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Charlotte Bartlett

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Posts posted by Charlotte Bartlett

  1. Hi I can’t make you a video, the above is basic workflow.   You are far better first understanding the application then applying it to SL creation.  Basic skills such as how to light, bake, uv map etc.

     

    blender would be a far better option for SL.

  2. As a side note the version of C4D you are using was a terrible one for rendering (in my opinion) are you on subscription as I would recommend getting onto at least R21 as they did a LOT of improvements to the quality of baking outwards.

  3. 5 minutes ago, Duffy Kayor said:

    I will leave here some information you requested.

    GI+AO https://prnt.sc/t571qy

    lighting https://prnt.sc/t5725l

    Uvmap https://prnt.sc/t5739j

    Bake Texture https://prnt.sc/t5768w

    CPU: Processor: Ryzen 5 1600, Cache 19MB, 3.2GHz
    GPU: EVGA GEFORCE GTX 1060 6GB GDDR5 SSC 192-BIT
    Memory: HyperX Fury, 16GB (2x8GB), 2400MHz, DDR4 
    SSD M.2: Samsung 970 EVO NVMe 500GB

     

    Thanks - so you can ditch all that lighting for something this simple and the studio set up.  Just use a sky (not physical) with a basic material with luminance.
    Tweak those bake settings and hopefully match the ones I provided and see how far you get - the UVmap for one slat versos all slats approach I think will give you the biggest win....

  4. If this helps also : -

    1. That object you can uvmap one of the slats then copy and paste it.  Then just link it all together before upload using the same UVs to reduce textures.   - One material required and will be higher resolution.  If those slats are for the ground I would also remove the bottom face to save even more polys and further increase your UV resolution as a result.  There is little point to spreading a UV Map over each slat separately it will reduce your quality and nobody will really notice.  If it's a big deal and you really must see wood variation between slats you can always uvmap 2 or 3 slats then copy paste them to mix them up before linking (and bake each one).  But that's overkill for SL.
    2. Your scene has no lighting that I can see.   For something as basic as your model - just add a sky with a Lambert material with Luminance on and all other channels off (including color).

    3. Your rendering settings aren't showing so make sure you have GI on (you can use IR as primary and Light mapping as secondary).  Make sure (per your basics when you learn how to render) to turn off default lights under options)
    4.  Use the Bake Materials (Texture) Tag always never Bake Object.
    5. Output to 4096 x 4096 and in PS reduce to 512 x 512.  Take the AO map and multiple it over the Color map.  If you want to bring up the "grain" in the wood, in PS open the Raw Camera filter and pay with clarity/texture etc for the Color map.  It can sharpen your texture without need for high resolution images.  Honestly, again to speed up on something as simple as this model you can probably bake at 512 and just do a little enhancement with the Raw Camera filter in PS.

    Cinema 4D is a terrible baker in my opinion for SL (it will improve once Corona releases their bake texture feature due at some point).    You really may want to look at Blender if you are getting into SL as it has a wonderful SL community who use it (and it's free), or Substance Painter for your baking part of the workflow.  


    Per the above I recreated your model roughly example screen shots - >

    1. UV Map for a Slat 

    https://gyazo.com/696093ee091acd7b74db2ded1ba56da6

    2.  Lighting

    https://gyazo.com/552128705469deb707b5cf3343d10d7d

    3. Rendering

    https://gyazo.com/1b308d11a310e4c9c7705f6673e2ae09

    4. Bake Material

    https://gyazo.com/b79f36a993961c25a21482758927b141
    +
    https://gyazo.com/8bc3a6777b8a22b6a0fec056f4231e87

    5. Add Baked Material to color channel replace the wood texture you are using.  Linkage before upload to SL: Connect all slats together using Object Connect and Delete (this ensures each slat is using that one material).

    https://gyazo.com/b8f8edbc5b446b48ee40111e360ea9b7

    I will leave LODS and physics for another day - the last thread on C4D the OP didn't bother to return or post back, so hopefully you'll find this more useful.


