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ChinRey

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About ChinRey

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  1. ChinRey

    doubt with the distance of my mesh

    Again? Here we go! First, tutorials you find on the internet are not likely to be very useful since they are usually made for 3D engines with more advanced LoD handling than Second Life has. If you try to follow those instructions, you may well end up doing more harm than good. Here's a SL specific tutorial: What is this thing called LoD? Introduction The graphics in Second Life, like most games and other real time 3D environments, tend to contain far more details than any computer can safely handle. To get any reasonable frame time at all, we need to use a couple of tricks to simplify the scene a bit. One such trick is to simplify objects that aren't close to the camera position. We don't actually see all the details on distant objects anyway, so there's no point for the computer to waste time trying to render them. This trick is called LoD ("Level of Detail"). LoD the SL way Second Life uses a rather outdated and crude system for LoD: Four fixed models (high, medium, low and lowest) that are used at different view distances. The swap distances between the different models depend on the object's size and the LoD factor (aka "RenderVolumeLodFactor" or "Mesh details") you have set your viewer to. The formula that determines the swap distance between high and medium are aproximately: √(x*x+y*y+z*z)*Lf/0.5 Lf = LoD factor x, y and z are the object's sizes along the three axises. (I say aproximately partly because the formula is slightly different for different kinds of objects, partly becuse there will always be some delay in the switches.) The medium-to-low swap distance is four times, the low-to-lowest 8 times as far away as the high-to-medium. For relatively small objects, it is much closer than most people realize. Here are a few examples: Object size Medium Low Lowest 0.1x0.1x0.1 m 0.3 m 1.2 m 2.3 m 0.5x0.5x0.5 m 1.4 m 5.8 m 11.5 m 1x1x1 m 2.9 m 11.5 m 23.1 m 10x10x10 m 28.9 m 115.5 m 230.9 m Keep in mind that it's the distance from your camera position, not your avatar. This table illustrates well one of the huge flaws in SL's LoD system. The swap distances are way to low for small objects - you only really get the full detailed high model when you cam in closely to them. For large objects, on the other hand, the swap distances are far too high - often way beyond any reasonable draw distance. The system is really only suitable for objects in the size range between 2 and 5 m or thereabouts. Still, it's what we have and all we can do is made the best out of it. GLOD The uploader includes a function for automatically generating LoD models, using an algorithm called GLOD (Geometric Level Of Detail). Unfortunately it's horribly bad. GLOD was a college project developed by two students and although it's very impressive as that, it's in no way a professional work and besides, it's old and outdated by today's standards. It's still what LL recommends and (from what I can see) what their own builders use and I think that's the main why we have so much poor LoD in SL and also why LL's own builds tend to be so laggy. To get good LoD models, you have to eliminate as many details as possible but not more. And of course, you have to eliminate the right details. GLOD can't do that, it has a depressing tendency to chop out big important chunks of the model long before it gets to the finer details it should have eliminated. So with GLOD you have the choce between visibly disintegrating LoD models or models lagged down with lots of superfluous details. If you insist on using uploader generated LoD models, go for the Mole solution and accept a poor reductionr ation rather than disintegrated models. It's the least of two evils but you can't call yourself a professional 3D artist or even a skilled amateur if you do it that way. Custom LoD models Fortunately the uploader does allow you to override GLOD and upload your own custom made LoD models instead. If you really want to master the art of making good LoD models, you have to be prepared to spend a lot of time and effort sturying and practicing. It's by far the most difficult part of mesh modelling for SL and since SL handles LoD so differently for other mesh applications, there's little help to get from the outside. Fortunately you don't have to be a master. As long as you have a pair of eyes (or even only one!) and a brain, you can easily beat GLOD even if you have no experience whatsoever. Try to figure out and envision the LoD swap distances and how the item will look at different distances and then simplify your model accordingly. Then upload to the beta grid, do a reality check and adjust. It'll take a bit of time at first but it'll soon become second nature and once you get the basics down, you're a better mesh maker than most SL'ers. Then it's time to slowly learn the more advanced tricks to make your LoD models even better... Blender That's the only 3D editor I'm really familiar with - others have to tell us how to do it in other prgrams. As far as I know, there are no 3D editor that is really intended or suitable for "game assets" - the kind of meshes we need for Second Life. But the more advanced ones, like Blender, Maya and Zbrush (but not Sketchup!) do still have the appropriate tools hidden away somewhere. Blender has two tools for simplifying a mesh. Neither of them are really good but at least they are superior to GLOD. In object mode you have the decimate modifier and in eidt mode the limited dissolve function. In edit mode you can also manually edit your model any way you like. For really good LoD models you need to work in edit mode combining limted dissolve with manual editing but, as I said, anything Blender can do is bound to be better than what the uploader's GLOD function can deliver. LoD Factor I mentioned it earlier, so I better explain what it is. The "Lod Factor" - or "RenderVolumeLODFactor" or "Mesh details" is a multiplier for the Lod swap distances. If you set your LoD factor to 2, the swap distances will be twice those of the table and formula I gave, set it to 4 and they will be four times as far out. This is client side though, everybody see the meshes with the LoD factor they have set in their viewer, not the one you use as a maker. Not everybody have computers powerful enough to increase their LoD factor (it comes at a considerable perfomance cost) and even those who do, would be better off using their computers' powers for more useful tasks. Some builders think LoD factor 2 is ok. I think that's too much but we just have to agree to disagree there. Even so, do not optimize your LoD models for a higher factor than that and if you want your buidls to look pretty to everybody in SL, optimize for LoD factor 1. (The default medium graphics setting for the standard viewer is actually 1.25 now but we want a little bit of margin of error.)
  2. ChinRey

    Who is Governor Linden?

