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Kyrah Abattoir

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Posts posted by Kyrah Abattoir

  1. On 5/4/2021 at 8:34 PM, VirtualKitten said:

    Why does Blender always export my Collada dae as x transferred to z and visa versaes blender always export my x axis as z axis in Collada Export ?

    There are two schools when it comes to 3D orientation:

    • World space: +X is forward, +Y is left, +Z is up (architectural POV, the world is mostly flat, Z only matters if there is some height).
    • Screen space: +X is right, +Y grows up, +Z is forward (screen POV, we don't change X and Y we just add Z).

    Neither is inherently wrong, they simply conceptualize 3D space from a different starting point.

  2. "Slightly more robust graphic card" is such a bull***** take. Unless you are on a really underpowered laptop, Your GPU is basically asleep when running SL.

    You can literally mine ethereum in the background and see no change in FPS on a gtx1070.

    @Tonk Tomcat1.3M triangles and 100Mb of textures too. Why compromise when you can have both! Please tell me you left the review it deserved.

  3. 6 hours ago, arton Rotaru said:

    I just couldn't resist to reply in the same tone as I read pretty much in any of your being helpful replies. Total lack of humor. Which your conjectural inability of reading the smileys in my posts demonstrate.

    Well, I'm sorry. I tend to be pretty bitter even when trying to help because of this feeling that nothing I do or say will sway anyone in the right direction because other than increasing their profit margin or getting done faster, people don't appear interested.

    I tend to take this way too seriously, but I've lived through SL for so long it is just hard to let go. :/

    • Like 1
  4. 2 hours ago, arton Rotaru said:

    I'm making custom LODs since the Mesh Beta in 2010. Would be cool if you could tell me something new actually.

    Oh my bad,  I'll remember to avoid being helpful in the future ^_^.

  5. 3 hours ago, Benjiatwork said:

    Voyez par vous même Kyrah, ça peux aller très loin de refuser une vente sans motif valable, il y a des lois dans ce pays et elles ne s'appliquent pas qu'aux merles et aux faisans  un soir de pleine lune uniquement... Et, non, pour vous répondre franchement, un exploitant de bar n'a le droit de vous refuser l'accès uniquement si vous êtes déjà saoul, s'il refuse de vous servir pour toute autre raison et que vous portez plainte, il peut prendre une très forte amende, d'où la legitimité de ma question sur les droits que l'on possède dans ce plan astral. 

    Ou je ne sais plus écrire, ou vous ne savez pas lire.

    12 hours ago, Kyrah Abattoir said:

    Les règles sont un peu différentes aux états unis, il y a probablement des variances état par état mais en général, le refus de vente n'est pas illégal.

     

  6. On 4/27/2021 at 8:16 PM, arton Rotaru said:

    Land impact will force me to use the super low version anyway, but I can't help it, my initial lowest LOD is almost never simplified too much. 😁

    If you already know your LOD swapping distances, it is very important that when you look at your lods, you look at them at the camera distance they are intented for, and that you do so using the LL viewer default settings, since that is the "default" experience.

    Most low lods tend to look horrible from up close, but they are NOT ment to be seen up close, they are ment to be "there" and to avoid drawing too much attention when the higher lods pop into view.

    The two high lods tend to be the more difficult ones to get right because they are usually close enough to the camera that a sudden loss in detail will be much more noticeable, and that's the ones where you have to be clever if you want to hit that 50% reduction from highest to high.

  7. 6 hours ago, Benjiatwork said:

    C'est quand même un comble d'être jugé et condamné, sans aucune preuve dans ce plan astral , je veux dire que même aux USA, il y a des lois quand même, et  on doit pouvoir  prouver son innocence en toute occasion et l'absence de biais de médiation rend la chose encore plus c**. Enfin bon, merci pour votre réponse Kyrah, il semblerait que la justice ne s'applique pas ici et tant pis, je ne serais pas le dernier à être ban d'un magasin par une tarée.

    Les règles sont un peu différentes aux états unis, il y a probablement des variances état par état mais en général, le refus de vente n'est pas illégal.

     

    Après tu devrais pondérer un peu avec le language judiciaire, tu ne risques pas la prison ici, c'est un jugement d'égal à égal, au même titre qu'un patron de bar qui déciderait de ne pas te servir...

    Je ne dis pas qu'ils ont raison ou qu'ils ont tors, c'est juste un créateur qui ne veut pas faire de business avec toi c'est tout.

  8. The key element is really to limit yourself to a single "layer" of alpha at all times and to use an opaque surface & materials to simulate the "far" side.

    I'd avoid including a projector light in a store product however, these can be fairly taxing and should be left at the discretion of the land owner.

    @Beev Fallen's example is pretty stunning, here is a simple one which might make it easier to tell what is actually going on.

    firestorm-bin_2021-04-24_21-54-32.png.8570dd7bbfa055e6dbb1238b786aaa06.png

    1. the glass's outer walls are translucent with specular/environment.
    2. the inner walls of the glass are opaque.
    3. the liquid layer is just a section of the inside walls with different material properties and glows a little, it is fully opaque too.
    4. the top layer of the liquid is almost fully transparent and is only there to change the color of the liquid slightly compares to what is seen through the glass.
    5. Ideally you might also want to re-order all the vertices if you have an overlap of alpha like i have between the glass "foot" and step or you'll get alpha sorting issues.
    6. if you have a label, a nice touch is to reserve a separate face on the backside of the glass that you can darken a bit, to suggest that you are seeing the back side of the label.

    firestorm-bin_2021-04-24_22-14-19.png.a66af1a8b5b82de381630ca1b842a7b5.png

    This is peripheral to the question but, as with all SL projects, and game related assets, it is of utmost importance to try to keep your texture usage to a minimum, fully readable labels can be a fun photoshop exercise, but since bottles are by definition background filler objects, you only need as much on those textures as is needed to convey the "idea".

