that Icreated and imported. Also You can think of this idea of adding drips from window ledges, rust stains, edge grunge, graffiti... Anything you can imagine... So one layer would be tiled.... so i can repeat it over and over to use a tillable material, then i could add a Grunge/AO map that is defined in a 0-1 UVspace... to add a extra detail. How you can do this now with duplicate geometry.. and i feel it will also be that way going forward.. I just figured before a release is done, we should try to add as many features now and fix them before adding them later/never >_>
  3. Hey Everyone, I wanted to explain and share my use case for Material Layering and Multiple UV mapping and how this could help increase performance while also adding fidelity to our environments. Let me explain the best I can. Multiple Material Layering with Unique UV mapping Channel (Baked on mesh on all mesh not just avatars) What? Similar to Photoshop or Gimp, you would be able to layer one image on top of another. Why? To allow a defined AO map that doesn't tile Why not use AO map which is in the red channel of the ORM? Its not that good, it's not strong enough and with a custom AO layered on top will give a clean result + Roughness control will block the light reflection in the AO shaded areas. Main Benefits of this? To allow tileable textures but retain a strong AO to give objects a MASSIVE increase quality Lowers multiple textures downloads because of Ao being required to stay within it's 0-1 uv space Most likely speeds up performance due to not loading as many textures, creates overall better result. You do add a few Textures for the AO, But it doesn't need to be a 1024; And using tileable textures instead will balance out in our favor Allows for material changes on mesh without rebake/repaint/re UV Allows Users to Customize their homes/products with add-on Material kits? or their own materials? I've provided examples, in which the one labeled "AO shell" has a duplicate mesh on top of the base mesh to simulate a layering effect, but doubles my land impact. FULL RESOLUTION IMAGES (please allow google photos to fully load image, they're close to 4k images) : https://photos.app.goo.gl/kPM1VmvqVfXs9SH47 See in world : secondlife://Aditi/secondlife/Materials1/65/57/23
  4. I just discovered this land today on the map.... I tp'd to the closes open sim to try to cam over... xD I wanna see!!! this looks like a Machinima dreamland =o can i help? I can build a lil bit =o
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