Jump to content

Masami Kuramoto

  • Content Count

  • Joined

  • Last visited

Community Reputation

76 Excellent

About Masami Kuramoto

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Innula Zenovka wrote: SL2 is going to have what Cloud Party, Blue Mars and Open Sim never had -- a functional and very liquid economy right from the word go. Since L$ accounts will be accessible from both grids, people are going to have far more willing to drop a few hundred L$ on their first and second visits than they were anywhere else, and having done that, they'll have more of a reason to return for more visits, and maybe bring some friends. Yes, but will they spend more in total? I don't think so. A considerable part of SL's current population has no payment info on file. T
  2. Innula Zenovka wrote: I think that what may well happen, at least initially, is that creators will use SL 2 for creating experiences. If, for example, as may well be the case, sim crossings are easier to negotiate in SL 2 and it becomes possible more easily to script better and more versatile vehicles, I can see people staying on SL1 for most things but going to SL 2 to fly, sail or drive. That way, I wouldn't need to abandon my old inventory. I'd simply need to buy my new vehicle in SL 2 and some clothes to go with it, and split my time between SL 1 and SL 2 People have split thei
  3. Linden Lab may soon find out how difficult it is to make people migrate to an empty world while the old and familiar one with all its content is still around -- even more so if the new world imposes stricter limits on mesh detail etc. to support mobile devices. People dislike re-learning, scaling down, giving things up and starting from scratch, even if the new platform comes with some improvements and much lower prices. Consider how hard it was to make people switch to Viewer 2. Consider how few gave up their SL inventories in exchange for abundant OpenSim land. It will be interesting to see
  4. Gavin Hird wrote: For all practical purposes there are currently only one alternative platform that can readily take content developed for SL, namely opensim. Despite all the qualities of opensim (that I love), the hard fact is it is even less scalable than the current SL backend and server code. – Significantly less scalable as it currently is. That is simply not true. The scalability of Second Life is limited by the hardcoded maximum size of a single grid, i.e. 4096x4096 regions. OpenSim not only removed that limit but also added the capability to partition the world (and its hardwar
  5. Gavin Hird wrote: Ambitions are there and it is a good start, but the problem with Kitely marketplace is you have to upload your creations to their asset servers, meaning you also must be a Kitely paid user, to trade on the marketplace. This is problematic for anyone who have their assets well established elsewhere, even on grids they operate themselves. A true marketplace for Hypergrid should be able to broker content without moving this from their original asset store. There is a lot of FUD about OpenSim and content protection, as you can tell from Innula's posts, and the Kitely guy
  6. Mony Lindman wrote: Hmmm that's a little too technical for my "artistic brain" lol but still very interesting. I wonder why there are only small , mostly private grids there and none of the bigger Open Sim worlds like Inworldz or Avination.. I supose its because of those legal issues you mentioned. But LL could bring some order into that chaos also .. Added in edit : Or even better, SL could use that technology or a similar and better protected one to connect with the bigger grids in Open Sim. The time when Linden Lab had the opportunity to become the hypergrid's central bank and centr
  7. Drongle McMahon wrote: With no map, there is no seam. With the blank map, there is a seam. So it's something happening with any UV map. The effect of the blank map can't have anything to do with tangent basis etc. Since there is no seam with no normal map, it's not to do with the basic rendering in ALM. So it must be happening in the code that applies the normal map. My blank is <128,128,255>. It might be interesting to try slightly different colours. As far as I know, a blank map would be <127,127,255>. Any other color will bend the normal relative to the current tangent ba
  8. Drongle McMahon wrote: Here are the two maps (reduced), with the differences (value x 5) in between. That kind of "waviness" in normal-mapped surfaces is not just due to differing tangent spaces. It's also a result of baking to the wrong kind of geometry. Your normal maps show that your bake target was a smooth-shaded cube, i.e. a low-poly sphere. That's why there are those large color gradients in areas that should be completely flat (and therefore use nothing but RGB color 127,127,255). If you had used a cube with sharp edges, your normal map would look more like this: This m
  9. If your lowpoly mesh has split edges, you have to split its UV layout along those edges as well, but that doesn't mean that you have to split the model if there are multiple UV islands. What the guy did in the video is exactly backwards. The most important thing to understand about baking in general is that the projection from highpoly to lowpoly always occurs along the interpolated vertex normal of the lowpoly mesh. Interpolation stops at split edges, which is why you can't get a seamless bake on a model with split edges unless you use a cage or a proxy that is entirely smooth. If your model
  10. Gavin Hird wrote: Why don't you just download opensim free of charge and start create your relevant, unique and exciting grid for only the cost of the power to your server(s)? Just about any creation is free too if you hypergrid your utopia, or even better join one of the big grids for free. You'll find plenty of 5 minute PhotoShop clothes and fast creations that can help you move faster. (To be fair to opensim creators, there are some very high quality work there too, but the bulk is from mediocre to craptastic.) Enjoy your new journey! ;-) The next time you get out of your basement,
  11. Sharie Criss wrote: Are there more controlled ways of editing the mesh weights than weight painting? There is a less controlled, more automatic way of creating mesh weights which produces very good results for skirts. It has been in Blender since version 2.4x. See http://www.sluniverse.com/php/vb/general-sl-discussion/49086-mesh-nda-lifted-15.html#post1026510 If you have to adjust the weights manually for some reason, there are weight gradient and blending tools available to smoothly interpolate bone influences across a mesh. They are documented here: http://wiki.blender.org/index.php/D
  12. Use separate textures for coarse and fine detail. Here's an example: This plane uses the two 512x512 diffuse and normal maps you can see below. The diffuse map is stretched across the entire plane while the normal map is tiled 64x64 times. In the background the normal map fades away (so the tiling won't become too obvious), but in the foreground it distracts from the pixelation of the diffuse map.
  13. LL's failure to provide an Avatar Development Kit has puzzled me for years. I mean, how hard can this be if even Cloud Party's super small dev team gets it right? Without third parties filling the gaps (deformer, liquid mesh, materials, Avastar, Chip Midnight's clothing templates etc.), LL would be lost. It's like there is no one left in-house who fully understands their software.
  14. It is possible but computationally expensive. There are ways to use modern graphics cards to speed up physics-based cloth simulation, but these are not available to most SL residents. (LL collects such hardware info for statistical purposes.)
  15. Toysoldier Thor wrote: Secondly, LL MUST execute the DMCA as instructed to them by what the state IP Owner (as this person has convinced DMCA they are) has instructed LL to do. LL is not the IP owner. They never were and with the new TOS they still are not. So if the DMCA tells LL to take remedial action... they still must comply. A takedown notice is only valid if the content to be taken down is infringing. A takedown notice that misrepresents properly licensed content as infringing is actually illegal. The license that creators grant to LL by agreeing to the new TOS is so broad, i
  • Create New...