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Charlotte Bartlett

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Everything posted by Charlotte Bartlett

  1. Thanks on the SP part, I had played with that yesterday. Results are fairly ok, but still finding the values slightly off on the rendering in SL in comparison. My personal issue is still that material creation in world. When we do larger assets with upload in the diffuse channel - then there may be some additional materials (normals) on focused areas. I will be shocked I mean surprised if LL actually pipeline it so we can import efficiently versus having to do manual material assignment in world. What really needs to happen is the GitF material can be assigned to a mesh for upload via dae (well FBX would be even better but I digress). As with many of these improvement projects, the user cases never seem to be public to understand how they are designing it and lack of documentation for thereafter to ensure best practice and optimisation.
  2. I had a play today on beta. I was looking to create defaults for substance painter for optimal workflow. I don’t like the implementation in SL with the material creation, it’s clunky and adds more steps to workflow that could be far more efficient. I can see it being manageable for small items or clothing but a full house unless we can map with upload it’s going to be painful.
  3. Our Saturday Sale 75l item this weekend has a small alcove would fit a table versus a sofa. Links are in my profile Charlotte Bartlett. If not you may want to try Galland Homes they have some lovely houses which may fit your needs.
  4. That’s super kind! Glad you able to use it, one of my favorites!! ❤️❤️❤️
  5. They are a good resource. But many of us who do our own mainstore sale won’t be listed there. (We are doing ours this year across our four regions).
  6. How I would love inventory management improvements so we could do power sorting and management beyond what is offered today with an archive and recall feature. 16 years as a creator, I don't let my inventory go over 16K still and I try to keep it mostly to around 12K but it takes a lot of effort/time.
  7. I have been noting this a bit recently too. I reboot the viewer and it seems to resolve.
  8. No it doesn't in reality, your statement could mislead people. New or uninformed creators end up missing out on many sales as they think no mod is some sort of ownership protection. They should be fully aware of copyright laws and how to protect their designs external to Second Life, so they can enforce if needed. No mod does nothing in relationship to "ownership". The only user case when they is actually true are elements like scripts where they are server side (if you mean to stop copying contents). To OP Home & Decor people will always be mod if they want volume of sales. Some scripts in Home & Decor may not be mod e.g. for Huds purely as they are third party items. It is always worth asking the creator if they will do a mod version and a polite discussion. It may be an old item, a new creator or somebody not understanding the commercial benefits of providing mod items to their customers. Fashion people (generally) will go no mod (I don't agree with it) if there are fatpacks etc - the rationale from some I have heard directly from is they don't want people tinting a white item (huge generalisation here) to lose out on sales. Honestly you can normally find things very similar in Second Life if one creator isn't meeting your direct needs that will have the perms you would like.
  9. It's not this data in isolation. It's the concept of big data about you as a person in the whole. That information allows profiling, which has historically (and currently still is) used for predatory targeting. You as a person, based on analysis of thousands of variables, are rated from your credit through to what to sell to you. The correlations of this data have potential to have disparate impacts to you, with you having little understanding of how data is used, packaged and resold History has proven (for those who remember the 2008 housing crash) how data was used to provide discriminatory outcomes. Data is really important as a whole, not just the small purchase of game tokens when you look at the wider picture.
  10. No. It has been since day 1 you have been buying from another resident. They just provide the exchange. It has always been documented.
  11. Their aim is to provide (and their website has been updated to include) TiliaPay Pay out wallet values to users and creators as real money Several payout currencies Direct deposit to bank accounts My original post notes information and fee structures they need to complete with. JPM payments will give them the ability to automate cash out processing via the ACH system.
  12. What they cannot do (yet) are small transactions at high volume, at the 2% cost level, in an automated fashion with real-time settlement... - That's where I see the interest with the JPM angle and significant opportunity for Tilia to operate in that market - then it becomes a interesting company. - It gives them the ability to move into new and variable sectors (think areas like micro transactions for articles etc - whether you agree with that or not). - Expanding that further open banking payments is looking to reach $116 billion globally.. So it's a good time to solve for my first sentence as there is significant revenue opportunity for those in the race to be gained.
