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Jenna Huntsman

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Posts posted by Jenna Huntsman

  1. 5 minutes ago, EliseAnne85 said:

    Oh, I see.  

    However, we could lose a lot of current great content then.

     

    Just now, Love Zhaoying said:

    ..won't the new PBR material rendering be enabled at the individual material level @Jenna Huntsman @Innula Zenovka? LL wouldn't just break the current content.

    No, existing content will continue working fine. The current materials workflow is staying (albeit with some small changes, which make it easier to use!), but the PBR workflow is being implemented alongside. This means that existing content will continue working as it always has, but it will look dated compared to the newer PBR content  (As is the tale with advancements in many things).

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  2. 2 minutes ago, EliseAnne85 said:

    I found that one yesterday while searching for free PBR materials makers and bookmarked it but haven't checked it out yet.  I'm not sure what you mean by not the same as SL's current diffuse map.   

    For a technical writeup about the differences, see here:
    https://resources.turbosquid.com/stemcell/stemcell-3d-modeling-workflow/stemcell-textures-materials/diffuse-specular-vs-basecolor/

    But for a more simple explanation, to quote a Reddit user:

    Quote

    Diffuse refers to older generation ( pre_PBR ) where we used to bake down AO . Or shading on it . Then with PBR the name changed to Albedo (base color) because it works a little bit differently . As with Albedo (base color) you want only color data on the map . Any baked shading on it will look wrong .

     

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  3. 1 minute ago, EliseAnne85 said:

    That may be true with subscription Photoshop.  I run my old PS from a DVD program, that is about 10 years old, I don't think it has the material making capabilities for PBR.  Materials for normal are easy to make somewhere else as the current system is.  But, where will a material maker be for those who are using older photoshops?  Materials haven't been that big of a hit in SL anyway.  Most people I know use ALM sparingly or not at all but this forces ALM and maps.  

    *coughs*

    https://www.materialmaker.org/

    Among many other things it's capable of, it can generate the PBR maps (Normal, ORM, Emissive) from an input base colour map (Similar, though not the same as SL's current diffuse map)

    • Like 1
  4. 5 minutes ago, Innula Zenovka said:

    But when an animator tells me his animations are 24 fps, he must mean something.

    He does, as the BVH file format does use a fixed framerate. But the BVH format is only the interchange format, and it's not what SL uses internally. It's also worth noting that BVH is on the chopping block, as it's planned for SL to transition to using glTF for it's animation format (This doesn't mean that you won't be able to upload BVH files, but it will no longer be the primary interchange format). glTF animation, like SL's internal format, doesn't use a fixed framerate for animation.

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  5. 1 minute ago, Innula Zenovka said:

    That page is full of misinformation and was written by a user over 10 years ago.

    I'm going to add a warning to that page saying that the information contained is incorrect, as while some of the content of the page is correct, broadly speaking it gives people the wrong idea on how things actually work - so ignore the content of that page.

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  6. 2 minutes ago, Innula Zenovka said:

    Aren't most SL animations uploaded at 24fps, though?

    SL animations don't have a framerate - They will run at the viewer's framerate. SL animations are a keyframe based system, and the viewer will interpolate between keyframes (This is why there isn't a framerate for animations, as it literally doesn't matter) - also, it allows LL to 'simplify' animations by removing a bunch of unnecessary data when joints are being moved around, as for the most part this happens at a constant speed, so the only thing that matters is the start and end points, and the time between them.

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  7. 18 minutes ago, Innula Zenovka said:

    but since the simulator can't run faster than 45 fps, isn't anything greater than that wasted?

    Simulator framerate is a bit of a misnomer - it doesn't have any bearing on your client framerate.

    If you're using a monitor which has a refresh rate of 60hz (What most monitors use, some are higher, but if you're not sure you're likely using a 60hz monitor), then you'll see smoother animations when SL is running at or more than 60fps. You'll also have less input lag, and camera movements will be smoother.

    Having a framerate above your monitor's refresh rate is a bit pointless in SL, which is actually why I find myself running with Vsync on most of the time, especially on mobile computers (Laptop, Steam Deck, etc.) where batteries are a concern.

    22 minutes ago, Innula Zenovka said:

    standard framerate at which movies and TV shows are made is 24 fps.

    Yup, although it's a bit more complex than that as outside of North America 25 fps is the standard for film, 50 fps for TV (60 in the NA) and for *some* films you'll see 48 fps used. (I work in the industry, this is pointless in an SL context but hey, you just learned something!)

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  8. 3 minutes ago, Christina Halpin said:

    I have a question. Why doesn't Linden fix this problem?

    Too difficult to program? Seems unlikely. RohanRaven suggested that the tongue is special, and I could not get any persistence on the tongue. So, it seems there is already code for this. To correct the problem for eyebrows is making a loop? Fixing it for everything is the same loop.

