It works fine if you swap the edge for the next lesser LOD line, problem is the sculpty suffers for obvious reasons. Baked lighting and fullbright is the only real way to get around it.

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About resource usage of the different prim types |
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Gaia Clary
mesh weaver
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Posts: 884
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04-11-2009 06:42
It works fine if you swap the edge for the next lesser LOD line, problem is the sculpty suffers for obvious reasons. Baked lighting and fullbright is the only real way to get around it. ![]() |
Ponk Bing
fghfdds
Join date: 19 Mar 2007
Posts: 220
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04-11-2009 08:18
You have strong and weak lines on a sculpty mesh, building an object which has the strong lines on the edges means it will hold it's LOD better at a distance while the weaker lines crumple to an average between them. A 32x33 mesh's LOD lines go 1 3 2 3 1 in order of strength, 1 being the strongest. Using the 2 line would make the shading more correct.
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RemacuTetigisti Quandry
Diogenes Group
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Posts: 99
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04-11-2009 11:40
. . . The door on the left is a sculpty, the one on the right is a copy with regular cubes. You can see how the lighting reacts incorrectly on the sculpty's faces. I'm confused. The lighting on the sculpty door looks correct to me--it's reflecting light from a source forward and above the door. Can you point out to me where it's incorrect? What am I not seeing? What am I overlooking? _____________________
--- Rema
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Ponk Bing
fghfdds
Join date: 19 Mar 2007
Posts: 220
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04-11-2009 12:44
The shading on the door on the left should be the same as the door on the right, as you can see light shading has bled onto the front of the door where there is little or no ambient light source. The edges are sharp, but they look rounded because of this.
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Gaia Clary
mesh weaver
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04-11-2009 14:34
Using the 2 line would make the shading more correct. |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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04-11-2009 14:38
Lighting is calculated based on vertex normals. For the example shown to work, it would need an alternate face normals based lighting. Think vertex points A-B-C, each has a unique normal, with B's being approximately the midpoint of A and C. Shading based on this gives the rounded look. Face based would just have the two normal angles, A-B and B-C (with face based normals, vertex B has two normals A-B and B-C). This would give the sharp edge shading.
The workaround is just to make sure your texture shows sharp edges to cover the vertex based shading. |
Gaia Clary
mesh weaver
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04-11-2009 17:52
The note which i wrote here about vertex lighting is fully decoupled from the topic of this thread. So i moved it to a separate thread:
/8/ee/316183/1.html#post2387898 |