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Kurshie Muromachi

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Posts posted by Kurshie Muromachi

  1. 16 minutes ago, Clarrellae said:

    Facts are facts.

    People can be manipulated or deceived.

    Yes, that's pretty much what I was suggesting. Facts can be falsified unless you investigate them thoroughly rather than take them at face value as factual. Falsified log entries and counterfeit money are examples.

    • Like 1
  2. When I see the reports provided by former employees who have worked at Linden Lab within the last year and a half, I can't help but think that there's some sort of internal issue/struggle with the Lab. Even some of the things that employees have reported have been echoed in some form or another here on the forums. I don't think the Lab is racist, but I question their integrity to be professional and team players. I agree with Innula, though. Gotta see the facts from both sides. But hey, even facts can be manipulated or deceived to be factual. ;)

    • Like 1
  3. 1 hour ago, Haselden said:

    However I think Linden Labs could actually benefit alot if they only hired a few Video Game Designers.

    They've had a position open for a Senior Graphics Engineer for sometime now. Although, it still seems to be open for grabs. 🤔 Whether that means they will have video game industry experience is another matter since the position doesn't specifically request it.

    Cool bit of info - A past virtual world known as "Cloud Party" had former game designers. They managed to create a virtual world officially within the Chrome browser utilizing the AWS cloud (yeah they were using the cloud way before SL) and even add VR support (later on) back around in 2012-2013. They (the team, not so much the product) eventually got bought out by Yahoo and the world was closed.

     

  4. Totally agree with Penny. Would like to see some love given to night skies.

    An example stars sky clouds I made with a sunset with the legacy system. This is a raw shot. Not super accurate to a real sky but was for fun. You might notice some color banding in the shot. Also evident in Penny's example. It would be great if the Windlight system attempted to blend (dither) colors. Or, if there's a better way, great.

    Snapshot_026.thumb.jpg.24ccb457680af083217ed85b75199a2b.jpg

    • Like 2
  5. 28 minutes ago, animats said:

    I'm interested in big-world systems, and I know about these because I seek them out.

    Well, Tim Sweeney of Epic Games has this vision of an "Open Metaverse" planned out. They want to use open protocols, formats and standards and not a closed system where companies have a lot of power over things. Perhaps this open system will allow for big-world scenarios. I guess will see how that turns out. Who knows, it may turn out to be serious competition for LL. Being open sounds promising. They are considering blockchain which I think I've seen some concerns over. I dunno. We'll see. Perhaps in 3 - 6 years? *shrugs* Epic has about 1200 employees worldwide with an arsenal of experienced developers and contents creators and a mass pool of money.

  6. 18 hours ago, CoffeeDujour said:

    The workflow for baking multiple objects with multiple image per texture onto a single map is cumbersome in blender without an addon. It can get very labor intensive and time consuming.

    @CoffeeDujour @Penny Patton Is this what you guys were referring to?

    Blender 2.8 introduced the ability to have multiple separate objects in edit mode. So, you will be able to see the UV's for each of the selected objects all at once and you can move them around. Just select multiple objects and press tab for edit mode. From the quick basic rough test I show below, I had to copy the Image Texture node (the bake to texture) to each of the materials on each object. Otherwise, only a single object would bake to the texture. Although, I think you still need to bake the individual diffuse, normal, etc. unless there's an addon that lets you choose various bake type options.

    1. 3 separate objects each with their own material and UV map (this is a terrible rough example for quick testing)
    2. Same Image Texture node (the bake to texture node) on each object material
    3. Bake (I had 3 objects, so I saw 3 bake progress bars in sequence)

    EDIT: It seems baking separate multiple objects to a single texture is possible with 2.79. But, multi-object editing is new with 2.8 and this will allow you to work on multiple UVs at once for multiple objects.

    aa40418cae645368aa0e03cbb95d32d6.jpg

     

    • Thanks 1
  7. 1 hour ago, CoffeeDujour said:

    Sansar isn't even remotely competitive with other tools for stuff like that.

    It's been my question since day one. Why Sansar, what's it for?

    I recall Torley answering a question in a Sansar meeting in regards to why Sansar over other tools like Unreal. The generalized response was something along the lines that Sansar was a more easier tool to adapt to in order to produce VR- and/or non-VR based content and you also gain an easily accessible social aspect with Sansar.

