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REAL modeling in SL??

Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
06-30-2007 15:24
From: Ryoku Itoku
well i'm not making an argument for SubDivs just useing that as an example.


So was I.

From: someone
we can do without IK considering how animation is handeled. BVH files animate by frame samples and Iks would be something that is used in the parent producing program.


IK is how animations are created. It's what keeps a bone from growing longer when you move the end around.

From: someone
the biggest thing to consider in this argument is that in secondlife to have good performance ACCURACY is what is taking a hit. limiting us to a budget will do only so much to slow down creation of negitive explotation.


This is the problem and the point. You can't implement anything into SL that will cause a performance issue on slower machines. It won't be long before my laptop can't run SL anymore, and when that happens I won't be a happy dragon. I no longer own a desktop machine (though if I buy these parts from a friend and get some DDR2 ram I will).

We can look to the future and say "this is the best way to do this for SL, but the internet and the average person's computer aren't up to it yet and won't be for 10 years" on some things, but if that's the case admit to it being out of reach for now and come back in 5 years.

But for today we need to find ways to increase performance, stability and scalability. Feature wise we can do things that don't add too much bandwith or require too much CPU time.
Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
06-30-2007 16:53
not entierly true, if you boil down a joint hierarchy to its most minimum states its just offset and rotation (from origin, which would be parent bone)
Pesho Replacement
Registered User
Join date: 22 Jun 2006
Posts: 8
07-06-2007 03:45
From: Tod69 Talamasca
Just realized, if 3D Modeling software such as Maya & 3D STudio Max are using OpenGL for their Interface and so on, then WHY can't we have better build tools in SL which is also OpenGL??


That's like saying "If tractors and airplanes both use gas, how come tractors can't fly"
3dsmax lets you choose whether you want OpenGL or DirectX7/8/9, and you can switch between them at anytime, so its completely irrelevant.

From: Ryoku Itoku
not entierly true, if you boil down a joint hierarchy to its most minimum states its just offset and rotation (from origin, which would be parent bone)

Bones sound like a great idea actually, but those would probably come with Havoc 2 (or 3 or whatever), since the current physics engine doesn't support "joint constraints" like most modern engines do. Adding a simple feature such as that will make lots of crazy stuff such as ragdolls possible:) And there will be no reason to import any IK from 3rd party programs, it would be doable in the viewer.
Farallon Greyskin
Cranky Seal
Join date: 22 Jan 2006
Posts: 491
07-06-2007 10:29
From: Tod69 Talamasca

One thing I would like to see added:

** Custom Bump Maps **
QUOTE]

You know that we /sort of/ have that ability now?

That's what the "Lightness" and "Darkness" settings for the bump map list are for.

You can use your own striaght bump map or you can make/use one combined with your actual texture. The "Lightness" then casts fake bump shadows against the bright parts of the texture or darkness against the black parts.

In certain circumstances it works very well! It also can be buggy with the bump map not aligning with the texture sometimes :/

But anyway, if you haven't played with that it's abotu half way to haveing yuor own true custom bump maps.
Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
07-06-2007 15:41
From: Farallon Greyskin
From: Tod69 Talamasca

One thing I would like to see added:

** Custom Bump Maps **
QUOTE]

You know that we /sort of/ have that ability now?

That's what the "Lightness" and "Darkness" settings for the bump map list are for.

You can use your own striaght bump map or you can make/use one combined with your actual texture. The "Lightness" then casts fake bump shadows against the bright parts of the texture or darkness against the black parts.

In certain circumstances it works very well! It also can be buggy with the bump map not aligning with the texture sometimes :/

But anyway, if you haven't played with that it's abotu half way to haveing yuor own true custom bump maps.


Yup! KNow about 'em, used it some. It is kinda "iffy" but would a 64X64 greyscale image be that difficult to implement? It'd be about the same as uploading a Sculpty Texture.

ANd yes, if it all was overdone we'd probably have lag. Or a lil' bit more. Yet when I walk/fly/tp around I see alot of builds that could've used smaller textures, less prims.

