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ChinRey

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Posts posted by ChinRey

  1. 51 minutes ago, Fluffy Sharkfin said:

    As for specific ideas on what those improvements and new features may be there have already been some great suggestions including a recent and quite detailed post by @ChinRey on ways in which the existing primitives system could be expanded and improved upon.

    Thank you for remembering. 🙂

    It wasn't that detailed a post though, only a few scattered examples and I didn't even mention what is possibly the most interesting way the prim system could be expanded: how prims could be merged into single objects without turning them into hard-to-handle polylist meshes.

    How to create a better in-world system is a bit off topic in this thread though, what is relevant here is why we should do it.

    The answer is obvious: It adds more activity to a virtual world.

    I know a guy who works as an IT teacher at a high school. He told me how impressed his students were when they saw the lovely home he had made in Meta's metaverse and how fast their enthusiasm evaporated when they realized the only thing they could actually do there was walk around and watch the scenery.

    All attempts at creating a shared virtual reality suffer from this problem, they tend to get boring fast because there isn't really that much to do there.

    In-world building for fun and profit (or at least the illusion of future profit) is one solution to this and it's fairly easy to implement, especially in Second Life. All game/VR platforms I'm aware of have some kind of in-world building options but none of them are anywhere near as advanced and flexible as SL's (and opensim's) prims and that gives us a very strong advantage over the competition. If only we could take advantage of it.

    • Like 3
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  2. 1 hour ago, Elvina Ewing said:

    Their creators send you off to R&R github as the source of the devkit, and the files are missing there and the links are dead.

    It won't be the first time a file mysteriously vanishes from a server and I assume that's what happened here. I know a few of the developers and they're really nice people and always eager to help. I've contacted one of them about the missing file. Let's see what happens.

    About the 3DS issue, I suppose it means none of the developers have experience with the program. Maybe it can be sorted out if somebody who does volunteers som help and advice...

     

     

    • Like 1
  3. 4 hours ago, Madelaine McMasters said:

    Imagine trying to position a hat when the edit arrows are two feet away from your head and tipped at some crazy angle because the hat contains a butterfly hovering nearby. Or, imagine trying to place a rug on a floor when the edit axes are in the next room and tilted, again because there's some other object linked to the root rug.

    You think that is bad? A friend of mine on opensim once gave me a copy of a house she had made. It was (still is) a gorgeous replica of Case Study 22 and I loved it. But when I rezzed it and tried to position it, there were no arrow to be seen. But when I rezzed it, there were no arrows to be seen anywhere. It turned out that it had been accidentally linked to some parts several thousand meters up in the air (there's no linking distance limit on opensim). It took me a while to figure that out.

    • Like 1
  4. 43 minutes ago, arton Rotaru said:

    Oh cool, haven't noticed that so far. I knew TPVs had it, but I haven't got the memo that it was added to the LL viewer as well. 🙃 Bit tricky that its only showing up when you have a face selected actually.

    I didn't know until now either. But as I said, I haven't used the LL viewer for ages and only installed it now to test PBR.

    • Like 1
  5. 1 hour ago, arton Rotaru said:

    So basically that means the thing you are working on is constructed of multiple meshes which happen to have only a single material, hence face num 0 is returned for each of them.

    I was thinking along the same lines. It wouldn't explain the weird result of the two scripts I posted but it would explain everything else.

    Come to think of it, we've all been making one aspect of this far more complicated than it needs to be. There's no need for scripts or fancy keyboard shortcuts to identify face numbers anymore. All you have to do is select a face and look at the builder/edit palette:

    image.png.f9ba9e9a935d7a5df655b07020081b3d.png

    (At least that's how it is on FIrestorm and on the PBR release version of the official viewer. I don't know about the official LL viewer. It didn't have this feature last time I used it but that was many years ago.)

     

    • Thanks 1
  6. 1 minute ago, Johnny Giotto said:

    Thanks ChinRey, unfortunately, none of the faces changed colour.

    😮

    That's really, really weird. Even if the script I posted was hit by the same bug as Wulfie's it should have colored the whole mesh red, not left it unchanged!

    This probably isn't going to help much but if you have time to do a quick test, add this script to a copy of the mesh and click on it:

    default
    {
      touch_start(integer n)
      {
        llSetColor(<1.0,0.0,0.0>, ALL_SIDES);
        llOwnerSay("Done!");
      }
    }

    It should color the whole mesh red. If it doesn't, we're well and truly into the twilight zone here.

  7. 1 minute ago, Johnny Giotto said:

    You're right, my mistake. I can do it the way you described only no matter what part of the boat I 'Touch' it always returns 0.

