Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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10-02-2008 21:15
Unless there's a bug in my sculptmap generator, some of the new aspect ratios bring the bits-per-pixel issue back to the foreground. 128x8, 256x4, and 512x2 sculpted cylinders look horrible in shadow, presumably because 24 bits per pixel isn't enough to encode the necessary detail. I mention it because I want to verify that other people are seeing the same thing. 
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
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10-04-2008 11:20
Shack, I've seen this too. Presumably, it could be eliminated by being able to specify the vertex positions with more precision. But do you think it is really a serious problem, considering all the other compromises SL building requires? In your specific example, I would say it is a sign of using an excessively large mesh dimension (is it 256 faces around the circumference?) for the shape being modelled.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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10-04-2008 12:01
From: Omei Turnbull Shack, I've seen this too. Presumably, it could be eliminated by being able to specify the vertex positions with more precision. But do you think it is really a serious problem, considering all the other compromises SL building requires? In your specific example, I would say it is a sign of using an excessively large mesh dimension (is it 256 faces around the circumference?) for the shape being modelled. At this point, I'm mostly just trying to be sure that my algorithm is creating the sculptmaps correctly. I honestly haven't had time yet to think very deeply about any of these issues and I definitely haven't had time to create anything. I'm 100% consumed with tool building and mostly focused on higher-level issues like how do I get things in and out of SL and how do I synchronize and move content between 3ds Max, OpenSim, and SL. That's why I'm so appreciative of the work that you guys are doing with aspect ratios. It's extremely important to get these lower level details done right, but I'm not able to give it the attention that it deserves.
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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10-04-2008 12:17
I've wondered about using six bits of the alpha channel to get two more bits precision in each dimension, but that would sacrifice the only way we have at the moment to hide sculptmaps.
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Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
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01-06-2009 07:52
I dotn actually get how that is usefull in increasing detail .... for example as far as I know the sculpt is a combo of 3 colours , to reduce the y x or z axis detail then u just should avoid onee of the colours , so what this doews inopy with makeing the texture itself longer or shorter?
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Dar Innis
Registered User
Join date: 31 Dec 2007
Posts: 1
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Where are the technical details on oblong sculpts?
11-25-2009 06:56
Where can I find the technical details on making oblong sculpted prims?
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