    This is the MOST basic set up possible, there is a lot of theory to balancing samples/lighting.    But this would at least sort your model.

  5. Hi there you may want to read the other Cinema 4D thread Just a few below this one... did you follow those steps out of interest from that?

    Show us a screenshot of, otherwise we are in the dark so to speak.   I am not sure what skill level you are in C4D are you used to unwrapping, lighting, balancing samples/rendering settings etc.

    (a) your scene lighting and samples

    (b) your render settings including GI and AO

    (c) your bake texture settings (don't use bake object - use the bake texture tag as you aren't animating).

    Also your UV Map looks a little strange, did you overlap the uvs when you unwrapped it?

     

  6. On 6/22/2020 at 1:08 PM, Qie Niangao said:

    I guess that's right. It's kinda tricky though. Changing a fee denominated in L$s isn't quite the same as changing a US$ charge. Charges of real world currency are actual revenue, whereas L$ charges only indirectly cause revenue to be booked somewhere else in the economy.

    The most direct path is if the charge causes demand for L$s to increase, forcing the money supply to expand by the Lab selling brand new L$s on the LindeX (rather than trading L$s resident-to-resident). That happens, but there's also a risk that a higher L$ fee could instead cause basics to do fewer uploads (or whatever) thus reducing demand for L$s.

    I think the real revenue play would be to use reduced L$ fees to entice people to go Premium /-Plus. Collecting real US$s for those subscription fees is way tidier and more certain than the money supply contortions of L$ fees.

    That said, though, they need L$ fees, too, as a "sink" to offset "sources" such as stipends; the last thing the Lab should ever consider is to buy L$s on the LindeX to keep the currency stable. Fortunately, one huge L$ sink is Marketplace: all those commissions and special listing fees charged in L$s can offset a whole lot of stipends -- probably enough to afford foregoing some upload fees from their Most Special Subscribers.

    We are on the exact same page.  Roughly finger in the air with a ton of assumptions (always the best math right?) if there is a 50M income tag on SL annually at the moment; sinks for all those uploads, marketplace fees, etc etc may equate to an equivalent in the region of 3-4M USD annually.   Stipend payout (and I don't have up to date premium user numbers) in the region of 3M USD.     Reducing those sinks to 2M but adding 4M to your balance sheet in premium plus fees would make the company look far more attractive externally.  When you tie those to the Lindex volumes and fees I think there are some opportunities in there for LL.

    I think they have some/a little wriggle room to remove some sinks if they increase premium subscriptions for a plus account that does not pay a stipend but provides something like a more inclusive package aimed at those who want a Homestead, content creators who heavily upload, profiles expansion for commerce etc.  It's ok I know I am dreaming :D

    Albeit, Supply Linden has had a very busy few months on the Lindex with the inflation against USD.....

     

     

    • Like 1
  7.  

    1 hour ago, LittleMe Jewell said:

    I wouldn't totally bet on that.  They have said many times that they want to spread their income out over more areas.  I could see something like 5L upload fee for Premium Plus, 10L for Premium regular, 15L for Basic accounts -- not for mesh uploads, but just the other uploads that are currently a flat 10L.

    That would not surprise me, I think you may be spot on in terms of their approach..  I spend roughly equivalent of 360 USD a year on uploads at the current Lindex rates.  So on the math alone (assuming I am a mid range content creator example), I can't see how they would make it free for Premium Plus, unless it costs a significant fee.....

    Also the worst thing they could do is increase the cost for basic.  I hope they learnt that from the group changes (which were rolled back after residents feedback).
     

    May the speculation continue until we know! 😅

  8. 1 hour ago, Whirly Fizzle said:

    The viewer code changes to support Premium Plooos give lots of good hints about what might be coming.

    • Ability to raise attachment limit
    • Ability to wear more than 2 Animesh attachments
    • More group slots
    • More profile pick slots
    • Ability to have different group creation fees, depending on account type (Basic, Premium, Premium Plus)
    • Ability to have different asset upload fees (Texture, Animation and Sound), depending on account type - Fee is based on your subscription level. Higher levels are charged lower fees.
    • Ability to have different upload fees for different asset types

    That's really interesting, thanks @Whirly Fizzle!

