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Achille Putzo

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Posts posted by Achille Putzo

  1. 3 hours ago, animats said:

    That's helpful.

    Here's what I'm working on - an impostor maker in Blender.

    lowrezimpostor.thumb.png.63b8789365dc2368d3b4b11b6f554df5.png

    Automatically generated impostor. At left, 30-triangle blank impostor. The user creates that to fit around the full model. Center, the full model, 10,000 triangles. At right, the low-LOD impostor. Its texture map is 64x256, and that's the map on the far right. You fit the blank impostor around the real model, and one click makes the low-LOD impostor. Then upload and go.

    lowsizelowrez.jpg.754b221a79d8eab14f96990ccf52c7ac.jpg

    Looks like this, at distance. Houses down the street. Little items on the shelf in the next room. Items in a store seen through the window. This is an alternative to the chopped up mess the uploader makes when you ask for a small number of triangles.  Anything which has roughly flat sides, or is shallow, or can only be seen from one side, can be impostored in this way. This has the land impact benefits of zeroing out the lowest LODs, while providing something that looks good all the way down to one pixel.

    What's going on here is simple. The plug-in does a render for each face in the impostor, then pastes that on the impostor object. You can do that by hand, but it's a lot of work getting everything lined up. The plug-in does the renders, makes the composite texture, and sets up all the UV coordinates.

    This approach doesn't require that LL do anything.

    With the right tools, we can have nice things.

    Soon to be available as a Blender add-on.

     

    I can not find on this addons "Automatically generated impostor on Google" and where is it?

  2. On 10/27/2018 at 3:01 AM, Macrocosm Draegonne said:

    Yes that video is the one I was hoping you'd find, it explains it. and the post he linked to also, thats all the info that anyone has to go on for that topic.   

    What specifically is the issue now after you got the first bits?  The LOD is not loading correctly?  Does the lod model cover texture space properly in the UV map?  Or are you using the autogenerated LOD? 

    I'm about to experiment and I'll let you know soon ....

  3. On 3/11/2015 at 6:18 AM, Tomos Halsey said:

    Unfortunately none of the DAE files in the examples show signs of "sharing the same polygons". If we take a look at the COLLADA Documentation here it dictates that geometry is defined inside of the <mesh> tags wich contain sets of <triangles> tags. These tags get assigned materials by defining a material attribute that corresponds with a defined <library_materials> tag further up in the file.

    So with that being said if we look into the files provided we can see two sets of <triangles> inside the <mesh> tags. This means that there is litteratly TWO sets of identical mesh with two seperate materials assigned so what does this mean? It means that this isn't an SL "bug" but an exporter bug that writes a DAE file with double the polys in overtop of the previously defined set. SO the uploader isnt "glitching" or "bugging" at all but just reading a normal COLLADA file with two sets of gerometry and two material faces.

    Here is our proof that the example files from the youtube page are just normal COLLADAS.

    
    <library_materials>    <material id="ccc" name="ccc">      <instance_effect url="#ccc-fx"/>    </material>    <material id="bbb" name="bbb">      <instance_effect url="#bbb-fx"/>    </material></library_materials>

     And the corresponding triangles the materials are being assigned to...(i truncated a little to save space)

