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Found 87 results

  1. We've seen a number of questions already arising about a "debug setting that miraculously improves texture quality". I'd like to explain the background and the underlying facts. Firstly though, let's establish a couple of facts. There is no magic button or debug setting to improve the resolution or quality of all textures. There is no way to display textures of a resolution greater than 1024x1024 in Second Life So what is all this muttering about and is there any substance to it? The "muttering" stems from some investigation by @Frenchbloke Vanmoer that was published by @Hamlet Au on his New World Notes blog with the title "How To Display Extremely High-Res Textures In SL's Firestorm Viewer" and in spite of the headline's conflict with the facts listed at the head of this post, yes there is substance to this news as it happens. I'll keep this post relatively short. If you want to see more rambling on how and why @Frenchbloke Vanmoer hit upon something interesting you can read about my subsequent investigation in my blog post, compression depression - tales of the unexpected. The bottom line is that whether by luck or by judgement the Second Life viewer uses a bilinear resampling algorithm when it resizes images. Until yesterday I, like many other, and I would suspect most of you reading this, had somewhat slavishly followed the generally accepted advice that bicubic resampling gave better results, more specifically that bicubic-sharper was the ultimate "best for reduction" choice. The evidence that Frenchbloke stumbled upon goes contrary to that advice and, in all my tests so far, for the purpose of texturing in SecondLife where you typically want to retain high contrast details bilinear gives better results. I should re-assert here, you do not need ANY debug setting. The original article used an obscure debug setting but it was only a means to an end, you are in general far better off and have far more flexibility if you use your photo tools as you always have. So what are bilinear and bicubic and why do we care? When you downsize an image, information (detail) gets discarded, deciding which information to keep and which to lose is behind these choices. All resampling methods try to decide which data to keep, or how to blend the data into some kind of average value that will please most people. Put simply a bilinear sample takes the 4 nearest points to the current pixel and produces a weighted average of those as the new value for the resulting output pixel. Bicubic takes this further, using 16 adjacent points to form its result. By virtue of the larger sample you get and smoother average which ultimately is why it fails us when we want to preserve details. On the flip-side of this is that for smooth gradients you may find more "banding" using bi-linear sampling. Why should we not use the debug setting? Firstly, as a general rule, debug settings are not a good thing to go playing with. They can frequently have side-effects that you do not realise and we often find that people tweak some random settings because "XYZ person recommended it" and perhaps it achieves their goal at that time, or as is often the case, it seems to fix things but doesn't really. In any case, they forget the changes and move on. A week or so later they are furious because things don't work anymore, they've forgotten all about the debug changes of course. More importantly in this case, if you use the max_dimension setting to force the viewer to rescale for you, then you will only see the benefit in 1024x1024 images. 1024x1024 is appropriate to large texture surfaces but not so much for smaller objects. If you can use a 512x512 you are using a quarter of the memory of a 1024x1024. That can make quite a difference to the performance of a scene. Many people remark that using a 1024 is the only way to get the detail that they feel that they need. I urge you all to take the lesson here as an opportunity to increase the clarity and sharpness of lower resolution textures by resizing from the large form originals directly to the target size in your photo tool of choice. Don't forget, and this may sound obvious, You need to have high-resolution images to start with. You cannot create something from nothing and whatever you do don't save the resized image to disk as JPEG before uploading, use TGA or PNG both of which or lossless. Give it a try today, and raise a glass to Frenchbloke while you marvel at the increased detail. A quick example My blog post above shows a worked example, but I thought I would show you another on a natural scene. Here, an original high-resolution image has been resampled down to an SL friendly 1024x1024 using both methods (entirely within photoshop to avoid all doubt around various other compression factors). First is the bilinear https://gyazo.com/545a21efb514ed16051f791ea9d527c4 Second I give you the bicubic https://gyazo.com/a969ec986746ced323e6f2f0ddbda0e8 On their own, they don't look that different, but the bilinear shows a lot more detail which is most noticeable in areas of high contrast such as the steps on the hillside
  2. Greetings. Some time ago I am trying to create makeup for the whole face, that is, with eyeliner, eye shadow, blush and lipstick in a single texture, but when trying it on the avi it looks pixelated, especially the lipstick. I use a 1024x1024 pixel canvas because I do not want the image to be so heavy. But I always see how another creative makeup looks so sharp. I would like to know how they do. Any advice will be welcome. Thank you.
  3. Hello! when baking textures in a blender, *blocky* jaggedness appears, how to remove it? texture resolution 2048x2048. I use blender render, selected to active normals/ao baking method, and these are my settings: I even tried 4096x4096 and changed the interpolation option on the Image node from "Linear" to "Smart" but it didnt helped.
  4. Meli Hotshot

