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prim composer repeats in 3ds

rosie Gastel
Registered User
Join date: 1 Dec 2006
Posts: 80
01-01-2009 12:14
I've asked on the main forum for PC and separate 3ds sites with no luck, so I thought I would ask our resident experts.

I'm using the prim composer plugin for a special build, so am using it to bake out shadows and such on the textures. everything seems to work great, other than needing a separate texture for each prim :) which is one reason I don't normally use it for texturing.

NOW, the problem is, due to how prim composer works, all uv modifiers break it, and this is the only way I know to get repeats for a texture the same over a number of prims, like a wall.

so I guess, my question is, is there something like the repeats per meter you can use in SL, that I can use in 3ds to get all these textures to line up
Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
01-01-2009 17:10
Baking shadows on textures may not be worth it for your sl floor texture while there are viewers with per pixel shadows in real time.
http://www.vintfalken.com/kirstens-viewer-sl-shadows-for-the-masses-with-good-enough-pcs/
But its always worth baking light on a texture for bumpy-mapped surfaces and to give the illusion of more polygons, so;

There is a turorial for baking shadows on a sculpted-prim-uv in 3dsmax with spherical projection.
http://home.comcast.net/~pixelforgeltd/Tutorial.htm

The first sculptmap plugins worked just by by abusing an editors texture baking options (sculptmaps are basically 3 baked parallel lights without shadows and with linear fog from 3 directions).
rosie Gastel
Registered User
Join date: 1 Dec 2006
Posts: 80
01-01-2009 21:58
normally I'd agree with you, is much better to use standerd textures you can repeat rather than on a 1 per prim per face.

but ... grins.... knew it was comming huh ... laughs

like I said, this is a special, for one of the many "DAYS" that seem to come around so often.

as it was a special, I wanted to do something fairly special and bake out one with all the shadows and lighting done properly.

I got all that set up, but adding "uv map" screws up all the textures royally and thats the only way of I know to wrap a texture round the outside of a building in 3ds. in SL I would simply use the repeats per meter and clean up from there having got close
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
01-02-2009 07:17
If I understand you correctly, you want to bake your textures in 3ds so that all of the shadows
and lighting are matched correctly.

But you also want to repeat faces. I am not familar with 3ds, however I would be very surprised
if it did not have a method of repeating faces. So lets assume it does, yet it involves manipulating
your uv maps which of course would be intimately connected to sculpts you may be using.

But wait! There is no mention of sculpts in your post, ok well for whatever reason uv mods are
are breaking your project. The reason you need a separate texture for each plane is that each
plane will have its own light and shadow properties. That being the case I assume you need to
achieve an effect on a particular plane that makes you want to change the repeats per face.
If its not working in 3ds for you, why not prepare the texture in question to the desired repeats
in advance so that you do not need to do it within 3ds?
Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
01-02-2009 07:56
You can set the texture to repeat in the material editor in Max. In the bitmap section there is a coordinates box where you can set tiling with a variety options.