    
    <library_geometries>    <geometry id="wall_test-lib" name="wall_testMesh">      <mesh>        <source id="wall_test-POSITION">          <float_array id="wall_test-POSITION-array" count="96">-146.407776 -118.058250 0.000000146.407776 -118.058250 0.000000-146.407776 118.058250 0.000000146.407776 118.058250 0.000000-86.165428 19.481628 0.000002-86.165428 -19.481628 -0.00000286.165428 -19.481628 -0.00000286.165428 19.481628 0.000002[...]</float_array>          <technique_common>            <accessor source="#wall_test-POSITION-array" count="32" stride="3">              <param name="X" type="float"/>              <param name="Y" type="float"/>              <param name="Z" type="float"/>            </accessor>          </technique_common>        </source>        <source id="wall_test-Normal0">          <float_array id="wall_test-Normal0-array" count="522">0.000000 0.000000 1.0000000.000000 0.000000 1.0000000.000000 0.000000 1.0000000.000000 0.000000 1.0000000.000000 0.000000 1.0000000.000000 0.000000 1.0000000.000000 0.000000 1.0000000.000000 0.000000 1.000000[...]</float_array>          <technique_common>            <accessor source="#wall_test-Normal0-array" count="174" stride="3">              <param name="X" type="float"/>              <param name="Y" type="float"/>              <param name="Z" type="float"/>            </accessor>          </technique_common>        </source>        <source id="wall_test-UV0">          <float_array id="wall_test-UV0-array" count="168">0.000000 0.0000000.638178 0.0000000.371744 0.1628240.266434 0.1628240.894690 0.4951810.638178 0.7914250.198716 0.9196800.093406 0.919680[...]</float_array>          <technique_common>            <accessor source="#wall_test-UV0-array" count="84" stride="2">              <param name="S" type="float"/>              <param name="T" type="float"/>            </accessor>          </technique_common>        </source>        <vertices id="wall_test-VERTEX">          <input semantic="POSITION" source="#wall_test-POSITION"/>        </vertices>        <triangles count="58" material="ccc">          <input semantic="VERTEX" offset="0" source="#wall_test-VERTEX"/>          <input semantic="NORMAL" offset="1" source="#wall_test-Normal0"/>          <input semantic="TEXCOORD" offset="2" set="0" source="#wall_test-UV0"/>          <p>9 0 9 10 1 80 11 2 81 11 3 81 8 4 8 9 5 9 2 6 0 0 7 1 5 8 2 5 9 2 4 10 3 2 11 0 [...]</p>        </triangles>        <triangles count="58" material="bbb">          <input semantic="VERTEX" offset="0" source="#wall_test-VERTEX"/>          <input semantic="NORMAL" offset="1" source="#wall_test-Normal0"/>          <input semantic="TEXCOORD" offset="2" set="0" source="#wall_test-UV0"/>          <p> 9 0 9 10 1 80 11 2 81 11 3 81 8 4 8 9 5 9 2 6 0 0 7 1 5 8 2 5 9 2 4 10 3 2 11 0 [...]</p>        </triangles>      </mesh>    </geometry>  </library_geometries>

     

    Yeah, so overall it looks like there is no Black Magic or Magical Bugs that allow for this. It's just a simple file with duplicated polys that have two seperate materials on them. :)

    is it possible to create a videotutorial?

  4. 16 minutes ago, arton Rotaru said:

    I don't know why either. Looks like the UVs on the lower LODs are broken.

    uhmm .... I do not know .... maybe I'm not good to do on blender so I still have to learn well on blender like other creators who have learned with more experience .... and I would like to know with the my curiosity about another video that a creator has made double materials and I would really like for my work ..... watch this video: 

     

  5. 2 hours ago, Macrocosm Draegonne said:

    There is a video on youtube about it, and they also posted some posts on their blog about it, I did not bookmark, but basically what I said above is what you do.  Say you have a floor, you then duplicate it, in edit mode you can just drop it right there, if you're in object mode you drop it, then join the two with the join command, this makes it so its one when you export dae.  There might even be other ways, but thats how I do it.  Putting them into the same .dae will save you on li im thinking too.

    Once its in world, click around on the surface and drop your textures into them,  in blender if you baked an AO/shadow/detail layer to go on the top layer, make sure its on the top layer of your surface in question, and the repeating base texture is set on the back plane.  It can be a bit figidity selecting the layers, but there are scripting ways to deal with that, though, its really only needed if you have more than two layers, even a third layer will vex you as you try to click and get the right layers lol.

    @Macrocosm Draegonne I'm sorry that I did not understand and that you're talking about blender or something else? let me understand please :)

  6. On 10/20/2018 at 9:40 PM, Achille Putzo said:

     

    I'm very sorry, I forgot to also write the number from 2 up to number 4, because the number 4 is already done for your photos that showed me and you can redo from number 2 up to n. 4? I hope I can solvent .... :)


    P.S. apart from me I can only do when I have made a texture Ao from blender to Photoshop, I have opened a file on a texture ao and insert on normal texture (wall or wood or metal etc etc), and I put on multiply .... and this you showed me on photos and I'm new to learn another lesson you're teaching me ... :)

    @arton Rotaru however I have solved on photoshop and you explained to me very well, but since I have made a close focus from the object which is all good and far away it is very bad
    close: https://gyazo.com/4c7c96cc8e8c1efc60671f1c16704bbe
    far:  https://gyazo.com/a575a869c924cd3c6db9ce9af902b2d0

    see?i dont know why and maybe missing change lod? 

  7. 18 hours ago, Macrocosm Draegonne said:

    no need to make them separate DAE.  Simply duplicate the mesh you want the additional texture on and drop it in the same spot, being duplicated makes it the 2nd in the stack layer order and it will be on top of the previous mesh that was copied, join the two together as one object (but still two split sections), then in world you can click around on the surface and sometimes you'll select the back, others the front layer (zooming in close helps) or you can use scripts to control the texture layers.  From there you can place your textures on to the object.  Its nice actually because you can change the repeating textures in the lower layer but your shadows always stay nice and on top.

