arton Rotaru

Advisor
  • Content count

    1,894
  • Joined

  • Last visited

Community Reputation

568 Excellent

1 Follower

About arton Rotaru

  • Rank
    Cost Effective Resident

Recent Profile Visitors

581 profile views
  1. The physic of a rug

    Yes, for accurate physics it requires the Prim option. Otherwise the entire mesh will be encompassed by a single convex hull. Here are some pictures to illustrate how to offset the physics shape: Yes, it seems much. For walls of a building it's not that much of a problem though, because it only applies to triangle based physics shapes. If you analyze the mesh into a set of convex Hulls you can go thinner than 0.5, and doorways will be kept open. And the 5 cm gap isn't much of an issue on walls as well. It's set up that way because small, and/or long thin triangles can be expensive to compute for the physics engine, which is why you see this insanely high land impact as well.
  2. The physic of a rug

    Hehe, true.
  3. The physic of a rug

    4. Your rug is less than 0.5 meters in one dimension. It silently uses convex hull physics even if it's set to Prim physics. IIRC, to make it work you'll have to add hidden geometry to make all dimensions larger than 0.5 meters, and it requires a triangle based physics mesh, and indeed will have to be set to type Prim.
  4. Face/Material Problem

    The limit is 8 materials per mesh. You can upload meshes with more than 8 materials though, but the importer will split the mesh into multiple meshes automatically, with no more than 8 materials per mesh again. There are (, or used fo be) a couple of other things which are messing up materials. The triangle limit per material, or truncated material names.
  5. My Textures go Crazy on my Mesh

    Yeah, it's all very odd indeed. I don't know if there were any changes to the importer recently. But I pretty much have to pre-triangulate every mesh exported from 3ds Max now, or I end up with broken UVs. Usually I triangulate everything anyway, because it's essential for baked tangent space normal maps. But whenever I do quick test uploads these days, and did not triangulate before exporting (even if the Triangulate option is checked in the Collada exporter), I end up with broken UVs in-world. I don't know when this started to happen? It's doing it for quite some time for me actually.
  6. My Textures go Crazy on my Mesh

    I would triangulate the mesh before exporting it. As well as the usual Apply Rotation & Scale operations, and see if that does do anything to it.
  7. Face/Material Problem

    If you haven't solved your problem already, which I assume you did by now, I guess reassigning the materials to the appropiate faces will do the trick.
  8. uploading tiny objects from blender 2.79

    Just a thought, did you perhaps forgot to join the object and the single triangle? Or have more than one object in your exported dae file?
  9. Texture Scaling problems on some mesh objects

    I'm not sure what the problem is actually. I never paid much attention to what the numbers will read. If I get the look I'm after, I'm good. Anyhow, if you scale your mesh object to 1x1x1 meters in size, the repeats per meter should show the correct values actually.
  10. A good way to determine which texture size would be appropiate is to establish a target texel density for your assets. Typically in Second Life it should be on the lower side indeed. As always, there are exceptions in one direction or the other. But it helps to give up on high res textures more easily, if you maintain a consistent look and feel, rather than just having so called high quality textures all around. Here is a little scene with some furniture, and props. To maintain a consistent look, I tried to keep the texel density pretty much the same for each model, within a tolerance of roughly plus/minus 15%. The image shows the assets with some checkered textures of various sizes. As one can see, to keep the texture resolution more or less the same across the assets, there will have to be various texture sizes to be used. There are some models with a bit larger squares, which means they have a little less texel density. But it's not enough to justify a larger texture IMO. Now, if I would just use 1k textures all around, lets say I put a 1k on the chair, instead of a 512², the desk would require a 2048 x 2048 already to maintain the same texel density. In Second Life that would mean that the desk would have to be split into 4 materials, with four 1k textures applied. Which would be overkill for sure.
  11. I once asked Soft Linden in a group chat what compression ratio LL is using for JPEG2000 textures. But he didn't know off-hand, but said that there may be various ratios in place. As has been pointed out already, the compressed file is only relevant for downloading performance, and has nothing to do with the actual uncompressed memory consumption as shown in the tables.
  12. Baking of Glassy Objects

    I don't have an answer to the question you are asking for, but since nobody has replied as yet, I just throw in my 2 cents on the matter. Personally I do prefer in-world specularity, combined with some environmental reflection on glass objects, rather than baking these effects into a texture.
  13. Help! casting wrong shadow!

    I can't help with Blender, but how about just cutting the leaf out of the plane, and get rid of the tranparent sections entirely for baking?
  14. Blurred Textures After Upload - GIMP small tiles?

    What Bitsy said, there is only so much resolution in a texture. It might help to have an image of the blurry version of the coat as well, to compare the two. Lossy compression should be off, Anisoptric Filtering should be on. And the texture memory slider should be at max. Think about it: Lets say you have a 1 meter cube prim. If you put a 512 x 512 texture on it, you will have a texel density of 512 pixel per meter. Now repeat the texture 2 times in-world, and the texel density will be 1024 pixels per meter. Much higher resolution indeed. If you put a 256 x 256 on the cube, you have a texel density of 256 pixels per meter. If you increase the size of the cube to 2 meters, with a 512 x 512 texture, you also just have a texel density of 256 pixels per meter. So it all comes down to the texel density of the coat, which depends on the UV layout, the size of the texture, and the size of the coat.
  15. Animesh Beta testing is HERE!!

    Yeah, I know why it's in place. I just don't make things that are 3 LI currently, into 203. Rez 5 of those on a homestead and it's 15 LI vs 1015 LI. Thanks, but no thanks.