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Sculpties and texturing the inside

Krazzora Zaftig
Do you have my marbles?
Join date: 20 Aug 2005
Posts: 649
10-02-2008 15:38
I'm using belnder with the scripts and not sure if that has any bearing but wanted to toss that out incase. I have noticed the the inside of sculpties are not only not able to be tetured they are invisible like the inside of a cylinder but yet if this were a normal prim that area would be texurable. Am I doing somethig wrong, working as designed, or is/should I suggest a jira, etc?

EDIT: sorry if this is in wrong space but it happens with even default settings so figured it is a building/prim issue with attributes hence posting here.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-02-2008 16:51
It's working as designed. The sculptie faces are single sided so you need to model both the inside and outside of hollow objects. Use a torus if you need a hole.
Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
10-02-2008 16:56
I believe it is a consequence of the way SL calls opengl that only one side of any face of any prim is visible and therefore texturable. The idea is that all prims are solid and so you should never see the inside. Texturing the insides would double the rendering load with no purpose.

In the case of hollowed or path-cut prims, you are still not seeing the inside. You just get a whole lot of new outside faces. While all the normal prims are closed surfaces, the unstitched sculpties (cylinder and plane) do expose the unrendered inside unless you close them yourself.

If you want a cylinder-like shape with texture on the inside, you could base it on the torus sculpty topology, with appropriate deformation.

...whoops. beaten by Domino!....
Krazzora Zaftig
Do you have my marbles?
Join date: 20 Aug 2005
Posts: 649
10-03-2008 10:16
Yeah see Drongle you hit my thinking on the head guess I am just wondering is there a reason (lag, performance) that made them decide not to add that to scuplties but to do so to normal prims. It's almost like an odd tradeoff.

Domino I started to work it with the idea that it was one sided just more of a why issue cause it makes making a bottom of an object interesting. Recent examples include making bottle where I have to dedicate alot of the faces to the inside and bottom of bottle just to make the item LOD proof (if someone made it really big and wanted to see in the bottle).
Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
10-03-2008 19:20
From: Krazzora Zaftig
... guess I am just wondering is there a reason (lag, performance) that made them decide not to add that to scuplties but to do so to normal prims. It's almost like an odd tradeoff.
Krazzora, it's no different for normal prims. If you don't make a point of getting your camera into the interior of a prim, you may never have noticed it. But try this: Create a prim bigger than your av and make it phantom. Walk your av into it, and then switch to Mouselook. You won't see anything of the prim you are in.
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
10-05-2008 13:53
If you wish to model something like a bottle with sculpties then you can model just the outside, make a copy of it and turn the copy inside out with the new option in the RC client. You then simply place the inverted copy inside your bottle and make it slightly smaller.

and Bob's your uncle!