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TextureGrid is in the crusher!

Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
12-19-2004 18:49
Bug Report I just sent in. I thought it was time to speak up about this! Comments/feedback?

I know this has been in SL forever, but when you change the top sizes of prims to something like 0.5 or 0.25, the texture grid (when you highlight textures on it) get all crunched up. Would there be anyway to keep this plane flat, and simply cut off the sides instead of crushing the grid?

To Add: Things look really nice and "shapy" before I texture them (prims cut in this way) but when I add any texture that's not flat, or not uniform, with any type of design it looks like crap! (I know that the grid is attached to the sides of the prims, is it possible to simply unattach it?)

Linden Labs, this would be a great fix/feature to fix/implement! :)
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
12-19-2004 18:52
Nexus, grab a copy of Caligari Truespace, and play around with the UV mapping settings, I was particularly impressed by these when I first found the software. LL should have a look at cloning them. (very simple yet effective) :)

-Adam
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-19-2004 19:36
I'd be satisfied with a grid that warped evenly. The present map not only scrunches in bizzare ways, it doen't do it the same way on opposite sides of the prim.
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CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
yesm
12-19-2004 21:35
I agree.. Its been like this since beta and still wish it could be changed. either flat or even a steady warp would be ok. the jaggies arent very correctable in Photoshop, lol.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
12-19-2004 23:58
I agree that this is annoying, but keep in mind the kind of distortion you are talking about is indemic to polygonal surface modeling. This happens in every single 3D modeling program there is. It has to do with the fact that every object is made of triangles. Each side of a cube, for example, is made of 2 triangles (not one square). When you shrink the top, you end up changing the size of one triangle dramatically while the other one stays relatively fixed. Notice that half your texture looks good while the other half warps.

http://forums.secondlife.com/attachment.php?attachmentid=5582&stc=1
rectangles_triangles.jpg

The reason it looks diferent on different sides of the prim is simple. The front and back of the prim are facing in opposite directions. Ergo, when you shrink the top, the "front" would get its top right triangle distorted the most while the "back" would have the equivilent triangle on the top left (or vice-versa), where it would behave in completely the opposite manner. The only way around this would be to impliment a customizeable mapping system, which would be great, but may beyond what SL can do. Let's hope not.

Anyway, as I said, this is an common problem with polygonal surface modeling so let's not get too bent out of shape at LL about it. Hopefully there's a solution, but it's hardly an easy issue to tackle.

EDIT: Just so you know, the attached image was created in Maya. As I said, this happens in all 3D polygonal modeling. There are many ways to get around the problem (which I won't get into here) but none of them are very practical for gaming.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
12-20-2004 04:53
The faces of a Box in SL are not just two triangles. Unless you're playing with the LOD set to minimum, which I haven't tried.
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-20-2004 05:43
You good folks wouldn't happen to know how many polys the faces have, would you? Or how they're arranged? Or how I might find out? I really, really want to find some way to counter-stretch my textures, and that info would go a long way toward making that possible.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-20-2004 08:02
Since we are on the topic of textured prims. the faces on tubes are screwed up when you have advanced cut, cut and hollow all set. This has been a bug since tubes were introduced. it's no feature, i want it gone (it screws up shinnyness, as it double shines faces).
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
12-20-2004 10:30
From: Eggy Lippmann
The faces of a Box in SL are not just two triangles. Unless you're playing with the LOD set to minimum, which I haven't tried.

They 2 triangles may or may not be subdivided, but the basic governing behavioral lattice of a rectangle will ALWAYS be 2 triangles. Think of it as 2 big triangles with smaller ones inside them that do whatever the big ones say. That's how it behaves, and until the day comes that we are able to manipulate individual faces and/or individual CV's, that is how it will always behave.

Now, do we really need to argue about little semantics like this, or isn't the basic concept enough of an explanation?
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CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
12-20-2004 11:50
I said some stuff, but it would distort like it already does..

If they added a 5th vertex in the center and use 4 polygons instead of 2 that should work.. I dont have 3dmax installed to see, lol..

But yes, wish it could be fixed :)