    If premium makes mesh and texture uploading worth while - this is the first time I would be interested as a Concierge user to also get premium if the math works out.  I spend around 7-8K L$ a month on uploads for my store (mesh+textures etc).  So for me it will be interesting to see how they factor this.   I am a hobbyist user, so I can imagine larger content creators would far exceed that.   I was always hopeful they would find a way of making premium attractive to content creators.... excited to see what comes our way!

    I also like the Picks one as again purely from my own use.  (I would love to have individual picks for each of my social media aspects, plus then the latest new releases along with the standard ones on customer service, info, redeliveries etc).   My main desire was always to see a more flexible profile for those who have stores - More picks isn't the full solution, but it's a good start.

    Also quite interesting as removing sinks for USD income, makes an interesting change to the balance sheet....(and valuation).... possibly.

    • Like 1
  9. 9 hours ago, Love Zhaoying said:

    This sounds smart (if not against TOS)! So instead of giving away all my L$ when it accumulates, I should "park" it!

    Where is it against the TOS to do a limit sale and cancel it?   If I have inadvertently missed a part of the TOS on this, please let me know - as I will update it!   Apologies.  I just read through and can't see to find this, is there a citation?    Many land barons have done this since the dawn of time.

    That being said - in the spirit of the OP - Banking is never coming back to SL in any form by residents.   Linden Lab / Tilia are a Money Services Business as defined by FinCen and must adhere to US regulation.  

  10. An alternative - You don’t need complicated alts etc and LL are still some away from 2FA.

    if you want to “bank” Linden dollars simply do a limit sell on the Lindex 20 points below the best Sell rate. 

    When you want to return the Linden dollars to your account simply cancel your Lindex Limit Sell transaction.    Being 20 points below your sale will simply “park”.

    LL is a Money Service Business per their FinCen listing, so you will never see any legal bank within SL now.  

     

    • Like 2
  11. I am probably going WAY off topic - but I noticed in the latest version of Firestorm - when you upload an image (for 10L) - it now also says "Fee is based on your subscription level. Higher levels are charged lower fees".    Is that something coming our way I wonder -  e.g. Premium get free uploads.  

    The learn more link just links to https://secondlife.com/my/account/membership.php? which doesn't note any new premium perks relating to upload fees.

    The L$ sinks from uploads for Mesh/textures are part of what offset the stipend payments.....

    Or has that been there forever and I am only just noticing it!

     

  12. LL do still recognize Beta charter accounts.. at least in billing terms and scope may differ to the above discussion.

    " beta charter accounts (no longer available but still recognized)"

    Per LL's Billing Policies for Second Life.

    Also still on the Wiki (last update 2009) - > http://wiki.secondlife.com/wiki/What_is_a_Charter_Membership

    I can't find anything from LL on removing Charter rights.

    • Like 1
  13. 3 minutes ago, Adamburp Adamczyk said:

    when to ignore is in the eye of the beholder.  Not all posts are disagreeable to some, but are to others.

     

    I tend to just block those that I don't want to see, even inworld, but doing this is what prompted this discussion thread.

    Well my test is complete - I know you haven't blocked me! (only joking) .... yet.

    I think Luna might have found the way to tell - the person I was talking about too is noted as an Advisor.

  14. You can def ignore Moles.

    I know a fellow person who posts whom I would never ignore as her posts are thoughtful, intelligent and interesting.  But if I hover over her name I couldn't ignore her (she isn't LL).  So again without giving details away - I know there are some people who must have moderator or legacy permissions on their account that prohibit us ignoring them.

