Jump to content

Silas Merlin

Resident
  • Posts

    58
  • Joined

  • Last visited

Posts posted by Silas Merlin

  1. 5 minutes ago, CoffeeDujour said:

    I am expecting ARCTAN to be overall more generous than current systems.

    Historically the Lab have been extremely adverse to doing anything that renders existing content practically or functionally useless.

    Hard limits, forced LODs, etc etc would effectively dump the majority of content created after the age of prims into the trash. It would be a PR train wreck. They couldn't even make fewer groups for basic accounts stick (which had a very solid technical justification), there is no way they will ever turns half everyone's purchases into junk.

    There is a misunderstanding, there was no talk of forced LOD's :
    Instead, creating LOD's would not increase the land impact as long as they remain within a reasonable limit. For instance, with animesh which already encourages LOD's, each level can be half of the one above. (ex : 2000 - 1000 - 500 - 250 tris)
    There is no penalty for "zeroing out", simply it doesn't make sense anymore.

     

  2. What I want to see ?  A very small limit to the number of items one avatar can wear at a time.

    Also @Vir Linden to avoid utter confusion, I think  it would be good to introduce a new term other than Land Impact. Let LI remain unchanged, simply it ceases to have any effect once Arctan is implemented. This will allow for the myriad of vendor pictures out there to not show wrong and misleading numbers. The numbers will just become useless, they will have no effect, but they will not be wrong.
    The new ARCTAN count would then use a new term for the actual cost counting towards the limit of items that can be rezzed on a region.

     

    • Haha 1
  3. 7 hours ago, Kitsune Shan said:

    None of them use any UVs at all so even the default older ones can be used for whatever. 

    well, then, surely, if you use one of the default slots with a different uv, the system will "bake" the skin layer at bottom which uses the default uv...  So, it will look all mangled until you wear a universal to point to a texture that uses the actual uv's of your mesh. I think that would be very confusing, that is why I would rather use auxiliaries for anything that does not have the standard uv's.


     

  4. 8 minutes ago, Kitsune Shan said:

    You have 5 actually. 

    Could you explain, please ?
    I only see three. all the others are bound to the default uv's, aren't they ?
    Five would suit me :)

    ----
    Edit : Nevermind, I just assumed that left leg and left arm used the default uv

    Thanks :)

  5. Ah I'm glad you find it useful, Miller.
    I think I should unlist it now, because when I installed the latest EEP viewer, I found that my sky is completely broken now. Much brighter, haze vanished. Also, the second rainbow which was hidden on the horizon accross from the sun produces a halo which becomes just as bright as the sun itself when you face it with your camera.
    Light changes when you rotate your camera now, as if your eyes were adjusting, but not quite right.

    • Thanks 1
  6. the problems I listed above are shown around 1:30 to 2:00 in the video I posted above : The window inside the wooden house, then the way a distant object pops into view when exiting the house.
    Then, as the camera flies out of the house, look at the sea in the distance and how the sky reflects on the water while the mountains' reflections appears further from the shore.

    At 3:10 you see the strange reflections in the water.

  7. I tested EEP today, looking at different materials and how they are rendered. I must say I quite like it now !

    There are still problems though.
    Apart from alpha glitching, most of the problems seem to occur at a great distance.
    Objects pop into view only when they are no longer partially occluded by a nearby object.
    Reflections of a mountain on the sea appears in the wrong place depending on camera height.
    Weird reflections in water.
    When your camera is high above ground level, the sea looks just wrong, it makes for a dizzying experience when you rotate your camera.

    Distant objects blend with the sky better than before, but not the horizon itself.
     

     

    • Like 1
    • Thanks 2
  8. With EEP, it seems impossible to make distant objects blend into the sky, no matter how you tweak the settings. Distant objects become cutout grey-white against the sky.
    EEP seems better than Windlight at fog at close range though, but I'm not sure.

    Here is a video showing objects at various distances.
    First half of the video is in firestorm : observe how the landscape gradually fades into the sky.
    Second half of the video is the same scene in the EEP viewer...
     

     

    • Like 2
  9. So, now that EEP works on Bluesteel, it's more fun playing with EEP.
    The testing regions on Aditi were cool, but, it's flat, so you don't really get a sense of what you are doing.

    So, first thing I notice, yes, the settings files in the library are way off, they don't compare to the originals.

    Also, I don't know if it is related to EEP at all, but in that viewer, land textures are extremely blurry.

    The line in the middle of the sky is a known issue, I think,  but now that I can have mountains, I see a similar line dancing around the mountains in the distance as I cam around.

    Here is a video showing these last two points

    https://youtu.be/zkKjY9t0H1M

×
×
  • Create New...