    Likewise, unless your normal maps contain very important and essential details, it doesn't hurt to test them at half or even quarter resolution, especially for something like glass, which is generally fairly smooth and rounded.

    And for specular maps? if you can get away using the default SL white texture, or even a 16x16px? do it.

    • Like 1
  9. 2 hours ago, Gabriele Graves said:

    Thanks for the info about the draw calls.

    That's my point, it isn't a problem that is going anywhere.  I am fully BoM and so are many other Maitreya users, however we still want the alpha cuts for reasons I have outlined in many other topics touching on this.  It doesn't matter how much better alpha layers perform, many, many people are not going to update to a body without alpha cuts.  That is the one of the big mistakes that Slink made and now support for their bodies is vanishing.

    I mean... LL could just "tell" those creators to make the move "or else".

    Of course that is assuming LL has any kind of spine for this.

  10. Pricing MAINLY depends of the time you will spend on it. Remember we are on this earth only for so long, so don't insult yourself and budget according to how much your time is worth.

    • Like 1
  11. It comes to my mind that another performance killer comes from sliceable bodies (increase in draw calls), which are "almost" not needed anymore since BoM rolled out. I'd argue that the reason only a handful of bodies embraced it fully is that most mesh body creators are unable/unwilling to upload a new slice-less version.

    There could be many reasons, loss of originals, tool changes creating mismatches, it could also be the fear of changing something that is fully accepted by now (slice huds).

    I'm not going to pretend that I understand how separate materials are rendered in SL but I'd wager is is more likely than not that no consolidation is done, and that a 50-80 slices body is rendered as 50-80 separate materials.

  12. I do think pruning should be part of the system tho, even assuming they have no weight, there is no value in having groups filled with avatars that aren't used for land related functions and haven't been online in 10 years.

      

    6 minutes ago, Gabriele Graves said:

    There is no reason why LL couldn't create a fit for purpose group chat facility that can handle the existing needs of the user base.  There is clearly a desire for it.

    Yes, but desire doesn't produce clean, reliable and functional code. If you can't do it properly, sometimes the right approach is to not do it at all.

  13. 5 hours ago, Gabriele Graves said:

    Whether or not customer support is best dealt with chat or not, there is still a huge need for group chat for special interest groups.  We just don't need it mixed in with land management.  We need a proper group chat that can scale so that people can natter away on whatever subject they choose.

    Oh I like it the way it is personally, but groups should probably be capped to a few hundred members as they simply aren't designed to be used as RSS feeds.

    I do agree that groups should have some sort of optional automatic pruning system, whether they are used for land or not, so many dead avatars will remain in largely defunctr groups until the heat death of the universe...

  14. My very limited understanding is that groups are distributed along multiple servers. Which server handles which group being sort of a fixed assignment, (most likely based on the group key, which never changes and is picked "randomly" at creation)

    The problem with this is that it is possible for a few extremely large groups to live in the same server, negatively affecting any and all groups that share that server with them.

  15. On 4/4/2021 at 4:51 AM, ChinRey said:

    But that includes five separte meshes for different feet angles and only one is render at any given time. Ideally you'd have separate pairs to wear for each angle of course but it shouldn't matter much for the actual render cost - although it does increase the streaming cost quite a lot. And just like the hands, it's the LoD bugs that ar the problem, not the tri count in itself.

    I'm not sure what you mean there, we don't really have a "null" material in SL so i'm pretty sure all the hidden parts are, (even if alpha masked which will drop the rendering load) at least undergoing skeletal transform, which is quite costly.

  16. 44 minutes ago, Profaitchikenz Haiku said:

    So let me just explain, a certain number of prims are placed together, and where faces of a prim are completely obscured because they adjoin another prim and so will never show, setting them to transparent means the creation tool does not generate a face there. So in a group of 8 cubes, which would normally have 48 individual faces to be triangulated and textured, perhaps 16 might be eliminated by this means and the resultant mesh object only has 32 faces. Isn't that cleaning up?

    It is, but because how prims are generated, exported cubes for example have all their faces use 3x3 grids of triangles, so 18 triangles per side, instead of the 2 needed. Likewise, twisted toruses and tubes create tons of unneeded geometry.

  17. 43 minutes ago, Profaitchikenz Haiku said:

    The tool(s) take a group of prims, say 4 for the Pravda-vend windows, and convert those into 1 prim sculpt, or a 1 LI mesh. That's the simplification stage.

    That is not simplifying anything, at best you reduce draw calls by reducing the number of material faces, but wit what you just explained, all you've done is convert a set of parametric prims into a mesh that effectively takes longer to download. You can save a ton of polygons when you do those conversions, but you have to actually simplify the model.

    47 minutes ago, Profaitchikenz Haiku said:

    Sometimes I get the distinct impression that we few who still build inworld are very much regarded as the knuckle-dragging cousins of those who build in outer space.

    That was uncalled for, I use prims all the time because I need a more flexible build that I can edit on the fly, there is nothing wrong with in-world building.

    There is everything wrong is converting prims to mesh with zero cleanup, and then fiddling with the LOD generator because you decided that it should be 1LI.

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