    Texture changing HUD help

    I bought a texture changing HUD and i got it to work on objects that aren't linked together, but when i link them the texture changes everything not that one thing i just want to change. i don't know why it is doing that and what i am doing wrong. the script i'm using is ::jAS:: Texture Change HUD Script i'm not used to working with scripts so sorry if this seems like a silly problem https://gyazo.com/116aeead3caadcb847a3812e1f84262b << unlinked https://gyazo.com/c2f6f4c8559f2eb6f4c495831a61c4d5 << Linked
  5. Catastrophic Misfit

    Catwa Animated Eyes

    For the Catwa Animated Eyes, will the animation (the pupil dilation) only work with eye textures that were made specifically for the Animated Eyes? Or, can I apply third-party textures via Omega or Catwa to the same effect, even if they were not made specifically for the Animated Eyes?
  6. The title says it all. I always get blurry textures even when I bake it on a larger image, soon as I downsize it to 1024 or 512 depending on size of the object I get a blurry result. Sometimes it messes up the image What should I do?
  7. ainst Composer

    Animated light texture

    Hi! Is it possible to animate light texture option in the features tab with script and how? Not just flickering, I want to use gif texture.
  8. Hi! Is it possible to animate light texture option (next to light color window) in the features tab (advanced lighting) with SCRIPT and how? Not flickering or intensity stuff, I want to use animated "gif" texture.
  9. ElizaLiffy

    Mirror surface?

    How to make a mirror surface? I wand add simple cube mirror to my house
  10. Hi everyone! I am trying to make a shoulder tattoo as well as a rib cage tattoo for my avatar and I am having trouble finding UV map templates that showcase the avatar from a lateral view. All of the templates I am finding only show the front and back views of the avatar. If you have any good resources for other templates besides anterior and posterior templates, please link them below! All help is appreciated. Thank you in advance and I apologize if I am posting this in the wrong topic!
  11. SupremeSarah

    How to edit these textures?

    Hello, if this has been asked somewhere before with results please let me know. It was a bit hard to try narrow down the search to exactly what I wanted help with. I have a skin (Female Fantasy Skin) I really like, but it has a white covering on the boobs and lower area, which is not ideal when I want to be nude. It seems there are textures involved (see photo for further detail) which are the cause of these white coverings, so is there a way to edit them myself and how? Or would it be better to get someone who knows how to do this? The face I am happy with and won't change that, it's just that I want boobs ;-; Sorry. Thank you!
  12. Elfie Erin

