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Question about ground textures

Jannae Karas
Just Looking
Join date: 10 Mar 2007
Posts: 1,516
09-27-2009 21:44
Something that I have noticed before, but finally decided to query.

I have finally fled the mainland. Rented a nice piece of a homestead sim from friends. (That decision merits a whole 'nuther thread).

Noticed many times over the years that each time I log in, the ground textures subtley change. Very noticeable in my new home, as it is mostly white sand with a few patchy green spots. Each log in the green patches move, disapear and/or shrink, raising holy hell with my landscaping efforts.

So all of you very savvy sl techies, what the heck?
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Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
09-27-2009 23:14
From: Jannae Karas
So all of you very savvy sl techies, what the heck?


This is an issue with the code used to create the ground textures: you are not going crazy. i've fought with that for a couple years now. :(
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
09-28-2009 00:29
It's intentional, the transitions are generated on the fly with random numbers. About all you can do is note the texture elevations in the region/estate floater and steer clear of the soft spots, or (if you can) tweak the texture ranges to fit your terraforming better.
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
09-28-2009 00:49
I asked this same question some time and someone pointed me to a page that explains it - https://support.secondlife.com/ics/support/default.asp?deptID=4417

In a nutshell, there are 4 height fields and a seperate texture can be applied to each; e.g. sand up to grass, up to rock, up to snow. The textures don't suddenly change between fields, or it wouldn't look very good, so they overlap. It's the areas where the overlaps occur that vary with each log in, as Viktoria pointed out.
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Jannae Karas
Just Looking
Join date: 10 Mar 2007
Posts: 1,516
09-28-2009 05:59
Thanks everyone. That's the problem. My parcel is seperated from the neighboring ones by a steep mountain range (terrain, not prim). The green texture is from the mountain elevations.
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
Minor detail
09-28-2009 08:35
From: Phil Deakins


In a nutshell, there are 4 height fields and a seperate texture can be applied to each; .


unless it changed, ther are oly two height fields. The third is calcluated as half way between the other two. The three values spearate the four textures.

As others have said, the transition from one to the next is calulated at run time randomly.
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