  13. My random thoughts: I think it will finally allow connectivity into mainstream elements as part of a digital strategy. Also the JPM payment model (as let's hope the investment will have connectivity from the Tilia side into the JPM network) could allow them to automate a fair chunk (no more waiting for 2-5 days for a cash out as they can use the built in functionality and automation methodology that exists today). So cost avoidance, whilst not increasing their fraud and risk factors and basically ensuring it's a scalable model to roll out to other target markets/entities (and navigating the regulatory landscape). It also will help them provide a payment service that is inline with competitors and normal operations in 2022 (as they are behind on that as the whole cash out model used today is antiquated to say the least). From a Fintech space they have to compete with a 2% cost of payment (generally). So hopefully that investment goes into elements like opportunities to cross populate with Plaid, Zelle etc as well as automated ACH etc (for the US side) leveraging JPM Payments methodology. We pay 5% right now to cash out, so with the automation and scalability I would expect this to actually protect us from larger increases and remain more stable on the cost front. Now I have jinxed it I am sure...
  14. (1) your poly/tris are WAY too high you need to reduce these . Can you screenshot the numbers with LODS. I have seen this happen with mesh that is too complex (sometimes a relog can give your viewer a break to see it), but if that's the case it shouldn't be in SL in that format. That does not answer your question, but with poorly optimised mesh, there could be multiple of reasons. Unlikely flipped normals if they presented ok before linking.
  15. Hi thank you, the Reliable option presents with the bug from the dae file so isn't a workaround but I have some more testing to do this weekend to narrow it Thanks on the upload link that's exactly what I needed, I appreciate it!
  16. Hi, I am probably being stupid but can't find the July 2021 release for Firestorm to download on their site - does anybody have a link? I mistakenly upgraded to the latest version and it no longer supports any non custom LODS using DAE when auto generated in the old "way". The issue is at my end versus theirs but until I can spend quality time on creating a new Second Life workflow I need to fix my Saturday Sale build Background in case any other Cinema 4D users search for LOD issues: The issue presents as when the LOD swaps the materials, the order and to which face the materials are assigned to, gets confused (so material 1 switches to the wrong face when the LOD moves from High to Med etc etc). So it looks great on high but then mid if you have 8 materials they all switch around and again on Low and Lowest for each custom LOD. It's been a known general issue (including LL viewer) as Cinema 4D has always done something strange with DAE 4 export if you create Custom LODS. The issue prior to the newest Version of Firestorm, if you used autogenerated LODs did not present. It now does present for those too. The workaround is to export to FBX from Cinema 4D pull into Blender and then use the Blender DAE export and ta da it works (obviously annoying to do this from a time standpoint)). I never really have had time to do a compare between the two program DAE exports to see what specifically triggers the issue (I need to to see if I can automate any fix at my end as the moving files through Blender adds more time/effort to upload). For furniture, I do full custom LODS hence I use the "Blender workaround" but for some larger uploads on houses where I only need the lower and lowest to be custom the new Firestorm viewer now behaves as when auto generated LODS are included (e.g on Lowest) the Custom LOD bug appears . I am on the latest subscription version of Cinema 4D, but I am a rare breed as I know only two other creators who use it, so it's something I need to fix at my end. (Unless I should be using DAE 5 over 4 etc now which I am midst testing). Note I put all the information on why I am seeking the old version (so I have time to debug and plan more fully) in case there are more than two creators using Cinema 4D and they also have an issue so search the Forum for a resolution
  17. Was excited to see this. Not yet usable for us who create multiple part meshes like houses as it splits the DAE into each mesh versus treating the DAE as one (and no ability to select all items to "Rez"). But looking forward to the next versions as hopefully this becomes available. Anything that avoids me having to use the Beta Grid is a bonus! Thanks for all the hard work on this, it's going to be so helpful for creators.