    • Like 1
  15. 24 minutes ago, FairreLilette said:

    That's part of it.  But, we need to deal and help the people who are here, not bring in more immigrants.  If the people who are here now are helped and including oh yeah those of us waves I'm here too Americans, then talk about more immigrants later but first help the people who are here now.  But, includes those who are here now in California.  I am for their immunity and citizenship, the ones who are here now.  I am speaking of reform regarding those who are not here but who want to immigrate here when I said that will have to wait because the other ones are already here so they couldn't be a wait because they are here.  

    I think we have a misunderstanding on the word immigrate.  I'm talking about more coming in.  That should not happen until those who are here are taken care of.  

    I can’t follow your logic apologies at an intellectual, economic or social level - can you explain?
    As a guide as to why I have an opposite position on why legal immigration should be encouraged not stopped.  For me it Is for the rich experience and opportunity it brings to those individuals,  but also the societies to which they contribute to.  Skilled workers, Investors are part of those Immigrants, it's not just a one sided story.

    Plus economics: In 2014 records immigrants paid an estimated 328 billion dollars in state, local, and federal taxes. Immigrants paid more than 25pct of all taxes in California, and they paid nearly 25 pct of all taxes in New York and New Jersey.   These figures need updating and I haven't had time to do current research.

    Either way, I am sure opinions can be fueled by personal feelings and experiences.  We will all differ.  My experience is legal immigration is a positive and helpful way to develop and better your country.

     

    • Like 1
    • Thanks 2
  16. 6 hours ago, FairreLilette said:

    I'm not so sure Luna that the problem is Capitalism.  Democrats have wanted this flood of immigrants into this country and many people say it's because the Democrats want voters and that the Dems are "buying votes" by having this huge influx of immigrants.  I cannot say I agree with this in toto but it is partly true.   I think there is no denying that.  

    I think the large influx of immigrants has shoved the Black Americans towards the back.  The programs and the money should go to Americans first.  It is our money.   Programs for American's first, immigrants wait in line.  This IS American's money.   Not to mention the rich wants the immigrants here because they will work without perks, health care, etc.  

    I find this post quite troubling apologies.    

    Let's use me as a test example.
    British, now working in the the US.

    I signed the book on the way in.

    I pay Federal, State, City Taxes.  I pay for your social security, medicare and all that (and I am not eligible to claim those, nor unemployment).  In fact if I became unemployed I have days to pick up my home and move back out of the country.

    I am one of those "huge" influx whom are paying for your benefits, infrastructure and schools etc.  I contribute more than the average American as a result as I am an Investor in the US.

    I have not pushed anybody to the back as an Immigrant (technically non-immigrant status).  Instead, I am part of the immigrants in this country who do their upmost to work hard and contribute to the country I am a guest of.  Your "money" also comes from people like me, not just "Americans".  

    Oh I also can't vote, so nobody brought mine.

    No offense intended.

    • Like 4
    • Thanks 3
  17. I don't use Octane - so can't really help on that front.

    But:

     

    a - I can't see any lighting or environment / HDRI in your scene - so how are you lighting the glasses?

    b - what do your UV Maps look like (good UV unwraps are essential for texture quality).

    c - I can't see the full scene so can you screenshot (i) your bake texture tag and what settings you have; and (ii) your rendering settings are that you bake against for both GI and AO and the usual sample settings.

    d - I am not sure how Octane materials bake, but I would recommend if you are just starting going back to basics and bake using the native C4D renderer.  *note I have been waiting for the Corona Renderer to support baking for C4D - but that's off topic.

    Good baking in C4D tends to be a balance of (a) Sample settings (material and rendering) (b) Lighting (c) UV Maps (d) Material quality.

    Personally, for something like glasses I would unwrap in C4D and use Substance Painter for the materials/bakes versus Octane - but that's just my workflow. 