    Texture Applier

    Hello I've been working on a texture applier for a while now and I've hit a wall, so I figured I would ask for some help here. My plan is to have a script that holds texture UUIDS as so, string tex_1 = "3d80799c-de95-11e8-9f32-f2801f1b9fd1"; string tex_2 = "3d807c12-de95-11e8-9f32-f2801f1b9fd1"; Then once triggered, it sends a message to a receiver containing the UUIDs llWhisper(MyChannel, "tex_1 "+(string)tex_1 + " " + "tex_2 "+(string)tex_1); The reciever then hears the string (cleaned it up visually here) tex_1 3d80799c-de95-11e8-9f32-f2801f1b9fd1 tex_2 3d807c12-de95-11e8-9f32-f2801f1b9fd1 This is where I get a bit stumped about performing a function that takes this string and changes the corresponding receivers "string tex_1 = UUID" to the one being sent. What I can't figure out is how to clean up the message once received, if such a thing is possible in the first place, or if I'm just not thinking about this the right way. If the receiver can load the UUID in like this, it will apply them to the desired links and faces of my mesh. I have tried a few other methods that did not pan out, but I think if this one could actually function, it would be a more clean way of performing a one-click texture application to my avatar.
  13. This comes from chasing down a problem with the Firestorm viewer when built self-compiled. Self-compiled, Firestorm uses OpenJPEG to decode JPEG 2000 images. Built officially, it uses a proprietary decoder from Kakadu, which used to be faster. The self-compiled version was crashing on some rare texture images. Here's one of them. Eye texture. 128x128. Converted to classic JPEG for display here using an online file converter, with difficulty. This image in its original form crashes most graphics programs. Most images have 1 channel (monochrome), 2 (monochrome + alpha), 3 (RGB), or 4 (RGBA). This has 5. Firestorm can't handle that. The original file, on SL's servers, is here: http://bake-texture.glb.agni.lindenlab.com/texture/68737668-f9fc-4d10-8c41-7b7f1db046c0/eyes/c5b219fb-9185-6f0d-27b0-72b7f8d914a0 You can download it from there and try to open it. It has no suffix, but it is a .jp2 file. This crashes self-compiled Firestorm 5.1.5 and earlier versions. I put in a fix which logs this as an error and continues, and now we can look at the bug. So that's where I got this texture file. But how did it get onto the SL servers? Is it supposed to be that way? Is it an upload error, or what? What creates those baked texture eyes? I haven't yet found the avatar which triggers this. It seems to be random, about once a day. I just visited some busy places with many avatars as a test, but I haven't found the specific eye which triggers this bug yet.
  14. I don't really know where to put this or what to even say about it.. I was going through my inventory rezzing stuff to see what they were when I found this old arcade cabinet nyan cat game... and for some reason the texture was rotating on its own! There were scripts in the object, but this was... unlike anything I've ever seen in SL. The texture only moves when something onscreen changes. So I cam around, texture moves, stop camming, texture stops. I grab in edit mode, texture is still, move around/rotate/resize, texture moves! It wasn't local to me, either, since my friend was present with me when it happened and we wound up confused and scratching our heads the whole time. I took a bit of a video showcasing its whole weirdness. Weird texture video
  15. Hello! I have a question. Can a single particle system use different textures one by one? or does each texture need a separate system? if it can, please tell me how to implement it. Thanks for any help!
  16. So, I've recently become a texturer, mostly creating specular and normal maps, sometimes diffuse maps, and usually for buildings. Now, I've also recently learned of the difference between a vector image and a raster image. So tell me - would I be able to create vector textures? Are they possible? If yes, why in the world is no one using them? If no, why can I not do this? I'd love to hear feedback and get answers!
  17. Hello, please help with the script. I make a speedometer and a compass and I decided to make them square planes. Script uses llSetLinkPrimitiveParamsFast. I got this texture repeats on corners. I decided to reduce the scale a little and leave a blank space on the sides so that when rotating at the corners the texture does not repeat. But I need to set the zoom. What do I need to add to this line to make it happen? Thanks a lot for any help. if(COMPASS_PRIM) llSetLinkPrimitiveParamsFast(COMPASS_PRIM, [ PRIM_TEXTURE, 1, "32865340-5893-3e24-c4a0-b511d39246c3", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, PI_BY_TWO]); ..................................................................... llSetLinkPrimitiveParamsFast(COMPASS_PRIM, [PRIM_TEXTURE, 0, "c6a241dd-709a-bf10-e7d0-b2bf49930d2a", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, our_direction_angle_rad * -1]);
  18. waves, im trying to texture a mesh sign i made in blender, i have the sign in the world and the uv map i tested on them inworld and it fitted perfectly, but when i try to do a basic texture in gimp and upload or preview to see how it would look in world it shows up from blank. ive even uploaded it to check and its still blank. its highly frustrating. i tried it on a normal prim and the texture showed up fine! im happy to share the belnder file if its that thats causing the isues as i am beginning at blender so might be something i havent done right there
  19. ZooeyWellhung