    Anyways, I agree that if you're a professional, you're more than likely going to use professional tools like Unreal which has far superior features even if the learning curve is higher. The time to learn in return gains you the tools to do cool things.

  8. That's great to hear! This and the recent Epic Games $1.2 million grant to Blender is really showing how the progress from both the developers and the community put into the Blender software is getting noticed.
     

    Quote

     

    Blender was, for us, an obvious choice considering our big move: it is supported by a strong and engaged community, and is paired up with the vision carried by the Blender Foundation, making it one of the most rapidly evolving DCCs on the market.

    We love the idea that this mutual exchange between the foundation, the community, and our studio will benefit everyone in the end.

    We believe that Blender 2.8, which will be released in the coming days, is a game-changer for the CGI industry. Blender has been on Ubisoft's radar for a long time already, and in the past year, more and more of our artists have shown an interest in using it in production. The growth of our internal Blender community, as well as the innovations brought by 2.8 – e.g. a revamped UX, Grease Pencil, EEVEE real-time rendering – convinced us that this was the right time to bring support to our artists and productions that would like to add Blender to their toolkit.

     

    Important points to really think about.

  9. 5 hours ago, JPG0809 said:

    How do you feel about sansar now vs when it first opened up? (If you were a user from the get-go?)

    It's a bit better since I got in during initial creator beta. Although, it's been a while since I've tried it but here are my main issues from that last point...

    • Lacks complete in-world based avatar customization. Avatar base has some poor proportions, poor default skin, and facial shape features that are not my cup of tea even after tweaking it. As Blush mentioned, will see how Avatar 2.0 turns out.
    • The process of having to code C# > upload > publish > test > repeat. Needs a more streamlined approach. Needs a quick, easy way for complete new users who don't have a code environment setup to test & debug scripts in runtime within edit mode without building/visiting scene.
    5 hours ago, JPG0809 said:

    Anything you feel it does better than SL?

    • VR (although I don't care for it)
    • PBR and Lighting
    • Script Properties Exposure into the UI (Cloud Party did this too and it was great for allowing creators to create custom properties for buyers to easily customize through a consistent interface)
    • Free personal space and no upload fees to explore creativity without penalty from lack of understanding/experience
    • The ability to fit/shape clothing over shape and other clothing in avatar mode. This a really cool feature in my opinion and one definitely needed in SL or something similar to it. Unfortunately, Sansar's implementation limits you to Marvelous Designer proprietary software which feels like it discriminates hobbyist creators who prefer alternative approaches that isn't MD.
    • Thanks 2
  10. 22 minutes ago, Rolig Loon said:

    Lindens roamed the world freely in those days

    Ah yes... My favorite Linden moment was when Philip Linden popped into Ahern and started prim building in the middle of the crowd to gain the interests of some newcomers and perhaps even some existing users. There was voice at the time, so it was cool listening to Philip. He even just casually talked to people to see what's up but didn't stay for too long.

    • Like 3
  11. 18 minutes ago, Garnet Psaltery said:

    The petition gives the impression that the OP believes Lindens never engage with their world.

    I don't think it's fair to assume that they don't participate when we know they do. What I'm more concerned with is how in-depth they use the product in much the same way as the community does. Does LL use it and abuse it like their users do? Sometimes LL is amazed themselves at what we can accomplish, so it makes you wonder.

    By the way, f*** delegates.

  12. 5 hours ago, CoffeeDujour said:

    ... so please, by all means, get the source and show us how it's done. Or a friend, or a friend of a friend, or anyone really, anyone at all. It's only been open source forever at this point and here we are.

    There's a position open on Linden Lab's career page. Been there for a while now. Would be nice if someone filled it assuming it's still open. If someone knows someone, let them know please.

    • Like 1
  13. 2 minutes ago, NiranV Dean said:

    I rather prefer the dropdown as it allows me to quickly switch through presets with keys.

    It let's you cursor key through them but it doesn't apply a preview of the preset till you hit the enter key. The texture picker allows you to see previews as you cursor each one. With transition time set to 0, you get to see the effect immediately.

    5 minutes ago, NiranV Dean said:

    Dropping the much faster and more efficient dropdown lists for a slow (and subject to inventory loading), inefficient inventory list that just bogs down your framerate even more just to have folders which could have been added to dropdowns as well is just plain bad, besides both options can co-exist.

