Memo Opaque

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About Memo Opaque

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  1. How do people make low prim count mesh stuff?

    i used 6 prims for it inworld and linked them. Then i saved the linkset to my desktop and reuploaded it as single mesh. And thank you for the detailed explanation about radius. So from the formula you shared, i can see it calculates radius as half of 3 dimentional diagonal of a rectangular prism.
  2. How do people make low prim count mesh stuff?

    Well, i have never tried a building physic but i fixed the physic of one part of a building with the mesh in Pic.1. It is set as convex hull. i can move around/inside it without any obstacle. It just has alittle hovering (Pic.2) but i noticed lots of buildings have it. The second i want to say...Isn't it hard to make a mesh with proper looking, proper LOD for 1,000 m. and low LI, especially if it includes rounded geometries. Even it is set to 2,000 m. as default at Mid Graphic Settings. As the last, to exclude lowest LoD, is one dimention of 10 m. enough or do all 3 dimentions have to be 10 m. at least ?
  3. How do people make low prim count mesh stuff?

    Ah, yes i just looked at it fastly . But does he have to set it to prim as long as dimentions are bigger than 0,5 m. and uploaded as unanalysed ? I know result is not very perfect but close enough.
  4. How do people make low prim count mesh stuff?

    Did you set "lowest LOD" as 0 ? Sometimes it makes big drops on LI. It is better to make 0 than having a very broken shape with less triangles. When your object is big, even you can set "Low LOD" as 0 too. Because big object's highest/high/low/lowest LOD distances are longer. They break down after longer radiuses. If it is a small object, it is not wise. You can experiment it.
  5. Face/Material Problem

    Hmm, names were different totally. Donno how but it is solved until after separating books from rest. That is what matters for now until i come across it again
  6. Face/Material Problem

    Hmm...i had 3 books with one material, clock with 3 materials, glasses with 2 materials and candle with one material. (Candle was alittle sculpted, though. So it had many more than 5k). I joined them and uploaded to SL. I baked books on one texture and rest on another. I put books' texture and there was no problem. Rest was still white(default). Then i applied clock's texture, but it was applied to all rest. Then i uploaded books with clock and rest separately. Still Books worked as they supposed to but clock. After that, i uploaded books and rest separately. Then all worked as they were supposed to. So everytime the meshes, which uploaded with books, worked as if one face while books worked normal. I guess something was wrong with books.
  7. Face/Material Problem

    @arton Rotaru After some search, i found out every mesh had a metarial limit. Not sure how many, though. My mesh had 8 materials. Lowered it to 7. Still had the problem. Then, i uploaded my mesh as 2 parts and linked them in SL. One of them had 6 materials and it worked as it was supposed be.
  8. Face/Material Problem

    I have afew meshes. And those meshes have different materials on different faces like....a clock with metal material on case faces and glass material on glass faces. I join those meshes in Blender and upload to SL. But SL sees it as if one face/material. I want to make glass face transparent, but i can not select it separately since SL sees it as one face. All mesh goes transparent. What may cause it ? I joined different meshes with different materials in Blender and uploaded to SL before this happens for the first time.
  9. Baking of Glassy Objects

    Even using transparent on both outer and inner surfaces another problem. Once i was told to use different materials inner and outer surfaces when i use alpha on them. So they would not overlap. Well i use only transparency on faces still i made those surfaces with different materials. If i make inner face no transparent it works normal. if i use transparent on inner face, outer face looks as if it is 90% percent transparent although it is %5-10 transparent. I searched a little, but no result.
  10. Baking of Glassy Objects

    I saw some bottles using shine effects inworld (if you mean that), but...umm.. i donno they look alittle plastic-like(especially for dark coloured glasses), not giving glass effect so good.
  11. Baking of Glassy Objects

    Let's say you have an object like a bottle above. It has 2 layers (as thickness) and a face in the middle for the liquid. The common model which most of creators use for their transparent bottles with liquid inside. I just wonder which way do you prefer to bake textures of such mesh. Because when you use glass node, each face affects outer glass layer bakes what is behind it too.
  12. Weird Shadows

    Actually, i didn't reupload the mesh. i just applied Triangulate tool and baked the texture again. So it is better to keep in mind before baking textures next time just in case although it didn't happen with all parts:)
  13. Weird Shadows

    @arton Rotaru Yes! i soo appreciate your help after trying to fix it whole day, Arton. At the moment i applied Triangulate tool, it moved/rotated the texture alittle in Blender. So i applied it and baked again. Texture matches mesh in SL now
  14. About Baking Angle of Blender.

    @arton Rotaru Oh ok, so you need to see faces from right its front.
  15. Weird Shadows

    @arton Rotaru , @Chic Aeon Well i took the shot yesterday. And today i reuploaded the mesh afew times and baked again. If you mean the "triangulate " under the "Collada Option" while exporting, with "triangulated", it is always checked. if i moved any vertice by mistake, probably it would be still ok as i reuploaded the mesh and baked the texture again. But weird thing is when it happens, it happens symmetrically as in the show below. So far, i have tried edge split tool,, recalculated normals, unjoined the handle and moved forward alittle, removed glossy from the handle, moved it inside the metal band and now trying again by switching baking engine from GPU to CPU. No idea what else i could try.