    In summary:

    Model the Item
    Unwrap the Item
    Apply C4D Materials
    Light the Scene
    Set Rendering Settings

    Baking Workflow:
    Add Bake Tag to each Model (4096 x 4096, Pixel Border 1, Continue UVs (on), Format (I use TGA) Bake Surface Color and AO.   Note supersampling can be selected but will slow it down a lot - so try to get better quality using Rendering versus the tag).
    Hit Bake (select all bakes together if you want to go and leave it running).
    Attach final texture to the color channel of a basic material assigned to the model*

    *I  use PS to reduce the baked textures down to the final size - for glasses I wouldn't want to see anything more than 256 x 256 but you can experiment (never use 1024 x 1024 for small items).   I also make overlay AO into the color bake (use AO as a multiple layer) - save it.   Upload the final .tga material to the color channel in C4D and upload.  You can speed it up AO doesn't need to be baked at 4096 - you can bake it at the 1024 size then lower it also in PS.

    Hence why Substance Painter is far quicker as a baking workflow than the above imho.   It will do this in minutes as you can export the textures now from the program.

  18. I think sometimes (love Beth's answer) you can also find a shared interest to use to teach them.    We got ours a Raspberry Pi.   Skills we are learning are patience, logical thinking, problem solving, creative thinking, assessment of solutions, design, coding, having fun, persevering etc etc.


     

    • Like 2
    • Thanks 1
  19. 46 minutes ago, Tarina Sewell said:

    the only difference is the color. .. . ..

     

    Apologies you have lost me.
    The font, hand drawing, layout are all now different.

    As much as I prefer monochrome logos, I think the new one could have worked lovely with the old colours too.   Would have saved them the huge job now of having to do things like change colours all through the website.  E.g. Forum logo in now bright blue, little icons are the old colour.   

    If they had kept the old colour:

     

    image.png.a3f0aeb6cddb027555ecc22dc05715ef.png

    • Like 3
  20. I doubt it would have been due to DMCA per the link Bigmoe kindly shared.  
    When you are the recipient of a notice you must receive said notice so you able to counter file if you believe you own the copyright.  That still could be the case, but you must contact LL to get them to send you a copy in case your spam folder ate it etc or it got lost en-route to you.

    I personally think It sounds almost more like you have infringed upon LL's general policy.

    e.g. if you used "SL" in your product name..... (that's their trademark and has rules around how you can use it)  
    These are their rules to check to see if you were following them (it's a bit of a long read!) https://secondlife.com/corporate/brand/trademark/sl_insl.php#guidelines
    or perhaps there was something in the product description or product itself that fell afoul of their IP policy.  Nobody here can tell you per above.

    Solution: Raise a Support Ticket I mention in my post above,  You can raise a support ticket by going to Secondlife.Com - click Help, then Support, then Raise a Support Ticket - right hand side.  You can ask for them to send you specifically what you infringed upon and ask if there is a DMCA takedown and if so can they resend you a copy of it and provide your email address so you can counterfile if relevant.

     

    • Like 1
  21. I do miss the SLDEV side of things.   I think there is internal demand for solution providers.  Not sure external demand e.g. like the big old commercial projects.    For those in SLDEV we would be vetted (had a RL company, tax ID, Portfolio, Customer References etc).

    We did a major virtual conference sponsored by Adobe, BBC, Linden Lab etc called Head Conference.  But my favorite of all time was for Comic Relief  "Sport Relief" where we had an All Stars Race off against the Lindens to raise funds in springy shoes back in 2008.

    Rivers Run Red was another SLDEV (anybody remember the 
    Immersive Workspaces thing?) plus Electric Sheep and OnRez Viewer project.....oh the memories.   Not everything was successful but what I still remember fondly was how full of hope / ideas there were (regardless of your position on RL companies using SL).   IBM was still a great early adopter with employees using.

    From what @Izzy Linden said on the Lab Gab is this more "inward' focused in a way but also still allows for full service SLDEVs.  So anybody whom provides custom services e.g. custom builds, avatar styling - so small projects (so I am guessing payment is possible in Linden Dollars).    It's all up on his Lab Gab with Strawberry.   This sounds like it will plug the gap on Marketplace where you can't list "services" e.g. where it would be a variable payment / quote.

    One hope I have is that they think about are solution providers who can be new user mentors......("guides")......


     

     

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