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The smalles possible Sculpted prim

Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-09-2009 04:23
Hi all;

I was experimenting with tiny sculpties yesterday and i wondered how small i could make a sculpted prim. Theoretically i would expect, that the smalles sculpted cube i could do would have the dimension of (1/256) cm on all axes. But experimentally i found, that the smallest cube i can create is (6/256) cm (0.0234 cm) on all axes.



The small red dot on the image above is a perfect sculpted cube.

If i reduce the size further, SL reacts in an unexpected way: It simply creates a sphere of diameter 1cm instead of taking care about my sculptmap. (I have not yet checked, if i could create a stick of length 6/256 and thickness of 1/256 ...)

From a discussion yesterday i learned, that LL has added some constraints and enforces a minimum size for sculpties. Are the results of my experiment due to the size limitations, or is there something else behind it (like data loss during upload...) ?

And after thinking over and over again, i now wonder, if the colors in the sculptmap represent positions of vertices or (positions of faces AND directions of the face normals) ...???...
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
02-09-2009 04:55
Normals are calculated "on the fly" using either right-hand or left-hand (I don't know which). It a cross product thing.

If you have 3 points, like in a triangle, then you can use any two vectors of the three (or six depending on how you count) to get the normal.


http://en.wikipedia.org/wiki/Cross_product
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-09-2009 05:31
From: Abu Nasu
If you have 3 points, like in a triangle, then you can use any two vectors of the three (or six depending on how you count) to get the normal.

Ah... yes, i was blind folded after the discussion last night ;-) So the rgb color values of the sculptie map can not contain a position AND a normal information. So they are indeed vectors and each vector denotes the position of a vertex.

So then i still have the question, why the minimum edge length must be 6/256 cm ?

Is it

- a limitation of the sculptie exporter ?
- a limitation of the SL importer ?
- a limitation of the sculptie renderer ?
- a limitation on the way, how sculpties are constructed ?
Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
02-09-2009 06:08
I think it's a question of data loss.


edit: Just tried using a 128 photoshopped map, and smaller size I am able to make is 5-256


edit2 : using a 1024 map without lossless 4-256 tried a 3-256 but it's big like the 4-256
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
02-09-2009 11:10
From: Gaia Clary


From a discussion yesterday i learned, that LL has added some constraints and enforces a minimum size for sculpties.


Does anyone have more details on this? If we can get more specific information, it should be added to the Limits Page on the Wiki.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-09-2009 11:32
I think it happened after people started using 0-sized sculpties to hide naughty scripts in.
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