# Herpes Melodie

Resident

62

1. ## Marketplace Down?

I'm having the same.
2. ## Mesh cost

I'm such a genius! :matte-motes-sunglasses-2: Thanks again everyone.
3. ## Mesh cost

Hm well, if I understood Drongle right (and do correct me if I am mistaken) a linkset made out of 4 objects means that the lowest possible LI is 2, right? (.minimum serverweight = 0.5 x 4 = 2 LI)
4. ## Mesh cost

Thanks, that clears things up for me.
5. ## Mesh cost

I had a question regarding land impact with meshes. I figured I could answer this question myself with testing and testing and testing, but I rather have a full explanation to make sure I understand everything properly, without confusion. I tried the wiki page as well, but couldn't find the answer to this specific question either. Land impact of mesh X is decided by different factors (the highest value of download weight, physics weight or server weight) Now lets say mesh X has 0.200 on each factor. If I duplicate mesh X in-world and link both meshes to each other, they'd have 0.400 on each factor, right? 0.400 is below 1.00 thus these two meshes, linked, would result in 1 land impact. If these two would be duplicated again, I'd have 4x a 0.200 mesh, thus the linkset will have 0.800 on each factor, thus it will cost 1 prim. Is this correct (it almost sounds too simple) or is there some mathemetic formula going on behind the screens?
6. ## Maya Turtle problems.

Not exactly solved, but it works for now. I switched to brute force (Global Illumination -> Final Gather -> Use cache) It's a different method of calculation and much more time consuming. It disables caching and performs a new ﬁnal gathering for every shading point. The results however, are better, superior I might say, from what I have seen so far. Irradiance (the default setting) caches the irradiance at selected points in the scene and uses interpolation in between the points. If you have the time and have a moment available, I would appreciate it if you tested my scene yourself and check out the results. It might be something on my end.
7. ## Maya Turtle problems.

Problem solved.
8. ## Maya Turtle problems.

Hiya everyone, I am running against some issues with the Turtle Plugin in Maya 2012. As you can see on the image, the shadows are kinda messed up. I have tried different settings, adding more rays, a higher anti analizing value, but no luck. Below are the settings I used. Settings that aren't mentioned below are set to default values. Sampling, Min and max sample rate, 1. Global Illumination, Enable Global Illumination, on. Primiry GI, Final Gather. Secondary GI, None. Enable Caustics, on. Final Gather, rays: 5000. Ambient occusion settings, Influence, 1.000 Envirnoment, GI Envirnoment, Sky Light. Sky Color, White.
9. ## Sending IMs through e-mail

Cool, thanks both. Thats just what I needed. Thanks again!
10. ## Sending IMs through e-mail

I was wondering if there's a possibility to send an IM, by e-mail. I know one can reply to offline IMs that end up in the e-mail box, but what about sending e-mails directly as IMs to people in-world? I checked wiki for answers, but couldn't find any. Thanks in advance. :)
11. ## Mesh Optimization Example

About the LODs and mesh optimalisation for SL in general, I have a question and I am not sure what to do. If I make a small mesh object, lets say, a chair, and I am going to make and upload LODs, how and what should I prioritize? Should I go for a) usability, meaning, everyone is capable in seeing a chair, even on lowest graphical settings b) a low PE at the cost of a not visible LOD4 Certain situations allow to use LOD1 (with the highest quality) for all four LODs while maintaining a below 1.00 PE. However, sometimes you end up with a) LOD1 till LOD 3 with the highest graphical quality and a 3 vertex triangle on LOD4 and with a below 1.00 PE b) LOD 1 till LOD 3 with the highest graphical quality and a *reasonable* custom made mesh for LOD4 and with a PE somewhere between 2 and 5. What would you pick? Personally, but this is just my own opinion, I would prefer a low PE above objects being visible on the lowest LOD. Reason being: even if the object would be visible, it wouldn't even be properly visible, thus I rather don't see it all. With structures and bigger mesh like pillars and fountains etc it's an entirely different situation because you don't want to walk against objects just because you can't see them. Everyone's thoughts would be highly appreciated.
12. ## Baking lightmaps for Photoshop.

Thanks both. The reason I asked about it, was because I want to sell stuff with light maps included. Full shading bakes don't work for this particular scenerio. The trick you mentoned Chosen (applying a lightmap in an adjustment layer) might do the job as well, haven't thougt about this one. I'll check it out. Again, thank you all.
13. ## Baking lightmaps for Photoshop.

How does that work exactly? The overlay blending mode usually (over) saturates, when using pure white, on textures. It highly depends on the actual texture itself. Screen adds white values, but doesn't brighten/lighten the actual color itself. Same goes for mulitply and hardlight. Hardlight is basically a combination of screen and multiply. To see what I mean, try using a brightness adjustment layer on an image and play with the settings. If you darken/lighten it, it gets darker/lighter in a different way than how it would be if you'd use white on screen, or black on multiply. When you bake out a texture map with light effect baked in, you see this effect as well, just like how you would brighten an image like I described above with a brightness adjustment layer, and I want to reproduce this effect in Photoshop. I could be wrong though, but it just doesn't look right when I play with the blending modes on lightmaps in Photoshop.
14. ## Baking lightmaps for Photoshop.

Hi all, I was wondering how I should create light maps, in Maya, that can be used in Photoshop by using the blending modes. Like ambient occlusion maps, I want seperate light maps that can be used in conjunction with texture maps. Thanks in advance

16. ## Noobie question regarding LODs and textures

What I noticed when creating my own LODs (and I'm only speaking about meshes, haven't been actively playing with sculpts) is that they are 1) cheaper 2) look better. Especially if you create low resolution meshes, your lower LODs will have hard edges etc but this is something you barely notice from a distance. SL however, when it makes LODs, will distort and deform your mesh it seems into something badly.
17. ## Noobie question regarding LODs and textures

Heya Gaia, thanks for your quick reply, this answered my question and led to another one! I know that you're a Blender guru, and I know that I used to spam you with Blender questions, but at some point in my life I saw the light and ran to the evil Maya side and never looked back. But perhaps you can answer my question anyways. My question: When making a mesh, would it be adviceable to start modelling the high LOD, UV it and from there start to remove some edgeloops to lower the resolution down? Not sure how things are in Blender, but in Maya when you remove an edge, or a complete edgeloop/ring it updates in the UV editor as well. So by doing this you could lower the resolution down of your mesh while keeping the remaining UVs (the ones that create the specefic LOD) in place. Is this an idea?
18. ## Noobie question regarding LODs and textures

I probably should have known this, but I don't haha so here it goes. What's the workflow of creating textures for different LOD meshes? If I create (I use Maya) seperate meshes to optimise LODs, I would guess I need to make seperate UV layouts as well for each mesh. This means that every mesh and every LOD is using an own texture, right? So basically you create 3 meshes, all 3 seperately UV'ed and textured or am I missing something?
19. ## Mesh rigging.

Thanks Max, this will be helpful! Catwise, the wiki link appears empty to me

21. ## Maya question - Applying materials to specefic faces, not working?

Nevermind it, works again. Not sure what the problem was but I restarted Maya, opened the same scene and everything works.
22. ## Maya question - Applying materials to specefic faces, not working?

Heya all, As the topic says, I am trying to apply materials to specefic faces. What I do is, 1) go to componement type 2) choose the "select faces" option 3) select some faces of my geometry﻿ 4) go to hypershade, hold right mouse button and choose "assign material to selection" Instead of getting my material assigned to the selection (the faces) my whole object receives the material D: What am I doing wrong?