    What??? You mean they are not supposed to be our governantes??? 😮
  3. ChinRey

    Captured on secondlife

    A lot of the collar functions work just as well without. Animation triggers, following, particle chains - those are all standard lsl features that don't depend on RLV. But the crucial factor is that another person can't force any outfit changes unless you have rlv enabled. That means - among other things - that the colalr can't be locked so you can take it off whenever you like. They would see an avatar wearing a collar but they can't see if it's just an innocent unscripted piece of jewelry.
  4. ChinRey

    Who is Governor Linden?

    Strangely they all have the same typo, spelling "governante" with a c instead of a t.
  5. ChinRey

    What makes you block someone?

    I've only blocked somebody once. I was doing a run in the Linden Realms and somebody who were more itnerested in ruining other people's game than raking up a decent score themselves kept distracting me with vampire bite requests.
  6. ChinRey

    [Article] How To Make Low Poly Look Good

    Nice! Some really good points in that article although I hope nobody thinks we need to go that low in SL to keep the lag under control. There's a quote in the article (incorrectly attributed to Einstein) that I think sums it up: That is one of the three keys to optimisation. The other two are: and:
  7. ChinRey

    Micro-gaps between mesh components

    Make sure the overall dimensions of each part is an even numebr of millimeters. That solves msot of the "unsolvable" alignment problems.
  8. Standard procedure for second Life furniture merchants: Buy some full perm meshes, link them together, make your own root prim so you show up as the creator at first glance and add whatever textures and animations you want. The list in your last picture looks a bit suspicious though. Both Trompe Loeil and Soy make their own meshes afaik and they don't sell them full perm. If they are combined into a single item that is for sale, they're almost certainly copybotted - that is stolen - meshes. Not sure if either of the two creators are on the forums but if they do, they may be interested in seeing this. Paging @Cory Edo and @Soyoy
  9. Not exactly bad but it's something that has been discussed to death already. Head over to the Creation Forums and you'll find dozens of threads like this: https://community.secondlife.com/forums/topic/426729-this-is-why-we-cant-have-nice-things/?tab=comments#comment-1784666 There are a few of them spread out across the other forums here too. The bottom line is, nothing's going to be done about it. SL is what it is, take it or leave it.
  10. ChinRey

    Second Life on Steam?

    Yes but the orders never pile up. There are no seasonal fluctuations in the volume avaliable at the "base rate" and when it changes, it does so in a very orderly way with no short time fluctuations before it stabilizes at a new level. I think it is, yes. It would be interesting to know how big those sinks are then. We can estimate two of them fairly accurately. LindeX transaction fees add up to about 4,000,000 US dollars a year, regular MP fees about 3,000,000. The significance of the various other fees is unknown but they probably don't add up to that much, I'd be surprised if it's more than 500,000 USD a year. There are other minor sinks, LL still sell a little bit of content for L$, money may be accidentally transferred to non-existing accounts etc., etc. Those probably don't add up to much. But there is one sink that is totally unknown: Lindens that vanish into inactive and cancelled accounts. The only thing we can be sure of, is that it's huge - it's almost certainly the biggest sink and it may well dwarf all the others combined. It seems safe to say that the sinks drain no less than 10,000,000 USD worth of Lindens from the market every year. Based on the total transaction volume on LindEx, it's unlikely to be higher than 60,000,000. --- New Lindens are added to the market in three ways, through prizes at the games, through premium member stipends and through LindEx. I think we can all agree that the game prize volume is insignificant in this context. Premium member stipends should amount to about 3,000,000 USD a year, most of this go straight into the inactive accounts sink. --- To maintain a relatively steady volume, Linden Lab has to inject several millions USD worth of L$ into LindEx every year. It may amount to more than 50,000,000 although that is highly unlikely. My best guesstimate from these deductions is somewhere between 20,000,000 and 40,000,000 and that is also fairly conistent with what is needed to keep the exchange rate as stable as it is.
  11. ChinRey

    Second Life on Steam?

    It's still skewed by the relatively large number of obviously biased reviews the first few days but it seems to be slowly adjusting.
  12. ChinRey

    Second Life on Steam?

    I think it's safe to say that most of the Linden dollars on LindeX come from one single big seller. That's the only plausible explanation I can think why the exchange rate is as stable as it is. Not only is the minimum exchange rate conspiciously stable, the volume available at that price is also amazingly constant. Somebody msut be keeping a close eye on the market and add a few million Lindens whenever the supply at that price is getting low. That somebody isn't necessarily Linden Lab of course but it must add up to several billions of L$ a year.
  13. ChinRey

    Second Life on Steam?

    Mixed at the moment, but the trend is clear. It started off with 80% positive reviews the first day but has been slowly dropping ever since and is now down to 58%.
  14. ChinRey

    Enhanced Listings

    The enhanced listings are rotated on a semi-random basis. That means when a listing makes it to the top of the list, it's likely to stay there for a while before it's replaced with another one. It should even out over time though. If it doesn't the function has been broken recently. How many impression you get for your enhanced listing, depends on how many other ads there are on the lsit at any given time. I've tried front page enhanced listing a few times and always ended up with about 30 displays a week so I suppose that's what you should expect.
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