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Tyann Toll
It went... where?!
Join date: 17 Dec 2006
Posts: 37
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01-11-2007 08:09
While building a rather large project on a limitted prim budget recently, I struck upon the idea of using a 10x10x10 square pim cut and hollowed to form a corner, instead of using two prims for the same purpose.
When textured, the outside of the prim looks fine, however the inside looks like a monkey's uncle, with a nasty distorted texture. What I think is happening is that SL is interpretting the two "inside faces" as one single surface to be textured. It then stretches the texture nastilly. I tried increasing the tiling, but this didn't seem to help. Possibly something to do with the angled edges left by the cut?
Is this an unavoidable issue, or is there some smart workaround I haven't been able to figure out?
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Aaron Aldwych
Silver Surfer
Join date: 26 Oct 2006
Posts: 55
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Tortuted Textures
01-11-2007 08:19
You are right - there is only one texture for the hollowed inside of a prim, so all of the faces in the hollow will have the same texture - no way round it (other than designing an interesting multipart texture of course) that I know of - this is the way its designed to work, and indeed it does.
But I am sure the experts will put me right (I hope)
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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01-11-2007 08:22
All four sides of the inside are treated like one surface. Even if you use path cut to chop off two sides of the square it's still treated as four sides on the inside. Your horizontal tiling has to be set to about four times the vertical tiling for the texture to look somewhat normal. Just keep the vertical tiling at 1.0 and try raising the horizontal tiling until you recognize your texture pattern.
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Anna Gulaev
Registered User
Join date: 25 Oct 2006
Posts: 154
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01-11-2007 08:54
Whenever you're having trouble making the texture of a rectangular surface look okay it's probably because you're not increasing/decreasing the tiling in the right direction, or you've tried too much/little. Check the "select texture" button, select the inside surface and mess with the tiling until you see distinct copies of the circle-cross pattern. When you see that you'll know *how* the surface is tiled. Selecting a blank texture and a dark color may make the circle-cross pattern easier to see.
For your prim, un-do the path cut so that you have two complete sides. This makes seeing what's happening with the tiling easier. Probably what you are looking for is one circle-cross pattern on each of the inside sides, or just a portion vertically depending on the vertical size. You probably don't want just a portion horizontally, but maybe you do. So, you'll likely end up with 4 tiles horizontally, as Bree suggested.
If it's not a rectangular surface (like, say, if you've tapered the prim) SL breaks the surface into two triangles, and depending on the shape they may be scaled differently. Tapered prims (including the wedge, which is really just a tapered box) can be a pain to texture.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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01-11-2007 09:33
The inside of any hollowed prim shape is a single surface. The cut ends are their own surfaces.
4x repeats on an inside surface is usually a good start, then play with the horizontal offset and the exact horizontal repeat value to get it just right. The exact value you need depends on the % hollow value. There is a formula somewhere in the WIKI that tells you the precise repeat value for each hollow % value.
A good way to get it right is to use a texture that has a definite vertical line on the left and right edges, and fiddle with settings until that lines up with the inside corners of your square prim. Once you have it, that value is the one to use for horizontal repeats and offset for that % hollow value, regardless of prim size.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Tyann Toll
It went... where?!
Join date: 17 Dec 2006
Posts: 37
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01-11-2007 10:57
Thank you all! I will get fiddling with the tiling straight away!
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