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Displacement Maps Anyone?

Rax Jessop
Registered User
Join date: 24 Dec 2005
Posts: 67
12-15-2006 19:06
I can't imagine that displacement maps could take all that much bandwidth. Displacement maps could be used much like the are for land, except the could be used on objects and avatars. Displacements maps could also be a low priority for loading, and could initially be bump maps before they the displacement is completely processed. This could be of great use when it comes to avatars, and objects. For avatars it could be used for more unique faces and to "fill" the areas that are clothed such as between the breasts on both men and women so the clothing looks more realistic. It could be used on objects so they could be less prim intensive and have the same amount of detail. People could choose the highest point using a slider in game so that it is not set and you are constantly guessing.

Please tell me what you think of this idea.
Rax Jessop
Registered User
Join date: 24 Dec 2005
Posts: 67
12-17-2006 11:06
I would really like a Linden who has a more technical job or is well versed in the background workings of Secondlife to tell me whether or not this is feasible
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-17-2006 12:50
I would love to see a more flexible texture system. I'd like to be able to apply an arbitrary bump or displacement map to a texture, and I'd like to be able to perform boolean operations on textures, and render text into textures. There are a lot of builds that have five or ten variants of EACH texture, or have multiple prims layered over each other, that could get by with a small fraction of the number of textures (that have to be uploaded, stored, downloaded, and cached) they do now.