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Aquila Kytori

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  1. Another way to copy a material from one object to another is to use the Material Special menu. To copy a material from one object to another but without linking them : This will copy and paste the material but they are not linked. This has has created a new material for the second object. (not linked) Changing a material option on one object will not change it on the second object.
  2. If later you need to separate the materials so that changing a material property on one object no longer effects both objects then we need to make it a single user. (Unlink the material) Select the object to be unlinked and in Material properties > click on where it displays the number of users for this material. Unlinking the material :
  3. Without having a step by step of what you are doing it is difficult to say why copy and pasting in the Shader Editor is not working. There are other methods you can use to copy the material from one object to another. In the example below we are copying the material that is on the cube to have it also used on the cone object. Select the cone object and then in the Materials properties > open the Browse materials to be linked drop-down and choose the material/shader that is being used on the cube object. Now both objects are using the same material. Change a shader option for one it will change for both objects. I
  4. Noo no........ The reason I triangulated my island before explaining about using the Knife tool to create ridges and slopes was to closer match your model in your screenshot. If you check again my original post you will see how the island was mostly quads. Tris used to reduce geometry when filling in or to control some of the ridges : Always try to create your models using quads. Triangles in the mesh break edge flow and can cause shading problems. This 64m island terrain mesh is a special case. Because it is so large, as Rey mentioned above, every triangle counts. There is no opportunity to control the LI cost by messing about with the lower Lod models. Zeroing them out to minimum or using the High LoD model in all the lower LoD slots will have the same effect, none. Here we don't have to worry about edge flow just vertex and tri count. A typical model for SL would look more like the little tugboat in the image below. All quads during construction except some triangles used in filling in circles to produce disk shapes. The tris you see in the hull and cabin walls were introduced only at the very end of modelling and are a result of a little bit of optimization. So much easier to work with quads. Every time you extrude an edge(s) it creates a quad(s). Working or editing a typical model that has been triangulated or is mostly tris will drive you crazy. Yes texturing will be the elephant in the room ! I remembered a thread from 2017 when Chic was making some large terrain meshes : Perhaps @Chic Aeon can give some tips on how she went about UV unwrapping and texturing the models ?
  5. The Align option in the build editor is not available in Linden Lab's Second Life viewer, but is available in the very popular third party viewer Firestorm. Link to the Firestorm download : https://www.firestormviewer.org/choose-your-platform/ You may find this previous thread usefull :
  6. Just to be clear whenever I have referred to the LI cost I was not talking about the L$ cost of upload but the Land Impact cost. The Land Impact cost is taken from either the Download cost or the Physics cost, which ever of the 2 is the highest. You will almost certainly get a lower Download and Physics costs if you create the island from scratch using the "draw" (extrude) vertices method. As shown in the examples above, for the draw method LI was 19 (taken from the Download cost of 18.7) compared to decimated version LI cost of 45 (taken from the download cost of 44.5). You could reduce this a little more with more decimation and manual tweaking ......... the choices are all yours.
  7. Using the Knife tool in Blender to add geometry for new ridges and slopes. Example: Tweak vertices as needed.
  8. See my previous post: "draw" out the outline of the island, "draw" out contour lines for ridges and base of mountain, fill in with tris and quads, then extrude up. To create/add more ridges etc use whatever method you like to add the extra geometry so that you can extrude the relevant vertices up a little. Looking at your very low poly mesh as it is in the screenshot I think i would use the knife tool to add the new contour edges but if it works with bevel then go for it. You went to alot of trouble to learn how to successfully import your sim terrain into Blender and now you go back to the hand drawing the island ? What didn't you like about the imported terrain ? Was it the high LI when brought back into SL ? Around LI = 200 for the 2,895 vertices/5,687 tris. island version. Did you try reducing the poly count using Blender decimate modifier ? After decimating at a ratio of 0.2292 (see screenshot below) and then some further reduction by removing the unnecessary triangles around the base of the island followed by merging vertices from around the sides until the tri count was 990 , I exported, uploaded (using High LoD for Physics and not Analysing in Step 2) I had the LI cost down to 45. If this is a acceptable LI cost for you then I would suggest you use the Decimate modifier instead of creating the island from scratch. Simpler and quicker to do and the result will be a more accurate representation of the original island. In Object mode > Decimate modifier > watch the effect on the model as you reduce the Ratio slider :
  9. The reason for the parsing error is because the X Y and Z scale of the object is -1 instead of 1 (plus the X Y and Z rotations should all be at 0° before exporting). In Object mode select model and open the Apply menu with Ctrl A and choose the All Transforms option. After Apply scale and rotation you will need to Flip the face normals. In Edit mode and all of model selected Alt + N > Flip.
  10. For very large "terrain" type models you need to keep the geometry as low as possible otherwise when rezzed the LI cost will be in the 100's ! The model you shared uses 162 vertices along the outer edge of the island. This is to many ! Try redoing it but this time aim for around 60 or so vertices for the outer edge ring. Example : ................ so no more text : Ready to do a test export and upload to check Download and Physics costs : I was "lucky" with this example, when using the high LoD model for Physics the physics cost was well below the Download cost so avoided having to make a separate physics model. What to do if you need the model to be larger than the 64m max. ? ...................... you will just have to slice it up into dimensions that are permitted and assemble inworld.
