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Cube Republic

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Posts posted by Cube Republic

  1. On 2/18/2024 at 9:46 AM, anitabush said:

    Looks incredibly effective, thank you for the clear screenshots.

    I wish someone would do some in depth tutorials on imposters (for blender and substance in particular). They are so important and it’s only in bits and pieces here that I’ve found any good information.

     

    Here's my contribution. I can't find an equivalent modifier in blender, however this is how I make my plant LODs which is more or less the same theory. I put the camera in orthographic mode and take a shot from the front and side. I will say I only do this for big plants because a small plant or flower would only be a blob of pixels from a distance anyway so I sometimes use that idea to my advantage in terms of making lower LODs. 

     

    The empty is just for parenting the camera to make it easy to rotate. 

    The shots are made into a cruciform mesh  (like an old school plant) and used for lower LOD. You could do the same for a chair by taking the photos in blender and compositing the texture in your image editor of choice. There's probably a way to do it with nodes. The only projection modifier we have it like for casting meshes onto another.  Onc caveat that Arton didn't mention is the meshes need to have the same size bounding boxes or you'll get weird popping behavior  

     

    I shade the lower LOD  in-world so it matches as well as it can. It's not the most elegant solution, but its all we've got and it's better than setting LODs to 0,0,0 then advising on debug settings.  https://gyazo.com/0380629183d8b251466cc74834e60a64

    81f0aea75590ee3ac7572aea6261f06c.png

    6bb52026c14974f9ae9b89c21c12b907.png

    • Like 3
  2. 45 minutes ago, anitabush said:

    That’s useful information, thank you. 

    I use 100m2 mega prims around my build platforms, I've not been having any issues and it makes everything look better. I think they can be nested too with a hierarchy, so you could in  theory have a house inside that mega-priim volume. Maybe someone more knowledgeable can correct me if I'm wrong. 

     

     

     

  3. 6 hours ago, arton Rotaru said:

    In order to prevent legacy content from being too saturated, and the contrast being too strong from ACES tonemapping, the strength of ACES had to be dialed down by one third in SL.
    Furthermore, the default midday is just an approximation of the recommended HDRI. So there won't be a 100% match between Substance Painter and SL. But since it's still PBR, colors, and roughness will be displayed correctly in SL. It's just the little bit more of that greyish shine of the Linear tonemapping in SL. That one third of ACES that is missing.

    Especially when you build on a skyplatform, make sure you also have a manual reflection probe rezzed there, which helps to minimize the haze.

    Will they bring that bad boy back up over the coming months? 

  4. On 1/15/2024 at 11:31 AM, anitabush said:

    I’ve been really struggling with this one. The latest maintenance viewer has helped to some extent though.

    My biggest issue is how different stuff looks in SL vs Substance Painter. I have the recommended HDR for SP but it’s just trial and error to minimise the white glaze at this point 

    Have you got the rest of the settings correct, for example colour space?

    • Like 1
  5. On 1/5/2024 at 1:55 PM, aht1981 said:

    yes I made them all myself, the only ones I didn't are the floor and the ones inside the pool and the columns is just SP - though I did have to combine two sets of textures in substance designer using the Tile Random node.

    https://gyazo.com/2b685864c3ba6575cf7c519c36d718ef is the water

    Essentially if you go in Substance Designer and get a perlin noise or gaussian noise disorder 0 and 1 are identical. Therefore I made 16 frames by dividing 1 by 16 to get 0.625 and then you feed 16 of these into the tile generators with first set to 0, second 0.0625 etc etc as that creates the texture for a gif to import to SL. Got to play with blur on the normal. It has a caustics generator too and that looks super with a bit of warp to make it less perfect and feed that into emission and it looks pretty good. 

    Islamic tiles are amazing to make - esp as pbr as they tend to be glazed and can't really get that with non pbr. Some you can do by eye, but some are very mathematical - so got to get busy on Illustrator and make some images to import to SD. And if you want some gold paint on them, well pbr is nice for that.

    As someone quite deep into SD this is really interesting. I tried to look you up in world but can't find you, shoot me an IM if you fancy advising me more, I'd appreciate it, thanks!

  6. 6 hours ago, Luna Bliss said:

    That's really lovely.  I was hoping you'd have some incline pieces in the kit, or that the flat selection would apply to slopes as well...

    I love the light reflections on the plants especially

    Years ago I made a set and it had a lot more pieces, but really it's a waste of land impact, same with inclined pieces as this would make the physics bounding box large. It's easier just to tilt a piece. I did include some box pieces that can be pushed together for stairs based on some real life inspiration I took while researching this build, they're quite economical on li if you consider the included planting. 

    image.thumb.jpeg.f58c4df4c6b26bada7392053ea0a4330.jpeg

    • Thanks 1
  7.  

    38 minutes ago, Luna Bliss said:

    Thanks. No I haven't played with emissive but that would look amazing on an alien rock wouldn't it?

    Yeah it would, give it a try, you can control the intensity of glow with it too. 

    • Like 1
  8. Going to start this thread as a place for people to start sharing PBR screen shots of either theirs or others content. Please this isn't intended as a place for technical discussions, politics, etc. Thank you. Also feedback only if people request thanks. 

    I'll go first, some paths I'm working on. 

    Snapshot_002.jpg

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    • Confused 1
  9. 2 hours ago, Pixels Sideways said:

     

    This seems like a huge *****-up on behalf of LL that if PBR effects are applied and you are not using a PBR viewer then all you see is only a blank white surface.  At least with ALM and local lights, if you turn off those features you can still see the texture without the added materials.  They will lack the depth and realism and light reflections but the texture detail and color is still there.

     

    They should be using fallback textures as per the wiki. My plants come with both built in

    • Like 4
  10. On 12/22/2023 at 10:37 PM, Charlotte Bartlett said:

    So today I finished a build today after a lot of help from @arton Rotaru on lighting tips and yes I had an ejoyable afternoon sleeping on his virtual sofa whilst scripting things and looking at his set up!  Thank you!

    These photographs are taken with all the bells and whistles set and high res. I am on a top end MacBook Pro that can cope with the graphics.

    I released it as a beta version today with a bunch of EEP mainly to get people to start playing with it.  I also used this house as a test bed through the past month which helped in raising a lot of JIRAs and LL have been powering through them and it's honestly been a lot of fun to work on something new in SL with a new set up like this.

    Is it perfect - no of course not, and there are still a lot of gaps, omg moments etc.  Smooth anim is now fixed so my pool isn't stagnant but my next focus is water and improving the realism in pools on next releases!

    Things I learnt:

    I have put on legacy materials to the PBR build so non PBR viewers don't see blank white or plywood textures.  I felt this was necessary as I am not sure yet what the mobile viewer is going to land on.

    Reflection Probes don't always lock and load so drag and copy if they "stall" on first rez.

    EEP settings I am doing a bunch free with my release and tested for PBR.   But then I had to back test in Firestorm legacy and found they go a bit too bright - but got close enough.    I somehow have made a few of my suns square which distance multiplier fixes a bit - but might need a new JIRA this week for that as I think it's a core issue with alpha blending popping back up.

    Reflection probes in a house cube blending need overlap.  And they are a PITA to work with once rezzed.  Use Edit Move (once you have probes on in Build Options) as Edit Stretch (for example) won't select them) plus transparency on.  Even then in a house when you are using complex probes it's so tricky so I am going to workflow them being above the house and only drop them down once the build is ready.

    ❤️

     

     

     

     

    ScarletCreativePBRNewHouse.jpg

    I saw this on flikr, really nice work. 

    • Like 1
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