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OptimoMaximo

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Everything posted by OptimoMaximo

  1. And this is addressed to @Beq Januso A property like this makes more sense in a shader rather than a shape. The shader can simulate something at render time, which is lighter weight than generating the back faces from a geometry node: the former simulates on screen starting from the actual geometry, the latter should actively duplicate and flip the target geometry. Plus, what Arton noted
  2. Well, just leave that checkbox out of the permission system and the problem is non existent.
  3. This comes from the assumption that such materials are to be used for foliage with translucency. The same happens within UnrealEngine as well as Unity or Godot. I'm not sure, but it should have to do with how translucency changes its method to calculate transitioning light when double sided is set to true.
  4. Well, not really first hand recommendations... I don't even touch Blender anymore for the last 10 years or so, and when I was learning it (2004-2005) the manual I bought was called Blender for Dummies, which I believe is no more... But I'm sure that a look up on Amazon would turn something interesting up This one, for example... Blender 3D By Example: A project-based guide to learning the latest Blender 3D, EEVEE rendering engine, and Grease Pencil, 2nd Edition https://amzn.eu/d/9c2ddh0
  5. If you're learning only through YouTube, you're going slower than you could. My evergreen suggestion is to invest on a manual, best if physical print (well that's my taste 😁) , to read, study and try the featured classes. Doesn't matter if things in those classes aren't SL related or relatable, do them anyway. Build your acquaintance and confidence with your software! I guarantee you'll make a quality jump.
  6. I guess that the additional inventory floater was introduced for this reason: one displays the content you want to move, the other one displays the destination folder, drag and drop with a sideways movement and no scrolling issues...
  7. Hope that PBR project gets released sooner than later. One of the options available is to mark a material as double-sided 😉
  8. Glad to have given you a track to learn something new and possibly useful in the future! 🤗 And I understand your feelings when you say that it would be beneficial to have an in depth guide. But believe me, a guide like that would be an Egyptian pyramid stone block sized book. Unfortunately, 3D modeling and all the related matters (rigging, animation, etc) currently are university courses matters: require study, practice (lots and lots), trials and errors, features digging... And more. The very moment that LL introduced Mesh content into the platform, they made content creation require a (at least semi-) professional grade skill set.
  9. And the smooth experience is not granted even in such case 😁
  10. That's what a vertex normal transfer is for...
  11. I remember having done some experimenting in such direction, long time ago, and i seem to recall that putting all objects as children of the item you want to be root directly in your program before exporting to collards actually maintained the root consistently once uploaded.
  12. Sorry, Animats, but how is your comment related to this topic? The OP was talking about modifying an existing mesh piece of clothing
  13. There are, instead, technical reason for this feature to not be feasible, although it is not a matter of mesh per se, but rather how the assets are being stored and distributed. So, first off, the file format is not text based, it's binary and it's based on a 3d cubic grid to encode the vertex positions. This part is not impossible, but its quite difficult to implement right, especially for the vertex normals part. The other part that makes it difficult is the fact that being binary and having a fixed max size, an edited version would require a separate, new, asset saved. Which leads to the next problem. The asset is being stored centrally, and every copy is an instance of the original. The copy gets a new uuid as a "top layer" piece of data, but internally it still is the originally uploaded asset, with its own uuid assigned at the time of upload. This means that any change on, say, your copy, actually should affect everyone who got the same asset (the reason why it would need a new copy being stored as a new asset), and a shared layer of edits under someone's name isn't possible, since the file size limit is 8 megabytes. Imagine one or more layers of edits per person on an asset, for example, like the maitreya body... It apparently is just your copy in your inventory, but it actually isn't.
  14. oh certainly Beq will have some insights to share in regards of the mesh uploader in general, so i guess it is good to try and pull her in I'm sorry that my suggestions did not work for you though. That looked a lot like the problems i was having when i decided to create an automated lod generator for skinned meshes. The problematic part was the exact match of influences listed in the skinCluster, which was the heavy lifting task of making it work without LoDs being distorted (if not exploded sometimes). That solved my problem at the time, was just hoping you were stumbling upon that same behavior. It's good to see that someone is trying to do things the proper way
  15. That's good to hear! However, did you try to add the collision shape AFTER you've set the custom LoDs?? If you did and still crashes, maybe paging @Beq Janus might give us some insights on the FS's inner workings...