  18. Going to be interesting how the workflow develops especially pipeline from Substance Painter for non avatar items. Very keen to test it through along with probes.
  19. Proper LODs is a hell of an effort so your item looks nice at a proper distance. So hope you appreciate it, is how I would explain it to a Newbie. I am biased: last month 50 plus piece kitchen and accessories all with custom LODs bar the lowest (sorry not sorry). The effort this takes is incredible compared to those who zero it all out (those detailed furniture makers)…. Many new and old customers always want LOW LI and All The Details as that is “quality”. I can probably count on one hand those who ask if the LODs are custom. It’s a really small subset of at least my user base. Also it is its own workflow optimizing mesh properly. It is not really documented for SL products. It took me a lot of help from forum users over the years to figure my custom workflow. Either way if a newbie asked me about LODs I think I would be very happy!!
  20. Many merchants purchased the premium no commission license. We do not pay commission to Casper as we purchased the outright premium package at higher cost. It's that user case which is problematic if LL then try to charge on top. So I remain OT and don't get deleted: Linden Lab V Residents - If Caspervend wanted to withdraw from SL I can't see that LL had any choice due to the number of users on the platform using it.. So if that is the case, LL coming into a resident provided service makes sense.
  21. Interesting news. The good news is if they misstep and try to overwrite the license those of us whom paid upfront and try to implement transaction fees in the future, we can easily migrate to a third party vendor system and there are wider options now including self hosting for those who want their own servers/hosting. The bigger brands do this already. Opportunity to integrate into architecture and remove elements like dropbox. But what they MUST not do is try to make this like clunky Marketplace. Caspervends interface is actually pretty decent. Some gaps like product templates etc but generally not too painful to use. Losing that functionality must not happen. Finally, the revenue side, I could never understand how CasperVend kept profitable with their hosting needs with a one time up front payment for the core product. So I have to extend that concern to how LL is actually going to profit off this and that tells me despite the "for now" statement (no offence Patch), there will be monetisation efforts underway and at some point these will occur and cost us. Otherwise this acquisition makes little sense for LL.
  22. General Rule of Thumb You should only export items you personally create in Second Life. You should not export items you purchase from other users as licensing terms are only specific to Second Life usage under the permissions set. Some sellers however will advertise that they sell the external file (e.g. .dae or PSD files) and those are delivered outside of Second Life. These can be used based on the specific license terms they note. So no need to export yourself. What sort of personal use at you looking for specifically as there are some other options too which are an exception to the general rule of thumb e.g. texture maps, if texturing a full perm item that can be exported to create your own textures from.
  23. You have the diffuse channel showing - not material - have you exported the 2D view to see what it looks like? I don't use Spec I mostly use Rough for wood and plaster. Also when 2D looks wonky on your view 9 times out of 10 it's something on your material - check your metallic and roughness settings on the material.
  24. Creators who do it themselves, mostly prices are stable e.g. Adobe subscription has not gone up (still under 40 bucks a month for PS and Substance Painter) Blender is still free for those who use it etc. But their other costs may rise, for those who have SL as a business versus hobby e.g. electric, rent etc which may put a bit of pressure on to increase income. We also should not expect prices to remain the same always in SL cost of living raises are fair. We also benefit hugely from the weekly sales, put something new into the sale, huge volume makes a decent profit then next. So when you can hit volume events with low cost items it tends to even out. The creators who use third party teams like some clothing big brands and some of those newer H&G designers who use 3rd party mesh or teams and the ones who have "staff" might find it more difficult as contractor rates are going up in the market so either they will take a bite in their profits or have to increase prices. Personally I try to keep mine the same because I know people have limited funds and if something is fun and creative enough it will get the volume needed in sales to make it worthwhile to do.
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