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Paulsian

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Everything posted by Paulsian

  1. No more horror stories from Paul. Edit: I usually only work when i'm inworld and use full body alpha. I do have a few critter avatars when I feel like being more social while working. And then going to events less is best for performance. I roll with 0 complexity usually.
  2. The only thing left I have some confusion is why there's two spaces for the material/roughness. I noticed the material/roughness bullet is not ticked but under the texture type drop down it's PBR there. Is there a difference between the two. Maybe one is more primitive and the other more advanced. Or more options under the area of build tools named currently named shininess (specular). I'm guessing the section under the material dropdown will be where the textures are added and then under the bullet area there will be more options to adjust those features.
  3. Well, there will be mirrors at some point using Screen Space Reflections (those are currently worked. Probably in the next GLTF viewer build). Mirrors with just cube maps do look OK for static thing, but due to there low resolution, somewhat blurry and scewed if the probe isn't perfectly cubic. However, a roughness setting of zero, and a metallic setting of one will be a chrome like material. I keep forgetting it appears the shininess (specular) area is going away/being renamed/repurposed. I'm not too much into watching my avater in a mirror I can cam myself for that, for my walk in closet sure, however, walking into a bathroom and have parts of the wallpaper pattern react/reflect light not only from the pattern but the border of the patterns when avatar moves around the space is more my cup of tea. Thanks so much for taking time to explain this. Sounds very cool.
  4. Thank you for explaining, I can understand that. So when people start complaining my mirror is reflecting my neighbors house, they have to set up manual reflection probe via prim cube set to reflection probe and made phantom and transparent so you can not see it or feel it but blocks anything from outside of it's scale/size/area from reflecting through. Will mirrors be created using the new upcoming metallic roughness texture layer? I think dots are connecting again. The PBR will act as the mirror and is within the metallic roughness area.
  5. Inside of rooms because they do not have the sunshine light per-say? Ohh I was thinking the current light probe would be the probe but the reflection probe will be the probe to make the desired metallic layer shine no matter the physical location of avatar? This would be a fun lab gab for strawberry linden >; ) I'll stop now exciting stuff. Oh I get it, but I don't. Wonders why we can't just select face and make it a reflection probe vs creating a box prim. I guess it tells the area this is a reflection zone. I think I get it now. So people in the future who create metallic textures need to also include instructions for setting up a reflection probe zone so the metallic textures would work or are those seperate things I wonder?
  6. Apple falls from a tree and there's a prim next to it with PBR active, the pbr prim will detect the apple falling and project it based on the perspective of the avatar. That's crazy. I guess it would be the perspective of the prim that will always be the same and then depending on avatar location, my brain hurts just thinking about it. Very cool.
  7. Wonders if there's any plans to add a texture editor to build tools so we can copy existing textures and maybe invert colors or use color filters that will work with the layers and or also mod colors of texture with eye dropper or lasso to make the selected areas compatable with which ever layer the moded texture will go.
  8. I've seen this in other games, it's going to make textures so much cooler than they already are. Textures with mirror parts. Golds are going to look golder internal texture borders can have bling now. Bling it's Bling!! texture bling! Texture metallic and roughness layer. Can't wait to play around with that.
  9. I'm still sort of confused how I can make objects look like those examples when it's ready for main grid. Will build tool be getting more options? Reflection Probe section and a roughness section? Around the area in attached photo? Any idea when this will be released in normal official viewer?
  10. thanks, looking through marketplace now, i'll find her. my computer stinks, appreciate your photos, very impressive. Wonders if it's going to work like shine does but with more levels of shine?
  11. Those helmets are outstanding, any chance I could get the name of the creator pleeease. I had been meaning to search for one recently and it seem'd to have found me. Love it.
  12. Something tells me you're trying to hide a sky/space theme from us. I'm on to you. jk
  13. There's nothing we can do except voice our concerns within the scope of the rules set forth and have faith they will look into problems if any are found resolve them. Trust me, it's not worth getting frustrated over, because after this you will notice something else and something else and it will slowly destroy you, don't let it do that to you. We already know they are aware of concerns, mission accomplished. It's that simple.
  14. Regarding the waterway issue, could be simpliest solution. The concept of sky living has been around way before I arrived. I just connect dots.
  15. i'll quit spamming after this promise
  16. I'm almost caught up I love the way this looks on the current map. I could not terraform one region if my life depended on it and to have all those connect flawlessly, very very impressive. Nice Work!
  17. I like to pretend all the elites live in that space and it's already complete.
  18. A place with minimal rules and maximum user creativity.
  19. I would sell them as blank spaces with prim bonus preimum plus. That would be simple. No house required. I'm not a fan of enclosed spaces. That would be epic. Open theme. Or no bonus and use the prims that the homes are using for space deco. Just an idea. Mine would look like this.
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