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Kriss Lehmann

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Everything posted by Kriss Lehmann

  1. Thank you very much for your reply! I have found the prim I was looking for. heheh Yes it's a chonky boi, but it has it's extreme use case.
  2. Specifically one that is at least 128 or larger in the Z dimension. I have searched the marketplace and asked friends, but have only found items like 2048x2048x.5, 1 or 2. I have some that are 2048 in one dimension or another, but not 2048x2048. Can you help?
  3. Actually, That was a very satisfactory answer! Thank you very much, Drongle.
  4. I can not point to an official standards document, so please feel free to substitute "industry standard" with "naming convention used by the larger public 3D engines (listed) within the the gaming industry". Thank you for the response.
  5. With the latest update to Mesh uploading, I started noticing a problem very quickly. My highest poly model started tripping the "material subset" error. After some reading, I saw the notice that model imports now have a strict LOD naming convention for "auto matching": LOD 2 is for Medium LOD LOD 1 is for Low LOD LOD 0 is for Lowest LOD Unfortunantly, this runs counter to multiple platforms (Unreal, Unity, CryEngine) that I've encountered: LOD 0 (or not using an LOD prefix) is for the highest polygon count LOD 1 is for the second highest LOD 2 is for the third highest etc, etc. This rule is what made my initial model upload trip the "material subset" error (Something you would normally see for a faulty material lower in the LOD stack). This matching feature can be turned off by invoking the "ImporterLegacyMatching" debug setting, allowing you to use any name for your LOD uploads, but my question is this: Why is this strict naming convention the opposite of the industry standard at all? A quick search will show that Unity, Unreal and CryEngine all use the LOD 0, LOD 1, LOD 2, LOD 3 naming convention for highest to lowest LOD models.
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