    Not sure I understand you. Are you saying that dropdowns can have folder support? If so, I said I was ok with the dropdown if it supported it. I just don't recall dropdowns doing that kind of thing or at least I've never seen it done.

  14. 1 hour ago, NiranV Dean said:

    Selecting personal presets is still cumbersome and done via the inventory or an extra inventory list rather than a simple dropdown menu

    I'm not a complete fan of the dropdown menu. When you have Windlight creators creating a multitude of presets under their name, you have a bunch of presets named "[MyName] Preset A", etc. It makes a lot more sense to me organizing these named presets into folders. I do think the new setup with EEP does feel a bit much in accessing presets as you're suggesting. It's even worse when you have to select a preset for every time you want to switch to another. I would like to see where you can quickly go through presets (such as cursor keying) much like you can with texture picker window (consider looking at the texture picker implementation). Now, if organization and quickly switching presets before accepting one could be done in a dropdown, then I think I would be ok with that. Otherwise, I'm not sure how it could be achieved. Maybe an expandable/collapsable flyout inventory panel?

    Also, would like to see a favorites feature added to these presets, but that's more of a nice to have bonus option. The bulleted issues you laid out are certainly more important. Oh, and the favorites thing could implemented for regular inventory usage as well. So people could fave their favorite clothing, objects, etc.

  15. I agree with some of the comments above that a better default sky and water (maybe even a day cycle) could be considered. Explore different possible default textures even for clouds, water, etc.

    I manually fixed the super glowy issue by changing the RenderGlowStrength debug setting from .350 to like .220 - .250. That might be a bit hacky way about it though.

    963a135726dc3b82c459bd4c09ba94fd.jpg

    • Like 3
  16. I'd only make 2FA an option. I've only recently heard about something coming along that's been in the works. It's called FIDO2/WebAuthn. Looks like something worth keeping an eye on. It's not just something you use for SL but any sites and even your own OS desktop. There's also an NFC small range swipe verification method.

    "FIDO2 is an extension of FIDO U2F, and offers the same level of high-security based on public key cryptography. FIDO2 offers expanded authentication options including strong single factor (passwordless), strong two factor, and multi-factor authentication. With these new capabilities, the YubiKey can entirely replace weak static username/password credentials with strong hardware-backed public/private-key credentials. These credentials cannot be reused, replayed, or shared across services, and are not subject to phishing and MiTM attacks or server breaches."

    https://www.yubico.com/solutions/fido2/

    Don't want to buy a Yubico? You can make your own with an open source option.

    https://github.com/solokeys/solo

  17. 18 hours ago, NiranV Dean said:

    Yes LL wasn't going to support neither of my requests.

    1. Direct control over others, even just locally. Is a no-go due to abuse potential.

    2. Server side support (e.g seeing others pose in semi real-time) is something LL wasn't directly against but would rather avoid, just like any other server change. They don't like touching the servers.

    1. Why not just enforce a permissions system to prevent against abuse similar to how animation calls request for permissions? The viewer can even allow the user to revoke such permissions. I certainly know that Firestorm has such a feature for revoking permissions.

    2. Perhaps to LL it's just not a largely requested feature that the risk of touching servers isn't worth it. *shrugs* I mean, if you're already touching the server with other feature implementations (BoM, Animesh, EEP, etc), then why not other server features?

  18. If that also means having access to grid inventory, then yes, I would like the mode. While OpenSim does exist, it doesn't give you the access to the inventory you've already accumulated on the live grid for testing stuff. And the beta grid is really an unnecessary thing when there could be an integrated offline (or hybrid mode) mode of sorts for thoroughly testing things with other items. Like testing a new clothing item you've made with various mesh bodies before going into true online mode. No wasted upload fees through trial and error and testing while in this offline mode. Fees would be placed on the final result once pushed to live grid. Consider it a productivity enhancer. The beta grid should be left for developers/QA'ers in new feature development testing. This kind of mode could also give curious people a chance to learn things without camping someones sandbox.

  19. 17 minutes ago, Kyrah Abattoir said:
    • PBR rendering, (that's only lil snarky me talking there) It's a bit like giving gravy to pigs. If there is one thing SL creators have proven so far is that they will take every new feature and abuse it just enough for it to be a problem.
    • I 100% agree with your wish for inworld building to come back, but I don't know how Linden Labs could do this, prims while nice had the bare minimum functions you would expect from any 3D package and inworld mesh building would have to provide a LOT to be something more than a frustrating initiation to 3D modeling.