I would say one reason we dont have some more building tools is, not everyone is a 3D Modeler- like the folks who model 1 million polygon game models & wonder why it wont import. Takes a bit of skill to be efficient at it.

I'd still like to see some simple tools like lathe, MIRROR would be nice too, maybe an array function? Only one I dont think would work well is Booleans. Not sure tho, considering I read somewhere around here that the prims we see arent "polygon based" but more like NURBS or Vector art where its all mathmatically based.

Meh- only time will tell.
Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
07-08-2007 08:51
yes, true. also let it be known that just because the maya exporter can export maps at the resolution of a 4096 square you shouldnt use it to upload. it doent help anything...

I've already been attacked by someone who rezed 36 unique MICRO prims with huge sculpt maps.

in reference to how objects are assembled, SL does use Polys. Not entierly sure if its produced by a formula or what but I know that you can grab the 3d info with Glintercept. the objects aren't created as normal 3d applications usualy do (really low divisions) they always have at least 1024 geometry on them to acomidate SL deforms (twists skews and basic scale) I belive its all basic poser blendshapes/morphtargets.
Kagehi Kohn
Registered User
Join date: 22 Apr 2008
Posts: 56
05-29-2008 12:55
From: Draco18s Majestic
Subsurface scatter. It's currently near impossible in 3D rendering as the physics of it not only need raytracing (OMG CPU intensive) but are exceedingly complex.


Old post, but I am going to comment on this one issue anyway. Subsurface scatter is ***not*** done via raytracing, it uses a cheat. The physics of it is in fact damn near impossible to do at all. "Real" subsurface scattering would involve a media, under the surface, with variable levels of color, reflection, density, etc. POV-Ray, which is an attempt to do a 100% physics based engine for 3D, has trouble doing this, and it **has** media.

In actuality, SSS is done far more simply. One uses two surfaces. The top surface is semi-transparent, the under surface is generally one without transparency, though one could make it semi-transparent too, to allow you to see stuff "below" that too. The trick is simply this. When a ray hits the surface, it normally bounces at a "predictable" angle. This angle with always be a set angle, depending one the properties of the surface it hit, and any things like IOR (internal refraction), which might "bend" the ray as it passes through the surface. SSS works by slightly randomizing where the ray gets bent. So, if you have an IOR of .8, the *actual* numbers generated, semi-randomly, across the surface may range between .7 and .9, or some such variation. Since the ray doesn't *enter* at the angle it would have normally, it picks up colors from the subsurface that do not match what it would have with "normal" IOR. The result looks like real skin.

Real "physics based" SSS would, as I said, use media. The problem being, *that* is mathematically intensive, nearly impossible to get right, and also not perfect, since its kind of hard to generate media with blood vessels, etc. running through it, at least not without a *huge* amount of extra meshes, multiple media types, etc. Not even Pixar or ILM would be insane enough to use that method. POV-Ray BTW doesn't support SSS at all, its not a "physics based" solution, so its not included as an option. Maya and the rest are not so picky, so they use SSS *instead* of media.

Now, just to be clear, this means that the difference in the math between "normal" traces and SSS is almost nothing:

Normal:

Did ray contact an object?
Yes - Get surface color. Is that color partly transparent?
Yes - Does it have IOR?
Yes - Bend the ray path by the IOR, then continue to the next surface.
Repeat 1-4, until you hit the light source instead.

SSS:
Did ray contact an object?
Yes - Get surface color. Is that color partly transparent?
Yes - Does it have IOR?
Yes - Bend the ray path by the IOR +- random scatter, then continue to the next surface.
Repeat 1-4, until you hit the light source instead.

Yeah, that single random number is going to cause **huge** lag. lol

Media, if someone uses that... Now that is going to take a scene that is done in a pure physics engine like POV-Ray, and renders in a half second, and make it render in anything from 5 minutes to 5 hours, depending on how much media there is, and other factors. Its also why IOR is "only" calculated based on when you hit the first and last side of an object, not throughout it, like the real world, and thus why you can't have objects with "variable" IOR, like exist in the real world. Figuring *that* would make calculating SSS via media look like building a 747 from rice grains, and probably take about as long to finish. lol
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