  16. Yeah, most creators don't give a crap about optimization, especially when it comes to organic models. Avatar pieces (body, head, hands and feet) and clothing have massive polycounts most of the times, because that's what "the market wants": the average user wants a render mesh, where if the most minute detail is geometrically detailed, the better the creator (🤮) and the more money they throw at them. Same goes for clothing. Then those same users cry because SL is laggy and LL should do something about it. If your high lod model sports up to 90K triangles ALL INCLUDED, I'd say it would be ok. Of course the fewer triangles the better, but considering what infernal poly-monsters go around the grid, that polycount should be fair enough.
  17. Alright, so let's try this: take one of the lods and run the cleanup. See if any influence disappears. (in my software it is called "remove unused influences") If you generated the lod from the original, some weights might have been shifted to the remaining neighboring vertices, breaking the 4 influences rules and making it get more than that, and therefore upon upload the distortions would be given by the uploaded pruning of the excess influences. As a workflow suggestion, it's recommendable to clear the skinning from each lod, binding again and copy the weights from the original skinned model, always making sure that the influences number are the same Sorry for not being able to help with more specific wording, tools and procedures, I'm not a Blender user
  18. It's most likely a matter of missing joints influences. I'll try to explain Your high lod has a certain number of vertices, which have been weighted to joints and are respecting all the rules you listed. So far so good. However, when you make lods, you reduce the number of vertices, and therefore it may happen that certain joints influences get thrown out entirely, or its weights get pruned off to zero because there aren't enough vertices to hold that value onto and get cleaned off by some tool that make the 4 influences per vertex rule. Try this and see if it solves your issue: compare the influences number between the high lod and the others. Should you find a missing influence, add it back manually, at zero weights, and do not perform clean ups after that. Each lod should always have the same list of joints in its skin definition, and if the geometry that used to hold its weights is gone, just leave all those weights at zero. As long as it de forms right, the excess influences guarantee that the mesh still has a skinning that is a subset of the original high lod's skin
  19. I tried it, and it renders like in substance designer and painter. The gltf specs say it. The packing is ORM, occlusion roughness metallic. Since these maps are supposed to be 8bit single channel grayscale images, they can be packed into an 8 bit rgb image. Check out the project viewer release notes page (I'm on my phone right now, can't find the link on this device)
  20. Hi everyone, i started this thread to share with you all, for free, some resources that i think might be useful to some of you. I've prepared a zipped .7z file that contains: a substance designer node two substance painter presets (normal and UDIM) an exe file (Windows only) These resources automatically pack AO, Roughness and Metallic maps exactly as the ongoing PBR project wants them to be encoded. The executable file is a program i wrote for fun, and it's quite straightforward to use. It's meant for those of you gals/guys who do not use one of the Substance softwares, and want a mean to pack these textures automatically from the single images (alternative softwares to Substance software listed here: https://all3dp.com/2/best-substance-painter-alternatives/) here is the link to download it https://drive.google.com/file/d/1-ProK7mUJSxKXuhO9XkIGGDrsSWiaVcP/view?usp=share_link Hope you enjoy!
  21. That's a common issue with painter. Results are off, usually, because the shader roughness sampling is quite low by default. Open the shader settings and crank up the roughness samples and you'll immediately see the difference in painter itself
  22. A rigged mesh doesn't bring its textures automatically during upload, it's a long standing bug that was never fixed. One can try all combinations of options during export, and although the texture files can be correctly referenced, the uploaded won't take them. At all. Never, no matter what. I'd be glad to be proven wrong though, but it never worked and so I quit trying long time ago.
  23. Oh alright... Well, I don't think it could be avoided. Let them play with the materials until they will realize someone else is doing a better job with that, and start making progress from there.
  24. Clearcoat and metallic are two different things, Clearcoat specifically isn't part of the base PBR shader, can be found in Arnold, vray and similar offline renderers as well as in Unreal Engine's. Clearcoat is a dielectric (non-metallic) roughness layer, used especially (if not almost exclusively) in automotive renders. The reality is that a completely smoothly polished and shiny metal really is rare to find, that's true. Also, some metal grunge makes a very cool effect, also on object that shouldn't really be like that (think of a warrior's sword: should be maintained correctly and show no grunginess that may lead to metal weaknesses, but a grungy sword is just much cooler to look at, in comparison to a perfectly polished one)
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