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Memo Opaque

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Everything posted by Memo Opaque

  1. 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. 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. 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. 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. 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. 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 faces...like 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. @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. 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. 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. 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. 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 eachother....like outer glass layer bakes what is behind it too.
  12. 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. @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. @arton Rotaru Oh ok, so you need to see faces from right its front.
  15. @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. https://prnt.sc/h0n8tv
  16. -keeps watching as well-
  17. Oh no, i took the second shot with a WL without shadow and now tried with other WLs too. So it is there and i am sure it is on texture. As to first shot, i cut all node setup from "Metarial Output" node and i simply put baked texture on Image Texture which connected to Diffuse BDSF in "Material View". But i tried it in "Texture View" too. So it is same. No problem in Blender. i had this problem before too. But then it was very small and tolerated. But having it again, i wanted to know what may cause it. i checked and i don't have a hidden object. Then after a search through some forums, i saw some people had same problem. They were suggested to recalculate their normals. So i tried it too and problem is still there From Texture View:
  18. Memo Opaque

    Weird Shadows

    Hello, i am back with another question as someone might have experienced same problem before and may help. So my mesh has metal part with a handle on it and they are joined. Both of them have glossy node, handle is smooth shaded and the other metal is flat shaded. When i bake it and try in Blender it looks as it must be(pic1). But when i put it on the mesh in SL, it has weird shadow next to the handle(pic2). Any idea what may cause it ? pic 1: Pic2:
  19. Hello, i just wonder if anyone has any idea about from what angle Blender bakes the textures. Because when you rotate screen, glossy objects seem totally different in rendered screen. So how to understand what angle would match the result of your baking ? So that you could arrange your material as you want it in baked results.
  20. Thank you for all methods and replies. I followed the video and it helped https://prnt.sc/g54zki
  21. Hello, i am creating a clock. And i want its hands to turn around their origins which are in the first picture. But when i upload them to SL, their origins change as in the second picture. What may be the problem ? I upload two hands together(not as joined). Would uploading them together affect it ? https://prnt.sc/g52omb https://prnt.sc/g52o1t
  22. @Chic Aeon Yes, i lowered its vertices to less than its half and i got what you mean from that baked texture. Thank you very much for such detailed explanation.
  23. @Chic Aeon Yessss that is what i asked. Ok, i made a bulb and half wine bottle as one face (no depth). So i will put that edison bulb inside half bottle and make some decor. I gave it some thickness with that solidify tool and it creased the vertices ah many as not desired. i will put 4 of these bulb and bottle. That is why i am trying to keep vertices low as possible as i can. Before i use solidify, i searched around and what i could use as alternative. What i could find were duplicating the object and flipping normals or backfacing with geometry node(which is still not 2 different matterial on the both side of the face. So i am not sure if it would work.) So i just wondered if anyone knew some way to use both side the face with different materials without creating more faces. But seems like, there is no option for it. Thank you.
  24. I didn't ask how to select one face and not faces behind it(i know how to click on "Limit selection to visible" button basicly). If you checked the link i posted above (https://blender.stackexchange.com/questions/6905/how-to-set-different-colors-to-each-side-of-plane), you would understand what i was asking.
  25. Why do you have this harsh approach always ? Yes, i watched lots of tutorials and also all of Chic's tutorials and came to some point. Until i asked it, i hadn't needed to use different material on the sides of an object without dept like a plane. i searched lots of forums and they mostly say "one face can only have one material". I saw some people, who are not beginner, asking it too. So came here if people knows some way different for it. If you are gonna have this attitude, feel free not to answer my questions.
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