  11. I don't know the sandbox but you could try the following : Copy this 10ft x 10ft grid texture from here : https://content.invisioncic.com/Mseclife/monthly_2022_02/1846534030_Grid10x10ft.png.e9acb35c5609deaaa2d2d17a8e89e23a.png (for the full 1024 x 1024px size) and upload it to SL : For a 50ft x 50ft build platform: Rez a cube and resize it to X = 15.240, Y= 15.240 and Z =0.01. Texture the platform with the above texture and set the Horizontal repeats to 5 and vertical repeats to 5. Now you will have a platform marked in feet and inches to build on. To prevent accidental selection of platform while building set the platform to Locked :
  12. Nice one ! I like to see "mechanical" machines with moving parts in SL.
  13. The most common cause of this is that the object has more than one UV map. This can result in the wrong UV map being uploaded with the model. In Edit mode with the model selected click on the Objects Data Properties tab and then under UV maps check if there are more than one UV map listed. If yes then you have the option to either delete the one(s) you don't want or simply make sure the one you do want is selected (active) before you export. Don't confuse the selected/active UV map with the little camera icon. The camera icon is only for telling Blender which map to use when rendering . In the screenshots below there are two UV maps for the model. UVMap and UVMap001 The first image shows the correct UV map has been selected : The next image shows the incorrect UV map selected but in the 3D viewport the correct UV map is sill being used because the camera icon for the correct map is still enabled : Next with the other UV maps camera icon enabled we now see the change in the 3D viewport : So before exporting make sure the correct UV map is selected: and in the Collada export options > Operator presets choose sl+open sim static. On a 1204² texture you seem to be simply painting the insulating part of the wire red and the metal part grey and saving this to use on your wire inworld. ?? Ask yourself if this is a good use of resources? what other options do you have? 1: Don't create a texture at all. In Blender assign the model wire 2 materials, for example : "Plastic" and "metal". Then assign these materials to the appropriate faces of the model. When the wire is rezzed inworld edit it and from the build floater > Texture > with Select face enabled give the plastic part a red colour then select metal part and give it a grey colour. Advantage is: no UV unwrapping to do. Don't need to create a texture and upload it and you can change the wire colours when ever you want. 2: UV unwrap and create a much smaller texture. Because you are just painting pure colours, red for plastic part and grey for metal then you could in theory have a texture size of 1 x 2 pixels. In Photoshop or Gimp create a 1 x 2 pixel texture. colour one pixel red and the other grey. save and then bring into Blender as the texture for your wire. Next in Blender...... select part of your model you want to be red and UV unwrap it , U > Unwrap. (No need to mark any seams). In the UV editor select the resultant UV island and scale it down to a single point using S (scale) 0 (zero). Then position the single point collapsed UV's over the red part of the texture. Repeat for the metal part of the wire. Et voila ! your wire is textured exactly the same as you have it now but instead of using a 1024² texture size (1,048576 pixels) you are using a 1 x 2 (2 pixels). Of course you cant upload such a small texture to SL but you get the idea. Why use a texture when you can create the same effect by giving your model two materials in blender and then assign those two material faces their colour in world using the SL build floater ? Your model your choices
  14. To reduce from 6912 to 224 tris : 1 : Change the Bezier Curve resolution from 12 to 7 .... 2: Change the Nurbs Circle resolution from 12 to 1 .... 3: Convert the Bezier Curve to mesh. Select unnecessary edge loops and delete them ....... 4: Finally use Edge Slide to smooth out the curve a little more .......
  15. As others have already mentioned it is almost always best to use seamless tileable textures on large surfaces and apply them to the mesh inworld. The parquet floor texture you show is a perfect example of this. If it comes along with normal and specular textures then they to can be applied directly onto the mesh when rezzed inworld. At the moment you seem to have all the UV's layed out into a single UV space. For large objects using a single 1024 x 1024 texture, the result is bound to be a low resolution pixilated surface texture. A single mesh object can only have 1 UV map but can have up 8 material surfaces. These materials faces can be mapped to a single UV space or each material mapped to its own UV space. (or a combination of both). This means instead of a single 1024 x 1024 texture it can use up to eight 1024² textures. That is a lot more than you are using at the moment but ......... ......... it would still be better to assign your mesh several material faces and set the UV's out in such a way that they can be assigned (smaller) tile-able seamless textures inworld. Result is higher resolution using smaller textures. An example using a ground floor mesh comprising of only inner walls and floors: In the first image all the walls and floors uv's are mapped to a single UV space: If this is used for baking the result can only be low resolution textured surfaces when applied to the mesh: If instead the mesh is assigned different materials for each of the walls and floors, UV unwrapped and edited ( each UV island (shell) is edited, rotated if necessary, so that its bottom left hand corner is at U = 0 and Y = 0 in the UV space, then all islands selected and scaled up together until the top of the walls are at Y = 1 ) so that seamless textures like your parquet floor can be directly applied inworld the result will be much higher resolution textured surfaces : Uv's extend beyond the 0 to 1 UV space. The overlapping uv's (layers) will look a mess but will sort themselves out when assigning textures to material faces inworld. Note that the exact number of repeats for the tileable textures will be set using the SL inworld build editor.