    Try this script too. (Sorry about the verbose comments in it - I did tend to overdo those back in my early SL days. 😉

    /* A simple script to colour code the faces of a prim or a mesh (or a multi faced sculpt.) This is meant as a convenient way to see all the face numbers at a glance.
    
    To use it, just drag it onto the object you want to code. If the object is in a linkset, you need to open it an drop it into the object. The script will self-delete so there's no need to do anything with it after it's been used.
    
    Important note: The script will override all existing textures and colours of the object so use it with caution. If you want to know the face numbers without loosing the existing texturing, use this on a disposable copy of it rather than the original.
    
    Face colors:
        0: Red
        1: Yellow
        2: Green
        3: Cyan (Light blue)
        4: Blue
        5: Magenta (Purple)
        6: Orange
        7: Brown
        8: White
    */
    
     default
    {
        state_entry()
        {
            llSetTexture("5748decc-f629-461c-9a36-a35a221fe21f", ALL_SIDES);
            llSetColor(<1, 0, 0>, 0);
            llSetColor(<1, 1, 0>, 1);
            llSetColor(<0, 1, 0>, 2);
            llSetColor(<0.5, 1, 1>, 3);
            llSetColor(<0, 0, 1>, 4);
            llSetColor(<1, 0, 1>, 5);
            llSetColor(<1, 0.5, 0>, 6);
            llSetColor(<0.5, 0.25, 0>, 7);
            llSetColor(<1, 1, 1>, 8);
            llRemoveInventory(llGetScriptName());
        }
    
    }
    
    /*
    HOW TO MODIFY THE SCRIPT
    
    You can change the colour codes any way you like of course. There is no fixed standard to colour coding prim faces but the ones I've chosen are fairly close to what most seem to use. If you want to retain the textures, you can just add two slashes - // - in front of "llSetTexture" 
    
    --------------
    --------------
    
    COPYRIGHT NOTE
    
    This script was made by Bel (RenateIsabella Resident) 21.08.2013 to be included in Rey's Toolbox for beginner builders.
    
    * Permission is granted to anybody to distribute this file *unmodified* as long as they don't charge anything for it.
    
    * Permission is granted to anybody to use modify this script in any way they like for their own personal use.
    */ 

     

     

  8. On 2/16/2023 at 11:31 PM, Stephanie Misfit said:

    In the 7.0.0.578161 - Second Life Project GLTF PBR Materials viewer I go into Advanced Preferences and select Show Grid Selection at login but it does not give me the option to change grid.

    Try to log in to the main grid with the viewer. Next time you launch it, it should show the grid selection menu. At least that's how I got around that bug.

    • Thanks 1
  9. 21 minutes ago, Jenna Huntsman said:

    Not quite correct, as the PBR base color map and the traditional diffuse map aren't quite the same - PBR base color maps do not contain baked lighting, as is commonly seen in SL diffuse maps.

    Yes but ideally SL diffuse maps shouldn't contain baked lighting either but they do and knowing my fellow content creators here I think it's a safe bet they still often will. I think I explained the difference between textures, diffuse maps and albedo maps earleir in this thread. Or possibly in earlier PBR discussion, I can't remember.

     

    24 minutes ago, Jenna Huntsman said:

    Not from the water, it's from the sky. Has since been fixed, but you'll need to wait a little while until the public builds catch up.

    Ok. The PBR documentation in the SL wiki says it's from water but I did wonder a bit about that myself, the sky did seem like a more plausible explanation. Anyway, it's good to hear it's been fixed.

  10. I missed a few nuances in Nika's questions so here is a second reply.

    10 hours ago, Nika Talaj said:

    It looks to me like I could add PBR materials to things I now own, e.g. to make metals nicely reflective.  It also looks like that would not replace the diffuse texture they now have, just whatever specular and normal textures they may have.  Correct?

    If you want to keep the original diffuse and/or normal maps you will have to have them in your inventory and add them to the PBR material you want to use.

    11 hours ago, Nika Talaj said:

    I'm assuming that once PBR is released, creators will be immediately making reflective objects like ... say ... cars or .. mesh waterfalls ... that look FANTASTIC compared to today's products.

    What you can expect at first are objects with glaringly overdone shininess that stand out like sore thumbs among the older content. Hopefully people will come to their senses after a while. ;)

    The maps for glTF style PBR aren't actually that more advanced than what we already have in SL. The main weakness of SL's current specularity function is that it is so awkward to figure out it's hardly ever used to its full potential. You have those Glossiness and Environment parameters you never get right and then you have to fiddle with the alpha channel of the normal map to set specular intensity.

    8 hours ago, arton Rotaru said:

    Another BIG aspect of this project are the Reflection Probes, though. Placing probes manually will be something we have to get familiar with, to get the most out of PBR materials.

