On the Mac .12 and .13 release - texturing error on cut cylanders
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-28-2006 07:55
As of the .12 and .13 releases, textures applied to a hollowed and cut cylander are screwed up.
Hollow a cylander. Texture all faces the same. Cut it to leave a small gap where the ends meet, like a 0.010 begin cut. You can NOT texture the cut ends of the cylander. There is no mesh there to select! Attempting to select the whole thing and apply a texture to the whole thing leaves the cut ends non-existant. The cut ends can be textured at wider cut values though
Make a curved name plate. Hollow a 0.5 M diameter cylander to 95%. Begin and end cuts, adjust to make a tag that is about 1/6 of a cylander. Scale it to make a tag that is about three inches long and 1.5 inches high. Try to apply a texture to it that repeats 6 times. The texture on the last quarter inch of the outside cylindrical surface at either cut end is scrunched horizontally. I had round rivets in the corners of the texture. The rest of the tag looks fine in the middle, but the round rivets, which were *fine* in the .11 release, now appears as two squashed rivets - picking up a compressed texture from off the edge, that gets worse as it goes.
For the last case, applying a regularly spaced grid to the outer surface should very clearly illustrate the bug.
I'll go in-world at lunch time and document and bug report this in detail.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Funk Schnook
Registered User
Join date: 27 Dec 2005
Posts: 65
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Its not just the mac
09-28-2006 08:44
This bug is on windows too. I sell glasses in game that used textured cylinders that have a path cut. All of them display wrong now. I sent in a bug report as well.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-28-2006 09:23
I just realized I won't be able to work on documenting or bug reporting this until tonight. On Thursdays, during the day, a friend comes over to borrow Internet access. His weekly fix, as he can't afford net access on his own. So my computer will be tied up through my lunch break.
Good to know it isn't just the Mac client, but this will certainly screw up a lot of stuff. I made some wine bottles a few months back, and I am certain the labels are all now messed up.
The good news is, I suppose, if we ignore it till they fix it, the broken items ought to work again. And they need to fix it, because if they don't, a lot of content, like labels on bottles, is now impossible to do properly.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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Test Results
09-28-2006 16:43
It does not matter if the cylander is hollowed or not. 4 repeats and less seems OK, 5 and more screws up.  That pic shows a 1/6 cut and 6 repeats, a 1/5 cut and 5 repeats, and a 1/4 cut and 4 repeats, from top to bottom. Note the compression of the texture on the left ends of the top 4 pieces... And in the left set, you can see it's pulling detail in from beyond the left edge. Sent in bug report, with a screen shot of this test. I was not able to reproduce the glitch theat prevented me from texturing the ends of a marginally cut cylander. That may have had soemthing to do with alpha textures on a work surface...
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-29-2006 18:21
Further detail from testing:
The number or texture repeats is not relevant. The distortion is strictly a factor of what values are entered for the begin and / or end cuts. I can't see a pattern to the cuts that distort and those that do not, yet.
Test configuration:
Make a cylinder. Texture the outside with a regular grid pattern.
Start adjusting the begin or end cut values, and watch the result on the texture.
Certain values will distort the texture, while others will look fine.
The distortion is dependant on the begin/end cut value for the end that you're adjusting. Begin values affect one end only, while end values affect the other end only.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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09-29-2006 22:24
okay now a little photo shopping and a many hours later here is the problem... a cylinder with its cut end at 0.66 and one at 0.67. UV mapped at 19.3 ,2.0 to highlite the problem and a wire frame overlay  as you can see the same UV mapping is being applied the same way when the cut is at 0.67 and 0.66 therefore the scrunching effect. So you are not crazy. And there it is in a nut shell. Now if the right person at LL can see these they should know what to fix right away. I have a feeling this all happened when they change the Cylinder profile and how it is generated. It looks to be where the face is cut. I can;t explain this in words. How the heck to you bug reprot this. Edit: Well now finding this to be a problem on preview with 1.12.2. small profile cuts for all prims but not spheres are missing the mesh. (Path cut begin 0.004) and the missing mesh/side for profile cut on tori when it is at 0.01 for begin. Also getting the Squashing for the texture on Torus with profile cut and Still have squashing of UV cords for cylinder as well. Oddly not having UV texture problme on a box when the Hollow is set to a circle. I have bug reported this in the preview. Geeze where should this be posted. Beta or Current? since it applies for both.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-30-2006 05:28
So you have seen missing mesh in small profile cuts too? I was beginning to wonder if I had just been too sleep-deprived the night I saw that. I was trying to make a buckled leather cuff in .12, and wanted a very tiny gap on the inside band. But when I cut the band, I was unable to select the mesh on the cut end. There was no mesh there.
Hadn't been able to replicate it in .13, but I may not have tried a small enough cut value.
Also, looking at the example you show with the UV Wireframe, that makes some sense. On the outer surface only, what should be a partial face is mapping what belongs on the whole face, including what is beyond the edge of the cut! I agree, it is most likely the botched change to how cylinders are rendered that is to blame. They REALLY need to back out that change!
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-30-2006 12:41
In the preview grid, I replicated the "no mesh on the end of the cut" glitch. A value of 0.010 does it, where 0.020 is OK.
I also duplicated the texture glitch just now in the preview grid.
Milo Linden was there, and saw both. So that is entered now in the bug database and a developer is working on fixing it.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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