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ReinaLexigle

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Posts posted by ReinaLexigle

  1. On 12/4/2022 at 6:25 PM, Rick Daylight said:

    There are other ways of making HUDs than linking one prim together for each option, and that sounds like a very easy way to make GPU lag on a big HUD.

    My usual way is to make a texture with a lot of the options on - a picture of one panel of your HUD if you like. Apply that to a plane, and detect touch position. The script needs to know what texture/tint that position corresponds to. A notecard can be used to configure that, or just hard-code it. The active plane is just switched into view in front of the others, if you need more than one plane (one texture) to hold all your options.

    Another option is a mesh with eight front-facing faces, and a lot of those linked together. 255 of those linked gives 2040 faces. The script detects face and link - in this case you could have actual textures on the faces and read them from there... but I wouldn't (GPU lag!).

    Hello and thank you for the help.

    I think too that magika use the first method.

    I'm noe expert to build huds, can you please direct me to the links especially the first method it seems to be very interesting.and witch script can i use with this method?

  2. 11 minutes ago, PheebyKatz said:

    I've never had hair that came with more than 180-ish color options per HUD. I've never even heard of hair that has more than that many color options.

    One solution would be to group textures by similarity, like blondes, browns, monochrome, etc., and make HUDs for each group. If you want to give them all of the options in one go, just include all of the HUDs (being able to call it a mega-fatpack probably helps sales also).

    In fact, most of the big hair purchases I've made came packaged this way, with a roots HUD, a solid colors HUD, blondes, browns, reds, etc.

    Why make it harder on yourself than it has to be? Just break it up into 3 or 4 HUDs. It would also spare some users that annoying message that tells them their HUD is using too many textures, etc., and telling them it will affect their complexity.

     

    Thank you so much ,in effect ,i'm thinking about your suggestion 

    About designers who has all in one hud "MAGIKA" ,take a look at her hud ,she has a lot of colors and options etc

  3. Hello to all

    I'm facing a problem and i hope to find a solution to it ,I'm a hair designer and i need to builds my hud who contain more than 400 textures,so i have to build my hud with more than 400 prims,when i link them i'm getting this message " Can't link more than 256 object"

    So how its possible that other hair designers has huds more bigger than mine?

    how can i solve this problem?

    Any suggestions will be appreciated..thank you

     

  4. HELLO TO EVERYONE

    I'm facing a problem that i can't find a solution ,I hope to find someone to help me with it.
    I create hair for second life and i'm using alpha blending, so to avoid alpha blending issues ,i have to sort my model and i'm using blender that i'm new to it.
    My problem is i am not able to sort my model correctly using SORT ELEMENTS option whatever I do.
    I hope if someone can explain to me how to use sort element and better the way to sort mesh in blender from A to Z and i would be grateful to him.
     

  5. Hello to everyone

    I'm facing a problem on my mesh , the mesh in question has hair alpha texture on it and its composed by a group of planes combined together in an order to avoid alpha blending issues.

    here is a picture of my mesh rigged showing no problem .

    Snapshot_001.thumb.png.146a9eeda0c945181bff5523dc863c2b.png


    but when rezzed in the ground it shows like picture bellow.

    Snapshot_002.thumb.png.d29862556ddf69f04d602c106f3c017f.png

     

     

    in your opinion what is the problem causing this ? the order combining my mesh ? or another problem
    I heared about reordering vertices can help . Do you think the problem is because I did not reordered my vertices?

    I checked that everything is ok on my model ,im using maya as programm and rigging in mayastar.

    Hope to find a help thank you

  6. 2 hours ago, Pamela Galli said:

    Al I know is, it just does. You just have to fiddle with the cutoff to find the best look.

    Thank you for the input ..impossible to get the same look but many hair creator work with  alpha masking without any problem.

  7. Hello to everyone

     

    I had many issues  with  alpha blending and i  decided it's time to move to alpha masking but sadly i encountered problems with it shown in this pictures below

     

    this how my  alpha look in alpha blending 

    Snapshot_001.thumb.png.1da26f2ec714db14afd43ce4a1c0055d.png

     

    and  this is how it look in alpha masking with 150 mask cutoff

     

    Snapshot_002.thumb.png.c6dbc60fab2c840c564f5d1fe3e2a552.png

     

     

    So I'm wondering why my alpha look like that with alpha masking and how this system work.

     

    Any help will be appreciated thank you.

  8. 26 minutes ago, Wulfie Reanimator said:

    except the rezzed hair is showing alpha problems 

    Yes this is another problem that I haven't found a solution ,seeing through a model with alpha texture on it 

    the faces missing aree those  layers who appear from the hair in the ground.

  9. 15 minutes ago, Profaitchikenz Haiku said:

    Just thinking that if they'e dipping into onion layers there could be some confusion as to which to render, the hair of the onion layer.

    hi and thank you

    they are not dipping into onion layer ,in reality  I always had that problem with alpha blending.

  10. 58 minutes ago, OptimoMaximo said:

    Which doesn't mean that is the right thing to do. Alpha blending should be used sparingly and avoided as much as possible, as it is heavier to render. Ah yeah, I know... Who cares about that... 

    HI thank you for the input

    yes you're right alpha blending should be used sparingly and avoided as much as possible , my problem is i have to understand the use of alpha masking ,i cant find any help in web ,i still have that jagged texture not a smooth one.

    i heared about the vertex ordering can help to resolve that problem but Unfortunately the earlier versions of maya doesnt have that option.

  11. Hello to everyone

    I'm facing problems with alpha blending in fitted hair.

    here is my model rezzed in the ground with no
    glitch .

    1.thumb.png.4827d528446bac26eefe93bf3771e7ef.png


    but when attached to the avatar look some faces
    missing.

    2.thumb.png.80b97870e60c1881abc12a9e4993d0da.png

     

    I hope to find a solution for this issue but  i would
    rather not have to use alpha masking on it

    we have a lot of exemples of hair store that use
    alpha blending without any issue like Doux hair or
    little bones ecc.in your opinion how they avoid that
    problem.

    Any help or advices will be appreciated ,thank you.

    NB: I'm using maya as programm and rigging in mayastar.

  12. Hello to everyone

     

    If you notice in maya the textures look different between render view and normal view

     

    this is how my hair textures look in normal view ,they have a zig zag look

     

    3.png.473be3a0a123dbad27495bfb143c8779.png

     

     

    And in render view they look fine like this

    2.jpg.938ed66f912807fd997c8d9b145d54f1.jpg

    so im wondering if there is a possibility to see them like render view in normal view without passing by viewport 2.0 because my graphics dont support it.

     

    Sorry for my bad english ..Thanks so much.

     

     

     

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