  16. If after visiting the Ivory Tower you find that these mesh primitives and the in game build tools to limiting then you have the option to use external 3D editing software and import your creations into SL. http://wiki.secondlife.com/wiki/Mesh/Tools
  17. Inside SL we build with Prims (SL mesh primitive objects). To learn how to use them I would suggest that you visit the Ivory Tower Library of Primitives. http://maps.secondlife.com/secondlife/Natoma/210/164/28 Inside you will find a series of tutorials. Start on the ground floor with Module 1 and by the time you get to the third floor you should have gained enough knowledge to be able to build a cathedral in the sandbox outside.
  18. We noticed that the physics model was composed of at least 2 separate objects
  19. I believe this was tried already ............ As Rey has already mentioned there are some things not quite right in some of your screenshot but for the moment : There are two questions you should be asking yourself when creating a Physics model for your building : 1: Will I be using Box type or Planes type physics? You have chosen to use Box type therefore in the Physics options of the SL mesh uploader you need to hit that Analyze button. 2: Am I complying with the 3 basic rules of creating a physics model ? Rules are : 1: Each Object/model must have its own Physics model. 2: The Bounding Box dimensions (X Y Z) of the Physics model must be the same as the Bounding Box dimensions of the visual model. 3: Keep it as simple as possible. Looks like you are not complying with rule 1 ! Lets forget the stairs for the moment and consider the rest of the model. The 3 floors and supporting pillars are all one object in Blender right ? If that is the case then rule 1 says that all the boxes you used to create your collision surfaces also need to be a single mesh object. Your image shows that they are not one object. So to start with, in Object mode select all the boxes you want to use for your Physics model and join them into a single object using the keyboard shortcuts Ctrl J (Windows). Still ignoring the stairs ………… now we have two objects the building and the buildings collision model. Export each in turn as separate Collada files. Building.dae Building_PHYS.dae In the SL mesh uploader load up the visual model, Building.dae, as usual into the High LoD slot. Then open up the Physics tab and in Step 1 load up the Physics model, Building_PHYS.dae. In Step 2 hit the Analyze button. In the Preview window (with Preview, Physics box checked) you will see the collision surfaces now as a collection of coloured boxes (Hulls). Calculate weights and fees and then Upload. Rez the building and in the Edit floater > Features tab change the Physics Shape type from the default Convex Hull to Prim. Now you should be able to walk around inside your Building. ? While it is possible to upload multiple Objects (link-set) along with their corresponding Physics models in a single upload I would suggest for now that you upload the stairs as separate uploads, and a simple wedge shape for the Physics model. As a side note and something you should look into later: When creating Physics/Collision models for buildings it is usually better to not use the Box type Physics but to use the Planes/triangle type Physics. I am sure Rey will explain the difference if you ask
  20. This is an answer to and only one of many answers to the question : "In Blender, I still haven't figured out how to have a texture on a mesh surface before loading into SL." Jan 25 2021 How do I get Blender to show a texture on my mesh so that I can edit the UV's correctly before uploading to SL without messing about with Material Nodes in the Shader Editor ? Starting with a default cube with 1 material applied to it : (In the Materials Panel > Surface, please check that Use Nodes is selected. In Blender 3.0 it is selected by default but I am not sure for earlier versions.) 1: In the Materials Properties panel > Surface > Base Color click on the little yellow dot to the right of the base color. This will open a menu with many options, Choose Image Texture : 2: Below the Base Color is now a field asking you which Image Texture you would like to use. Click on Open then navigate to where the texture is stored on your hard drive, select it and then hit the Open Image button : 3: In the 3D Editor switch the viewport shading to Material Preview : The texture should now be visible on the surface of the cube. You can now edit the UV's (re_unwrap if necessary) and correctly align the texture to the mesh before exporting and uploading to SL. Notes : If your mesh has more then one material then you will have to select each material in turn and redo steps 1 and 2 for each material. In the above screen-shots the Shader Editor is open just so that you can see what is happening to the node setup at each step.
  21. Hi It happens because of mip mapping. This is like Lods for images. OptimoMaximo explains and how to solve the issue in this earlier post : The relevant posts are towards the bottom of the page. Scroll down to my last post where I try to explain why when baking out a texture to have the baked texture extend beyond the UV island border by using a sufficient margin value. (Edge padding) Optimo then goes on to explain in more detail about mip mapping and also suggest other ways of increasing the texture beyond the UV island border by using padding filters in either PhotoShop or Gimp. I just found a video that uses rocks like yours as examples
  22. Since Blender 2.8 the Remove duplicates Doubles function has been replaced by Merge > By Distance.
  23. Hi I would recommend the Blender Benders 2.0 group. You would have to ask in the group chat for when the next Beginners course starts.
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