    Yes, I think those are a much more significant change than the surface maps. But at the moment the automatic reflection probes pick up way too much blue tint from the water that is everywhere in SL. As it is now you have to use manual reflection proves just about everywhere. Not only is this a waste of prims, it's also not very user friendly for people who aren't experienced content creators.

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  11. 1 hour ago, Nika Talaj said:

    It looks to me like I could add PBR materials to things I now own, e.g. to make metals nicely reflective.  It also looks like that would not replace the diffuse texture they now have, just whatever specular and normal textures they may have.  Correct?

    If it's modifiable, yes.

     

    1 hour ago, Nika Talaj said:

    Judging by the frequency of bug discovery I'm seeing, general release of PBR is still pretty far (say, over 6 months) in the future?  Does that align with what you creators are thinking?

    It's hard to say but I wouldn't be surprised if it took much longer than six months. We'll see.

     

    1 hour ago, Nika Talaj said:

    I'm assuming that once PBR is released, creators will be immediately making reflective objects like ... say ... cars or .. mesh waterfalls ... that look FANTASTIC compared to today's products.  They prolly will also far exceed what I could do by adding a packet of PBR water materials to my current Skye Studio waterfall.  Is that true?

    In principle yes. It may depends on how old the waterfall is. I'm not familiar with Alex Bader's waterfalls but I know some of his other water features and he has made an amazing progress in water textures over the years. His early attempts were perfectly ok but nothing special by SL standards. His later ones are at a completely different level and it can take a while before somebody figures out how to do it better with PBR.

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  12. 50 minutes ago, IvyTechEngineer said:

     i.e. the arch between the tunnel and the cylindrical walls had gaps.

    ...

     

    CapstoneS22_001.png

    This is where you use the Knife tool in Blender. I'm not sure how familiar you are with it. Let me know if you need more detailed instructions and I'll try to post it - unless somebody else beats me to it.

  13. 6 hours ago, sumix21 said:

    My question was different :) I know the limit of 256 mesh prims in the linkset. I ask what happens if i upload such linkset anyways?

    It will be imported as separate unlinked objects. If you can get it imported at all that is. I tried with 257 basic cubes and even that took ages to upload and another age to render when I tried to rez the bundle.

    Edit: Interestingly although totally irrelevant, it turns out the uploader doesn't know how to round off the server weight when it gets this high. So I got:

    image.png.b46132a88be8a7cdbe206f39f7c7eead.png

     

    • Thanks 1
  14. 13 minutes ago, Luna Bliss said:

    That is, if you still have a store!?

    I do but I haven't added anything to them for years so none of my more recent builds are available in SL. I may change my mind in the future but Second Life is simply too small a market for the kind of meshes I make for it to be worth the time and effort.

    Apart from some basic crossed sheet ones I've never made any jungle plants anyway so it's not relevant for this thread.

    • Like 3
  15. 51 minutes ago, Luna Bliss said:

    A low-prim jungle is almost an oxymoron. hehe

    It doesn't have to be but yes, usually it is.

    51 minutes ago, Luna Bliss said:

    What I do, however, to minimize the damage, is place the old-style plane plants (either graphics on sculpt planes or mesh planes) to the back where they can be somewhat jumbled together and not viewed in such detail, and I save the higher LI plants (some amazingly beautiful ones are out there!) for the front of the design (front of the path through the jungle or whatever).

    That's the way to go, think in layers. I usually build up vegetation in four, five or even six layers. I posted a thread about it here a while ago. Warning: This is a very long and "technical" post, it's a bit outdated and it doesn't say much about LI. I mainly work on opensim now so I'm more concerned about actual resource usage than SL's often misleading land impact numbers.

    I don't buy plants since I can always make better ones myself if I need them but if I did, the makers and brands I would check out first would be:

    • Skye and possibly Oswell Wayfarer for the relatively low lag filler plants
    • Lilith Heart and Nadine Reverie for upfront high detail plants
    • T-Spot, Reid Parkins, United Inshcon and JubJub Forder for both
    • Like 3
  16. 23 hours ago, sumix21 said:

    And the first question?

    The first question is unclear since a mesh doesn't have prims.

    If you mean upload a complete linkset with 256 or more meshes in one go, you can't. The maximum number of parts of any linkset in SL, regardless of whether those patrs are prims, sculpts, meshes or a combination of them, is 256. This is a hard limit with no way around it at all. Every part of a linkset needs a unique identifier, and address. This address is an eight bit integer which means there are only 256 of them.

    If you mean a single mesh with a high land impact, there is no fixed limit but the more complex the mesh is, the harder it is for the viewer to process and at some point it just becomes too much for it to handle.

    • Like 1
  17. 4 hours ago, sumix21 said:

    Is this normal behaviour?

    Yes, it's normal behaviour.

