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Kyrah Abattoir

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Posts posted by Kyrah Abattoir

  1. 2 hours ago, Butler Offcourse said:

    Thank you very much @Kyrah Abattoir for your reply! Much appreciated! 😊

    Oh basicly it works like a layer mask in a painting app, black parts hiding and white parts showing. Thank you very much, the nodes in Blender are the part of a deep ocean to dive! lol But I will, sooner or later! 🙃

    Yup you got it, and you can draw masks by hand, or generate them on the fly (various noises, pointiness, cavities, etc etc...)

    For all intents and purposes, node graphs are essentially visual shaders, you are building a mathematic equation to drive the properties of each rendered pixel.

    • Thanks 1
  2. A mask is typically a black & white texture (but not necessarily) that you feed into your node graph to combine multiple paths into one on a per UVpixel basis, you obviously need to give "some kind" of unwrap to your high polygon mesh if you plan to do that on it.

    Example below

     

    blender_2021-02-27_13-25-12.png

  3. 8 minutes ago, Butler Offcourse said:

    @Kyrah Abattoir , wow the result looks wonderful and it would help me to have very good quality. The texture looks very crisp too, love it! Have you modelled the stitches as well or did you do it in photoshop, gimp..etc? When I add stitches, they do not look sharp, they look blurry once I upload. I have an other question as well, this would only work for people who has materials enabled, right? I mean, how would it look if they have it disabled? Which one is the wiser choice?  Thank you 🙃

    For smaller details like stitches I usually draw a mask & a bump map in Krita and integrate them into my blender material.

    And yes, if you use normal/specular maps only people with ALM enabled will get the full effect. But unless policies have changed at Linden Lab the non-alm renderer is on its way out.

    You can still bake "some" (not all or you will fight against the normal map) details into your diffuse map for those users.

    My position, realistically, is that, if you can't run ALM, you are very unlikely to have the ram/vram required to support larger textures anyway.

    As for your question about blurryness, this is something I'm still tweaking, but essentially... baking at your final resolution, rather than 2X/4x and then shrinking it down might look grainy in photoshop, but it will look fine in SL. Trust what Blender show you, and use temporary textures to double check in SL.

  4. Make a checker material for your object where the check count is equal to your texture resolution if you want to get a feel on the distorsion.

    Do keep in mind that transitions between pixels are filtered, unlike what photoshop/gimp shows us. so a stretchy pixel might not necessarily be that visible.

    • Thanks 1
  5. Yup, you use the full memory that your texture occupies regardless of whether you are using that piece of texture for something or not.

    It's not always possible but try to aim for 90% coverage, unless you are using a tiling texture in which case, obviously you want your UV to conform to the tiling instead.

    This is one of my most recent uvmap:

    wip122-1.png.c0661fbb4ceeaecb99aa2d19f0310f37.png

    • Like 2
    • Thanks 1
  6. @Butler OffcourseSince you are going to bake anyway i'd recommend to create a separate low-polygon model of your shoe, using surface snapping with your highpoly as a reference so you don't have to guess smoothness too much, and try to reconstruct a "close approximation" without using subdivision, only adding what is strictly necessary and not going to be highlighted enough by the normal map.

    • Thanks 1
  7. On 2/3/2021 at 4:57 PM, eiriesen said:

    Alpha layers can't be one under the other, you also need to take a look into that to avoid transparency issues. I'm not sure how SL reads Alpha layers but in Sims 4 the engine of the game can't read the Alpha very well bcs they're supposed to be used only in glasses but people use them for clothing and for hair too.

    It is a problem that exist in pretty much every game under the sun, some are better at mitigating it, but alpha blended surfaces are rendered in reverse order to account for multi-layered surfaces.

  8. A word on strided lists, I'm not sure they are beneficial in any way compared to just using two lists.

    since lists used as arguments are copied around, it seem that two lists would move around less memory than a strided list?

  9. Yeah i think that normal map is already here but there is something wrong with your model's shading. or something wrong with now you baked those normals because all that flat blue indicate "no normal differences" which is simply not possible given that your upload is smooth shaded.

    Speaking of, why is it if the normal target was flat shaded?

  10. On 1/27/2021 at 8:22 PM, Wulfie Reanimator said:

    They meant MB, not Mb.

    I never know which one to use because we use "octets" here.

      

    On 1/27/2021 at 11:19 PM, GManB said:

    But, I feel that once the outside world starts to understand that uniqueness and the external biz model we'll get competition; which, to date, as mentioned above, is pretty lame.

    The problem is that anytime they go see their engineers and show them secondlife they end up going like "why does this even work?", the original people at Linden Lab were extremely proficient technically.

    Philip Rosedale was RealNetworks's former CTO, so someone extremely competent at the time when it comes to streaming tech, and I can only assume he brought in the very best with him when this all began.

    These are people who literally added scripting to SL "over a weekend".

    I'm not trying to deify those people or anything, but this is very different from the SecondLife we have today, and from any company with the funds to pursue this type of venture.

       
  11. 25 minutes ago, GManB said:

    Tech waits for no platform.

    But the platform IS the tech, there is a reason why no one is currently doing what SL is doing, and that all those that tried have failed.not your desires for it to just swallow anything you throw at it.

    The reason no company has pushed LL into irrelevance is that what LL has done is both insane, unique and extremely complex to design and maintain, as a result, it also moves very slowly.

    But blaming the tools doesn't lead us anywhere.

    • Like 2
  12. 1 minute ago, RyokoTensaki said:

    Put simply, SL is old. If I recall correctly Second Life originated from the late 90's to early 2000's and while its grown and adapted to changing times quite well all things considered it predates a lot which is why we don't see full usage of all CPU cores or heavy usage of your GPU at all (in fact most if not all load is on CPU).

    Another thing to keep in mind is that it is "just" for textures, and while it can be enlarged on 3rd party viewers, you can never allocate the full amount of onboard vram because you also need it for other things, like geometry.

    • Like 1
  13. 1 hour ago, Wulfie Reanimator said:

    And while it's true that modern games do use high resolution textures, they are used either sparingly with alternative low-res versions, or with specific intent. (Texture atlasses especially.)

    They also do a lot of manual culling, such as unloading floors above & below you, a lot of games also use different assets for cutscenes, and once your brain was imprinted with those details you don't notice when they are missing in 90% of the game.

    • Like 1
  14. 1 hour ago, GManB said:

    Yes, a lot of textures but the result, imho, is worth it.

    This is unrelated to your question obviously and something no one likes to hear.... But You have to realize that memory doesn't exactly grows on trees.

    Performances plummet once a scene doesn't fit into your video card anymore, and craters once the viewer  begins to swap textures in and out of the disk cache because you don't have enough ram to hold it either >_<.

    1 hour ago, GManB said:

    For example, on a teak bench swing I made I uses 22 base color textures and 22 normal maps. Yes, a lot of textures but the result, imho, is worth it. Luckily, the swing wasn't rigged so the textures came in with the upload.

    At 3-4Mb per 1024^2 textures, 44 textures eats 132-176Mb of vram.

    You only get 768Mb of texture memory to play with on the official viewer, do the math.

    • Like 6
  15. On 1/20/2021 at 8:24 PM, ChinRey said:

    But most of the time it's because people rely on Blender's automatic UV map functions. There is this persistent myth that Blender is good at UV mapping. Nothing could be further from the truth.

    What, the lightmap packer?

    In general people need to stop thinking there is a button for everything they don't want to do themselves.

    • Like 1
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