Gryff Richard
Registered User
Join date: 10 Nov 2005
Posts: 51
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12-10-2008 05:42
Over the years, I have tried Blender then given up. But finally, while I use AC3D and Wings to create sculpties, I wanted to use the texture bake abilities of Blender - so I gave it another try. Many thanks to Domino and Gaia, as they made this latest trip so much easier  So after creating and painting a couple of items with great success, I wanted to build some low prim plants, bushes and trees and started using Domino's simple process to create a sculpty that gives two crossed planes as one prim. Everything worked fine outside of SL - looked excellent. Then I imported it into SL! I have attached a pic of what seems to be a nasty artifact of a plant texture applied to the prim. I have tried 6-7 different textures from different sources - all produce the same effect. I assume an alpha bug, but I'm curious about the "sawtooth" effect. Any thoughts? It is not a big issue with small plants close to the ground - but larger eyelevel objects do not look good. gryff 
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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12-10-2008 07:38
I have a "crossed prim sculptie method"??!?!?!?
If you mean the modelling tip on scaling alternative rows on a cylinder, then the easiest way to get cleaner alpha on it is to rotate the uv map 90 degrees before baking. In SL set the sculptie stitching to planar.
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Gryff Richard
Registered User
Join date: 10 Nov 2005
Posts: 51
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12-10-2008 10:31
Domino wrote "I have a "crossed prim sculptie method"??!?!?!?" Well when does a "tip" of a few steps become a method? How many steps necessary for it to become a method.? Will give the additional rotation before baking and stitching change a shot. TGA for all the info, scripts, tips and methods you provide on this forum. You and Gaia have taken a lot of my reticence away and made the learning curve a lot shallower for Blender  gryff 
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Gryff Richard
Registered User
Join date: 10 Nov 2005
Posts: 51
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12-10-2008 11:51
Brilliant!!!! And just to show the success of Domino's latest "tip" (coughs) here is a "before and after" pic. gryff 
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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12-11-2008 04:34
From: Gryff Richard just to show the success of Domino's latest "tip" (coughs) It's a method now! If I had to draw a distinction, a tip will get you started playing about in the right area, a method includes all the steps you need to do 
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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03-30-2009 13:33
From: Gryff Richard Brilliant!!!! And just to show the success of Domino's latest "tip" (coughs) here is a "before and after" pic. gryff  Does anybody know why rotating the uv-map before baking does make such a big difference with alpha textures ? Is this a detail due to blender ? Or due to some feature of sculptie maps ? Or due to a feature of Domino's scripts ? Any explanation for this effect is highly appreciated  thank you in advance  regards, Gaia
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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04-02-2009 03:09
The cause is the triangle draw order in SL. Rotating the UV map changes the draw order of that sculptie's faces. This has the side effect of making the seams / poles on the wrong edges of the sculptie so the type needs to be changed to Planar in SL.
rough code speak:
for v = 0 to (PixelHeight/2) - 1 for u = 0 to (PixelWidth/2) - 1 draw faces for points v,u ; v,u+1; v+1,u and v+1,u+1 next u next v
where 0,0 is bottom left of sculpt map. So rotating 90 degrees clockwise switches u and v effectively making the loops
for u = (PixelWidth/2) to 1 step -1 for v = 0 to (PixelHeight/2) - 1
So the rotation trick results in the faces being sent in a different order and with the quads split to triangles across the other diagonal.
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