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Phate Shepherd

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About Phate Shepherd

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  1. Just in case anyone searches and ends up here.... AnyPose can only change facial expressions on legacy heads. Because of the differences in how bento heads are rigged, a smile on a bento head made by one creator could look significantly different than a smile on a head made by another creator, so I don't believe there can be a universal set of facial expressions that work across all heads.
  2. I hold out a small amount of hope that tablet/phone versions of the viewer may encourage a rethinking of the current renderer.
  3. Points well taken. I completely agree that it all falls on the creator. Given proper use of tiling, that would be a reduction in vram usage for items like homes. I had my mind focused on objects that rarely use tiling, such as objects with all faces on a single UV. I have mentioned it before: LL blew the best time to address this when land impact was introduced. Texture usage should have been rolled into the LI calculation. To deal with the dynamic nature of object faces (Scripts, etc.) each face would be assigned a max texture size that would be set in the texture tab of the build window. It would not be changeable with scripting, so a script couldn't increase an item's land impact by changing from, say a 512*512 to a 1024*1024. We are already accustomed to LI changing as we make adjustments with the build tools, like scaling an object. Where the downsampling would take place is up for debate (server side or client side.)
  4. I would argue against saying it is a fraction of the vram budget. I highly doubt creators are using a lower resolution diffuse when they add in spec and/or normal. I would bet a significant number are using the same rez for diff, spec and norm, doubling or tripling vram usage when ALM is on. I am also confused at the statement that pre-baking AO and light map/simulated spec into a texture has anything to do with its resolution. Pre-baking AO and light map doesn't change the size of the texture, nor does it necessitate a higher resolution texture. Texture resolution should be based on the typical surface area that will be presented. I am not saying using ALM is bad, or looks bad, I'm saying for a lot of lower end machines, it is takes a tremendous performance hit in both frame rate and vram usage.
  5. That is sort of what I already knew. What complicates this further, is trying to turn around and teach this to someone else that doesn't feel comfortable hand drawing on UV maps. I might experiment further with the plastic wrap photoshop filter to see if it can help automate some of the tasks.
  6. It is just a general feeling I've gotten... maybe its just me thinking the creator community frowns on those that are doing retextures of full perm. Mind you, I'm starting to do more of my own meshes, but don't have the time or inclination to do everything myself.... and full perm mesh creators rarely do spec maps. I'm normally on a laptop, and rarely run with ALM on unless taking photos... so I can appreciate lower spec users wanting something that looks "good" without having everything turned on.
  7. Ok, I'll give that a try. Someone on BB suggested that, but I thought it was only for Normal maps, and specs based on the normal maps it generates. Example of what I am rambling about: https://gyazo.com/c95d2627d5aee954a334fb8c27d0ccd9 (The bright spots that sorta give the impression of plastic without having ALM on.)
  8. If I am following... that covers the behavior of spec maps with ALM turned on. What I am trying to do is generate a "simulated" spec map to bake into a diffuse texture. Yes, I know this is heresy to bake a spec into the main texture, but that is the goal, such as it is. So, I'm looking to create plastic looking spec maps when I don't have the mesh to load into blender or substance painter and create them using the actual model.
  9. Has anyone run across a good tutorial for making shine maps (hope I got the right term) for objects that you don't have access to the mesh, only the UV and AO maps? I'm not looking to create a specular map for ALM, but a shine/light map that I can bake into a texture.
  10. Long ago, streaming video into SL used Quicktime streaming format that could be streamed from Quicktime Broadcaster to Quicktime Streaming Server. Even if that still works, Quicktime has been deprecated on Windows 10.... So you are very unlikely to have visitors that still have a working installation. MoaP solutions have their own problems... since everyone gets their own instance of the web page (not a shared instance) you don't see what everyone else does unless it is of a streamed source, like Youtube Live or Twitch, etc. You also have to make sure everyone has MoaP turned on in their viewer to see it. Watching a movie and having it at the same point for everyone used to be possible with Rabbit for a few different services, but that service is gone.
  11. Before I even asked the customer, they had found that their new security system was the cause. It had used up every available URL on their parcel. I also found that in parcel script info, it shows the URL count for each script... so next time it happens, I can point them directly to the cause.
  12. I will verify that is the cause. I see I also neglected to print out the body of the http request when I got the error to see what it said too.
  13. It isn't a script error, the llRequestURL() is reporting URL_REQUEST_DENIED as there are no more URLs available on the parcel. My script detects that and reports to the user an error about being unable to get a URL. I am trying to help this person find out what object on his parcel is misbehaving and causing the problem.
  14. Is there a way to find out what object or objects are consuming all available URLs obtained with llRequestURL() on a parcel? I have a customer that reports my product that does support inbound HTTP requests is throwing an error indicating that it can't obtain a URL when llRequestURL is issued. I suspect that something else on the parcel is behaving badly and requesting URLs over and over, as it behaves for a while after the region is restarted. Also, on a side note... is the sim code smart enough to release a URL of an object when it is deleted in-world?
  15. Has anyone found an AWS region where http comms is allowed? Anything of mine that I test that uses HTTP in any way throws up an error that it is disabled in that region.
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