    In addition to the various triangle/vertice count and linkset size limits (see https://wiki.secondlife.com/wiki/Limits), you also overload your viewer if you try to upload something that big in one go. Even if it doesn't crash, it will time out long before it has finished processing that massive amount of data.

    4 hours ago, sumix21 said:

    Because I can easily link together complex meshes inworld just fine and nothing bad happens

    Yes, you can work around the limitations this way but you really should think twice before you do. You say nothing bad happens but did you try it in a sim full of other stuff or in an empty sandbox?

    Any reasonably modern computer should be able to handle one or two million tris, maybe even four or five millions if you're not too concerned about low frame rates. But that is for the whole scene. You want to use at least 1/10th of those tris for a single object.

    I won't tell you right out not to do it because it depends:

    • If it's only for your personal use and you put it in a place where nobody else will see it, well, it's your problem and nobody else's business.
    • If it's in a setting where you have full control of the surroundings and you are careful to compensate by keeping everything else very low poly, go for it!
    • If you're planning to sell or give it away, please don't! You can not expect others to know how to handle something like this safely.
    • If you're planning to put it in a place within sight of land and builds owned by others, please don't. Be considerate to your fellow SL'ers.
    • Like 2
  18. 54 minutes ago, Sam1 Bellisserian said:

    The HiVid TV synchs almost seamlessly to everyone's media. If the owner of the TV stops the stream it stops on everyone's. If someone comes in late it will start up where everyone is already viewing.

    One of my tenants had a HiVid (or possibly something similar from another service provider) and yes, it's really cool. But no, it does not sync to everyone's media. Streamed media is synced but that is true for all SL TVs and all web browsers. What makes HiVid different is that they have their own pay-per-minute streaming channel. There is still no way to sync regular YouTube videos or anything like that in SL or elsewhere on the internet.

    • Like 2
    • Confused 1
  19. 1 hour ago, benchthis said:

    This is a strange model uploader bug. When using the PBR viewer on the main grid and attempting to upload the PBR viewer physics cube the LOD values look messed up the medium value is less than the low value.

    I think that's the new MeshOptimizer that replaced GLOD recently. I had a similar experience with the bog standard Firestorm:

    And yes, as Rick so subtly hinted at in the title of that thread, uploader-generated LODs are still the Devil's vomit even after LL changed the algorithm.

    • Like 2
  20. 20 hours ago, Marigold Devin said:

    The trend for greyscale has depressed me except where I saw (in real life) a back wall in a kitchen had been painted a rather jaunty aquamarine colour.

    I love my greyscale base interior not on its own but because it allows me to play with colors. Dark red and mustard yellow sofa pillows, marine blue recliner chairs, a fruit bowl filled with all kinds of colors, pastel colored art on the walls, a bookshelf with a full rainbow of colors, a bright red guitar on a stand... It works because most of the furnishing is held in shades of grey, giving all those patches of colors the space they need to really come to their own and not interfere with each other.

    But of course that's a completely different concept than the all grey interior you were talking about an yes, I agree; that would be too bland.

    • Like 2
  21. 9 hours ago, benchthis said:

    Fast forward a year we're going to be golden.  

    Maybe, maybe not:

    9 hours ago, benchthis said:

    I had to derender water and avatars and particles and everything else to be able to get my computer to not scream. I'm not really into JIRAing anymore. But so far noticed in the main grid textures are having difficult time remaining rendered, they go in and out of being blurry to sharp.

    No need for a JIRA. Those are known issues, listed in the release notes. But they need to be fixed or the whole project is DOA. LL seems to be confident they can but time will show.

    • Like 2
  22. 1 hour ago, Love Zhaoying said:

    Here's one reason I LOVE these threads.  I highlighted all the "jargon".  To uneducated people like me, it's beautiful words.

    All you really need to fully understand PBR are professional level 3D modelling skills and a master's degree in physics. But for those very few people who for some reason chose to dedicate their lives to pursue other paths of learning: what the metalicousionessity does is determine how much the color of the texture/albedo map/diffuse map affects the reflection/shininess. If the metalicness is low, the shine will be white, if it's high the shine will have the same color as the texture.

    This is actually a cruder and more primitive solution than the one we have now where we can set surface and refelction colors separately. It's not particularly user friendly either, regardless of how well you understand PBR. But computers - who aren't even allowed to study at univiersities yet - prefer it this way and we have to be nice to them because one day they will take over the world.

    • Thanks 1
  23. 29 minutes ago, Quistess Alpha said:

    Good job!

    Thank you but as I said, it's not something I would recommend. It's probably more of a curiosity than a useful trick. You can't get precise kerning this way and for some reason the letters aren't correctly aligned vertically. I don't know why but it seems that darker text is positioned slightly higher than lighter.

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