    Too much client-side computer time? Seems unlikely. Wouldn't a correct at the end be like adding an additional frame to an animation?

    Perhaps it would create problems like arm-flapping. The current Undeform option creates armflapping. Perhaps the current reset of tongue also has flapping, but it's inside the mouth so no one cares. To me, this would be a very good reason for not doing it.

    The persistence is a "feature" somewhere else? Because it is so easily undone, for example by logging in, I rate this as unlikely too.

    The simple answer is that it's a bug that was introduced by Project Bento which has been around long enough to have become a "feature", so there's content that relies on bones not being reset when an animation stops. See many items marked as deformers, for one example.

    To fix it would likely break other content, so it's not an uncontroversial change to fix this bug, although as of late LL are being more strict about content that is leveraging these "undocumented features".

  9. 28 minutes ago, Christina Halpin said:

    BUT . . . if there is no base for the bento bones, why does resetting skeleton go back to the base?

     

    15 hours ago, Christina Halpin said:

    Avatar Health stop animations didn't help. Appearance, reset, reset skeleton did.

    When I tried it on a nonmesh avatar with the SL viewer -- her eyes popped open and stayed there past the stop. I bet you didn't see that coming.

    If you're manipulating the joint position, then expect all sorts of weirdness.

    This is because joint positions are changed by the shape sliders on some bones, meaning that if an animation changes them, you can end up with a persistent malformation which remains until logout (on the user's client - for others, once the animation has stopped and the affected user changes region they will appear normally).

    See some documentation (and the list of bone positions affected by shape sliders) on this page: https://wiki.secondlife.com/wiki/Avatar_deformation

  10. 8 hours ago, Yseult UwU said:

    wear environment probes

    No - this is specifically blocked, and besides, isn't needed.

     

    8 hours ago, Yseult UwU said:

    metallic clothing

    This will work; as your clothing will use the nearest probe volume for reflections (Usually, that means a probe in the same room)

  11. On 1/10/2023 at 4:30 PM, Wulfie Reanimator said:

    I suppose you could still use the bake channels for Base Color in PBR. BOM skins would then just require a different technique in the future.

    Yup, this is (or should be) supported when PBR goes live. There was a discussion in the testers chat and it was stated that this approach should work when PBR goes live.

  12. 8 hours ago, Bones Outlander said:

    Disabling Yoast makes no difference, I still get a 404 Page not found error. (See attached entry from my WordPress logs.)

    If I click on the link in the logs, the URL opens fine, it's only the HTTP Get for SL that gets the 404.

    I'm sure it's probably a WordPress issue, I just need to find a way around it somehow. Although it is odd that it used to work and just stopped recently.

     

     

    404.png

    Have you tried using HTTPS instead of HTTP?

    Most modern browsers enforce HTTPS, so HTTPS may be working properly, but HTTP may not be.

     

  13. 1 hour ago, Bones Outlander said:
    <!-- This site is optimized with the Yoast SEO plugin v19.13 - https://yoast.com/wordpress/plugins/seo/ -->

    This would point that Yoast (the site's SEO plugin) is interfering with your script - you probably need to ensure that your script is excluded from any SEO optimizations.

  14. 15 minutes ago, Frankie Rockett said:

    LlPreloadSound in a loop, 27

    This I've found doesn't work - either the viewer is nuking sounds from cache as they're unused, or the region has a silent cap on preloading sounds. The best way to do things is to set up the script to add a sound to the queue, then call llPreloadSound for the next sound to be added to the queue. With that, you should have ~20 seconds for the viewer to download the sound.

    It's also good practice to call llStopSound after all segments complete, as llSetSoundQueueing can cause the region to (erroneously) continue playing sounds, as if they were looped instead of a single playback.

    • Like 1
  15. On 12/11/2022 at 11:25 PM, OptimoMaximo said:

     

    (alternative softwares to Substance software listed here: https://all3dp.com/2/best-substance-painter-alternatives/)

    One software which isn't listed there, that I've been using to make PBR content is Material Maker - https://www.materialmaker.org/

    It's fairly simple to use, it looks intimidating at first but with about 20 mins of watching tutorials you can pretty much do whatever you want. Cool stuff.

    • Like 1
  16. 2 hours ago, Quarrel Kukulcan said:

    Does this new PBR support come with any changes to the rendering engine or is this simply an alternate arrangement of data channels?

    Yes - PBR materials use a spec-compliant workflow which means that the transition between Substance (or other texturing program) should be WYSIWYG.

    2 hours ago, Quarrel Kukulcan said:

    Will you be able to use both emission and translucency on a single face?

    Yes.

    2 hours ago, Quarrel Kukulcan said:

    Will the metallic channel produce the same appearance as it does in PBR renderers or will it just be an alias to SL's environment channel?

    Metallic should render in the same manner as other PBR renderers, including proper reflections of the scene around the object.

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