Jump to content

Herpes Melodie

Resident
  • Posts

    62
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

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

  1. I'm such a genius! :matte-motes-sunglasses-2: Thanks again everyone.
  2. Hm well, if I understood Drongle right (and do correct me if I am mistaken) a linkset made out of 4 objects means that the lowest possible LI is 2, right? (.minimum serverweight = 0.5 x 4 = 2 LI)
  3. Thanks, that clears things up for me.
  4. Herpes Melodie

    Mesh cost

    I had a question regarding land impact with meshes. I figured I could answer this question myself with testing and testing and testing, but I rather have a full explanation to make sure I understand everything properly, without confusion. I tried the wiki page as well, but couldn't find the answer to this specific question either. Land impact of mesh X is decided by different factors (the highest value of download weight, physics weight or server weight) Now lets say mesh X has 0.200 on each factor. If I duplicate mesh X in-world and link both meshes to each other, they'd have 0.400 on each factor, right? 0.400 is below 1.00 thus these two meshes, linked, would result in 1 land impact. If these two would be duplicated again, I'd have 4x a 0.200 mesh, thus the linkset will have 0.800 on each factor, thus it will cost 1 prim. Is this correct (it almost sounds too simple) or is there some mathemetic formula going on behind the screens?
  5. Not exactly solved, but it works for now. I switched to brute force (Global Illumination -> Final Gather -> Use cache) It's a different method of calculation and much more time consuming. It disables caching and performs a new final gathering for every shading point. The results however, are better, superior I might say, from what I have seen so far. Irradiance (the default setting) caches the irradiance at selected points in the scene and uses interpolation in between the points. If you have the time and have a moment available, I would appreciate it if you tested my scene yourself and check out the results. It might be something on my end.
  6. Hiya everyone, I am running against some issues with the Turtle Plugin in Maya 2012. As you can see on the image, the shadows are kinda messed up. I have tried different settings, adding more rays, a higher anti analizing value, but no luck. Below are the settings I used. Settings that aren't mentioned below are set to default values. Sampling, Min and max sample rate, 1. Global Illumination, Enable Global Illumination, on. Primiry GI, Final Gather. Secondary GI, None. Enable Caustics, on. Final Gather, rays: 5000. Ambient occusion settings, Influence, 1.000 Envirnoment, GI Envirnoment, Sky Light. Sky Color, White.
  7. Cool, thanks both. Thats just what I needed. Thanks again!
  8. I was wondering if there's a possibility to send an IM, by e-mail. I know one can reply to offline IMs that end up in the e-mail box, but what about sending e-mails directly as IMs to people in-world? I checked wiki for answers, but couldn't find any. Thanks in advance. :)
  9. About the LODs and mesh optimalisation for SL in general, I have a question and I am not sure what to do. If I make a small mesh object, lets say, a chair, and I am going to make and upload LODs, how and what should I prioritize? Should I go for a) usability, meaning, everyone is capable in seeing a chair, even on lowest graphical settings b) a low PE at the cost of a not visible LOD4 Certain situations allow to use LOD1 (with the highest quality) for all four LODs while maintaining a below 1.00 PE. However, sometimes you end up with a) LOD1 till LOD 3 with the highest graphical quality and a 3 vertex triangle on LOD4 and with a below 1.00 PE b) LOD 1 till LOD 3 with the highest graphical quality and a *reasonable* custom made mesh for LOD4 and with a PE somewhere between 2 and 5. What would you pick? Personally, but this is just my own opinion, I would prefer a low PE above objects being visible on the lowest LOD. Reason being: even if the object would be visible, it wouldn't even be properly visible, thus I rather don't see it all. With structures and bigger mesh like pillars and fountains etc it's an entirely different situation because you don't want to walk against objects just because you can't see them. Everyone's thoughts would be highly appreciated.
  10. Thanks both. The reason I asked about it, was because I want to sell stuff with light maps included. Full shading bakes don't work for this particular scenerio. The trick you mentoned Chosen (applying a lightmap in an adjustment layer) might do the job as well, haven't thougt about this one. I'll check it out. Again, thank you all.
  11. How does that work exactly? The overlay blending mode usually (over) saturates, when using pure white, on textures. It highly depends on the actual texture itself. Screen adds white values, but doesn't brighten/lighten the actual color itself. Same goes for mulitply and hardlight. Hardlight is basically a combination of screen and multiply. To see what I mean, try using a brightness adjustment layer on an image and play with the settings. If you darken/lighten it, it gets darker/lighter in a different way than how it would be if you'd use white on screen, or black on multiply. When you bake out a texture map with light effect baked in, you see this effect as well, just like how you would brighten an image like I described above with a brightness adjustment layer, and I want to reproduce this effect in Photoshop. I could be wrong though, but it just doesn't look right when I play with the blending modes on lightmaps in Photoshop.
  12. Hi all, I was wondering how I should create light maps, in Maya, that can be used in Photoshop by using the blending modes. Like ambient occlusion maps, I want seperate light maps that can be used in conjunction with texture maps. Thanks in advance
  13. Heya Drongle, I wasn't aware of all this, but I don't understand the fragmentation thingy. It would be much appreciated if you gave a further explanation! Nalates, this is what I do:Lets say you a detailed mesh. With details, think about some extruded rows of faces in and out etc. A roman pillar would be a perfect example. Lets assume you made a highly detailed roman pillar. Your highest LOD (with the most detail) will be your mesh for up close in-world, obviously. Now lets say you want to create the other LODs while using your highest LOD as a base. All those details in your pillar are made with faces, many of them that is. And those faces are made with edges. So if you would make a lower LOD of your pillar, you could delete the edges that are making the details, which reduces the amount of faces. This is where the 'pinning' is important. Depending on how you UVed your pillar, you could pin the borders of the sides of your pillar (I hope this makes sense) and remove the edges inside the borders of the sides of your pillars to get rid of the detail. By doing this you a) keep your UV layout similar because you are not moving UV pieces (shells) around b) reduce the cost for SL. I hope this makes any sense! And if I'm wrong, do correct me.
×
×
  • Create New...