    @Macrocosm Draegonne  and how does it work? if you have any tutorials to teach me?

  8. 1 hour ago, arton Rotaru said:

    Ctrl+i is the keyboard shortcut to invert colors in Photoshop.AO_01.thumb.jpg.a2375972877e5f005e1463b4c13e1324.jpgAO_inverted01.thumb.jpg.f1746b572fb6590244b5fa9d89fd445e.jpg

     

     

    I'm very sorry, I forgot to also write the number from 2 up to number 4, because the number 4 is already done for your photos that showed me and you can redo from number 2 up to n. 4? I hope I can solvent .... :)


    P.S. apart from me I can only do when I have made a texture Ao from blender to Photoshop, I have opened a file on a texture ao and insert on normal texture (wall or wood or metal etc etc), and I put on multiply .... and this you showed me on photos and I'm new to learn another lesson you're teaching me ... :)

    • Thanks 1
  9. 8 hours ago, arton Rotaru said:

    You want to remove the white color from the AO to avoid that. A simple trick how to do this is:

    1) Take your AO map into Photoshop.
    2) Hit Ctrl+i to invert colors.
    3) Hit Crtl+a followed by Ctrl+c.
    4) Add a new layer on top, and fill it with solid black.
    5) Go to Channels palette and add a new layer
    6) Select Alpha 1 layer and hit Ctrl+v
    7) Save file as 32 bits TGA.

    In-world you can adjust the AO strength with the transparency setting if needed.
     

    I can do little on photoshop and I can not follow the number "4) Add a new layer on top, and fill it with solid black." and I would like to find a videotutorial if it's possible and I'm really sorry :(

  10. I have made my idea about blender

    1) make bake on floor for AO
    2) save the file of ao
    3) duplicate floor
    4) take 2 floors
    5) save on floor in dae
    6) go to sl
    7) upload floor mesh
    8) upload texture floor AO
    9) edit on floor dae
    10) on "Texture" and texture again (go to see on photo https://gyazo.com/f251568abe1fa2658c6186a57cfba196

    11) time to put any texture
    https://gyazo.com/c226e2cd03409811ce6ae929d97e6312

    12) now go again on texture and go on 40% transparency

    but this I think so and should not very good, because it is too white and too light tile floor, so I think that on texture ao should increase darker? texture tile more darker? this floor have 2 prims >>>>> https://gyazo.com/7323fb7b3d463e0b7c7241709a0bb82a

  11. hello everyone, I'm trying to find a videotutorial to learn about blender and second life how to put a texture AO with any texture (a wood or marble or metal etc etc) on the floor like that video that the creator made his idea to change the textures on the wall, on the floor etc etc and that creator as he did to change the textures and I can not find a solution ..... because I'm about to build a pool in blender, as on blender I created a pool and I did it on bake (blender render) with textures in blender, but second life came badly on texture with ugly pixels and I do not know how to do it .... I would like to learn how that creator on video to change textures ... .... and you know how to do?

    go see on video: 

     

     

    I created this floor for the pool from blender to opensim, but this texture is 1024x1024 and see so very bad pixel and how should I do to see this texture much better? I have done on "blender render" and how can I fix to improve this texture?

    go see this link: https://gyazo.com/a2a52985a8f3ab3e90c454b90e3f0a8e and I'm creating a blender pool on this other photos for show https://gyazo.com/b614de3f8b45ee87c5ac6b07bdb1068c 

  12. hello everyone, I'm trying to find a videotutorial to learn about blender and second life how to put a texture AO with any texture (a wood or marble or metal etc etc) on the floor like that video that the creator made his idea to change the textures on the wall, on the floor etc etc and that creator as he did to change the textures and I can not find a solution ..... because I'm about to build a pool in blender, as on blender I created a pool and I did it on bake (blender render) with textures in blender, but second life came badly on texture with ugly pixels and I do not know how to do it .... I would like to learn how that creator on video to change textures ... .... and you know how to do?

    go see on video: 

     

  13. I try to explain to you to understand and show this similar Maya "Planar UV mapping" on site: http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-B6519472-C0ED-4C07-99C6-12107A3509D9 and I'm trying to find a solution on blender like Maya on "Planar UV mapping" and I'll show you to understand on a table photo in rl .... that table is planar that I want to create on blender ... . this photo (is a example) >>>> https://postimg.org/image/7yl5sz56f/0333f300/

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