    Animated Texture

    I've really been enjoying modding mesh attachments and such on my avi for some time now. Recently I've seen a few mesh items with animated textures, like a GIF or something on them. I explored the "Media" setting on the build tools, and I have been able to make an MP4 video loop on a face of a mesh attachment nicely. Only problem: other users must have all four boxes under the Preference>Sound&Media>Media tab of their (firestorm) settings checked in able to see the animated texture. Maybe I am using the term "animated texture" wrong, as its really video media that I got working. I suppose it wouldnt matter, but many people I talked to had the settings turned off, so I think it might be default. And I want people to see my cool mod! I know there must be a way to make an 'animated texture' on an attachment and still have others view it without them having those Media settings right, as I have seen it and didnt have those settings checked. So my question is what is the right way to do animated texture so that everyone gets to enjoy them without adjusting those settings? Thanks in advance to anyone who replies
  20. so me and a friend have started making a HUD for puppy sounds, eg woof, growl ect. and as the project came along we've realized that i (myself) need a little help making the script as we would want the buttons to talk back to the root prim so that the hud sounds could be turned on and off, a choice to change name of person wearing the hud, and read setting notcard. i know how to do the parts but making them comunicate together has me confused. any help would be greatly helpful, even if its just the name to what im thinking of as so far the only lllisten ive found is to local chat for the owner to say a phrase.
  21. Nakaothetigeress

    Job Wanted!

    Hi! My name is Nakao Momoka I've been on secondlife a long time but lost my main account unfortunately... I gave up on SL for a while... But I just fell back inlove and wanted a job that could possibly help me get back on my feet and maybe regain some of the things I lost. I do custom avatars from time to time as texturing is a passion! - Currently out of commission due to a broken tablet being replaced ASAP. I also do art but that as well as custom avatars is out of commission for obvious reasons. mesh body? - yes i do! Belleza -Freya male av? - yes i do! female av? - yes! i have two actually both with the belleza- Freya mesh body Work experience- Texture creator ,Host , Dancer Preferred job offers - Schedule - -Texture creator -anytime! no really I'm free though I rarely have to AFK for a few minutes. -Model -host -dancer If you have any other questions feel free to message me inworld at nakaothetigeress ❤️ thank you for checking
  22. Minthel OHare

    Experienced Custom Mesh Builder

    I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  23. Looking to get some quotes on three tail textures and three body appliers for a mer tail, and discuss how much that would cost, and go from there. https://gyazo.com/4986cb6fffc84cb78e69c9ae9424ce3a
  24. Do you have a project that could use a custom mesh props or scripts? Are you unsure of how to make this happen and are ready to hire someone else to help you? I can be that person for you. Whether you know exactly what you want to have made or need to get your ideas onto paper we can work together to make your project a reality. I have 6+ years experience creating mesh objects and 2+ years programming in and out of Second Life. I use that experience to create high quality, high efficiency mesh props and scripts that will take your project to completion. Let me help you with your next project. Let's chat! Send me a message in world to "BrownBoxStudio", email me at brownboxstudio@gmail.com, or even leave a message on this post, and start working together towards reaching your creative goals. Here are some mesh objects I have made for second life. They average about 3-5 prims each. If you would like to see them inworld, send me a message and we can meet up. I also have scripted games, and other objects, that I can be shown on request if custom scripting is what you are wanting.
  25. Spaiker Bravitz

    Transparent texture - Blender

    Can anyone help me with a question? Well, I'm working on a bento beard and when creating the texture, the part of the beard that I did not apply texture gets appearing and coming into conflict with the skin. Does anyone know how I can solve this using Blender? Here is a photo of the problem: I applied the solidify for the texture to appear on the other side, but even then the part that has no texture stays that way ...
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