    Something like crocotile3D integrated to the client would be really simple to use and powerful enough to actually make "things".

    • Call me an elitist but if you dislike remeshing, maybe you shouldn't do 3D modeling at all. I wish we could extend the 100K limit from animeshs to cover each and every mesh but i also know it will never happen due to legacy content. Most designers won't remesh unless they are paid to do it, or forced to.

    1. Abuse will be a factor in many things. Sometimes the abuse isn't meant to be negative but rather uninformed or lack of feature support by LL. At times people just love to push the limits for creative expression. The problem comes when it's not prevented or reconsidered early on from blowing up into something that becomes out of control that there's a risk of breaking much existing content later on.

    2. Some points to make...

    • Prims don't allow actual vertex editing if it came down to that. In some cases, I've seen content where just a few areas/patches of a mesh needed adjustment (that I didn't create to begin with). Even the Crocotile 3D you mentioned seems to allow some form of vertex/node editing.
    • Someone else on the forum also brought up the idea of parametric modeling capabilities which can be powerful and can do some very interesting things beyond prim torture.
    • It gets people to create interesting mesh in-world without having to disconnect or AFK from SL.
    • Prims add faces/verts that aren't necessary for certain designs especially very elaborate ones. If the design gets very detailed, this could add up. I did a 300-400 prim design once that I had to break up in chunks for avatar attachment and the processing of that was noticeable. Why so many pieces? It was all the little pieces I did for elaborate detailing but it was very fun doing it in-world.

    It doesn't have to be frustrating if it's intuitively designed. Good UI/UX, progressive disclosure and contextual design can help with that. This tool isn't so much a replacement for complex 3D apps but a way to get beginners to intermediates to have fun creating in-world.

    3. I agree with you about remeshing but something to be aware of. I think there are cases where a well made remesher and even LOD processor can handle those cases just fine. The current one could be better I think. Tools like ZRemesher show the possibilities of topology remeshing and there are some auto LOD tools out there that also show possibilities. It used to be that in Photoshop you had to manually do things, but it's getting better where those manual tasks are like magic now. Now, if you're doing something like complex character/creature design, organics, or need good flow for animation/deformation purposes, then a dedicated 3D app can work best for that. Who knows what the future holds for more magic, though. As far as animesh goes, unfortunately I'm not up to speed on it and not familiar with this 100K thing you speak of. 🙁

  20. 1 hour ago, Whirly Fizzle said:

    I don't see any status update that supports allowing you to share your current pose with others and I also don't see any status update on supporting the ability to pose other people. I can see saving a pose to disk or to inventory and then sharing it with someone, but something more like clicking a button to share your current pose on the spot or take over someone elses avatar on the spot (assuming privileges accepted). That's where the back-end aspect of my comment comes in because Niran asked them about this and apparently the Lab wasn't going to support it.

  21. 1 hour ago, chibiusa Ling said:

    Share your ideas. What would you change?

    More like change and add but to name a few...

    • PBR rendering or even the RTX as suggested (sorry I just like cool tech) (Maybe even Metal support for Mac lovers?)
    • Yes, mirrors. Allow it to be setting driven so that it doesn't get abused to overload a user performance.
    • Bring back the spirit of in-world building utilizing actual mesh creation tools. Doesn't have to be advanced, but a worthy spiritual successor that feels like an intuitive 3D app. This could be setup within local cache space so it's not server-end till you publish to mesh import tool but you lose in-world collaborative creation support.
    • For Niran's Black Dragon In-world Poser tool to allow others to see your custom pose and even modify other avatars via permissions (like animation dialog permissions that can be revoked anytime)
    • Utilize the mesh creations tools above to allow editing of existing mesh so that I can customize clothing, furniture, etc. (ex., to fit my needs or fix mistakes made by creators who don't respond). Mod permissions required of course.
    • A much better mesh optimization system so that people who don't like retopo'ing their creations can utilize a system that handles it the best that it can for them. Doing it by hand is still the best way to go, but not everyone wants to invest so much time into mesh workflow.
    • Would love to see some better gaming potential within SL
    • Would also like to see something done with LSL scripting. Oddly, I never see many posts in topics like this regarding the scripting side of things. Scripting is just as much of an important side. Maybe something like a HUD API for creating HUDs. This could tie in really well with gaming, too.
    • Like 1
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