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Death of Invisiprims

Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
02-28-2006 10:08
Just to give the community warning (i've already bug reported it) Invisiprims do not work in preview. They have done some cleanup in the rendering engine. A bug i haven't reported, its impossible to select invisiprims.
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Sean Gorham
Stopped making sense
Join date: 5 Mar 2005
Posts: 229
02-28-2006 10:39
I think it's just a rendering bug. If you turn off shiny/bumpmapped rendering (I forget the proper name of the menu entry) from Debug, invisiprims still vanish.

I can't seriously see LL getting rid of invisiprims at this point. It'd break too much existing content.
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Beatfox Xevious
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Join date: 1 Jun 2004
Posts: 879
02-28-2006 11:00
From: Sean Gorham
I can't seriously see LL getting rid of invisiprims at this point. It'd break too much existing content.
Ditto. There's no way they would intentionally get rid of this without giving us a viable replacement.
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
02-28-2006 11:11
May I please refer to this, instead of "Death of invisoprims" as "Inviso-Culling"? And I also would be very, very suprised if it's intentionally broken, seeing how widespread they are used.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-28-2006 11:17
From: Strife Onizuka
Just to give the community warning (i've already bug reported it) Invisiprims do not work in preview. They have done some cleanup in the rendering engine. A bug i haven't reported, its impossible to select invisiprims.
Hopefully they'll make invisiprims "official" now... there's way too much content that depends on them.
Beatfox Xevious
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Join date: 1 Jun 2004
Posts: 879
02-28-2006 13:15
From: Argent Stonecutter
Hopefully they'll make invisiprims "official" now... there's way too much content that depends on them.
I'm hoping they would just give us alpha-channel support for avs already and make this buggy hack obsolete.
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
02-28-2006 13:27
From: Beatfox Xevious
I'm hoping they would just give us alpha-channel support for avs already and make this buggy hack obsolete.


Invisiprims are being used for lots of things other than avs too.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
02-28-2006 14:50
From: Zepp Zaftig
Invisiprims are being used for lots of things other than avs too.


However, I do think its fair to say that by far the *majority* of uses for invisiprims are avatars.
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Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
02-28-2006 15:14
Very, very unoffical rumor is that they were trying to fix a different issue (skirts. alpha textures and alpha things not rendering behind them) without knowing it was related to invisiprims (since no one knows what creates the invisiprim "bug";). But it's being looked into.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
02-28-2006 16:11
From: Elle Pollack
since no one knows what creates the invisiprim "bug"


Thats not actualy true. In the higher eschelons of the FIC it is understood. Since you asked...

Background:
The two textures used for Invisiprims are used with the generation of the texture for the ground mesh. The textures them selves are single channel tga's.

Since they lack an alpha channel they are marked as solid, (not alpha). There is a hook in the rendering engine that tells it to render these two images instead of as black and white as the alpha channel on a white texture (probably when generating land textures a different texture is provided for it to be the alpha channel for). At render time since these images are marked solid, they are rendered with all the other solids, not with the alphas (of course if you make your invisiprim semi trans it renders with the alphas). The net result is it gets rendered in the wrong group. A fox in the hen house.

LL should make it a feature.

95% of the time it's used to hide avatar bit, it would make sence to just enable the alpha channel on avatar textures (yes it can be done, my understanding is that it's a simple setting in the client configs).
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-01-2006 05:10
I like the "alpha channel on skin" idea, except that the alpha channel on skins already seems to be used... I've had skins that just tint the av, the Linden facial hair and coloring shows through. The texture portion of the skin really seems to have been intended for tattoos, not to replace the Linden skin settings completely... which seems to be what they're used for.

So, they'd need to either add a flag to make the texture alpha override the Linden skin settings, or add more layers.

BTW, this wouldn't make the av invisible. You'd still see their eyes and teeth.
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
03-01-2006 07:04
From: Argent Stonecutter
I like the "alpha channel on skin" idea, except that the alpha channel on skins already seems to be used... I've had skins that just tint the av, the Linden facial hair and coloring shows through. The texture portion of the skin really seems to have been intended for tattoos, not to replace the Linden skin settings completely... which seems to be what they're used for.

So, they'd need to either add a flag to make the texture alpha override the Linden skin settings, or add more layers.

BTW, this wouldn't make the av invisible. You'd still see their eyes and teeth.


A simple checkbox on the body part, maybe. "use alpha channel as true transparency"? This would solve teeth (as they're part of the head skin) and eyes could have the same checkbox.
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Argent Stonecutter
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Join date: 20 Sep 2005
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03-01-2006 13:32
From: Aliasi Stonebender
This would solve teeth (as they're part of the head skin) and eyes could have the same checkbox.
I don't see teeth and eyes as being a problem, actually.

I don't believe think are part of the head... when I was at two billion meters and my av was coming apart in the air I'm pretty sure I could distinctly see both eyes and teeth as separate objects. It was kind of hard to get a clean snapshot of it, though.
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
03-01-2006 13:49
From: Argent Stonecutter
I don't see teeth and eyes as being a problem, actually.

I don't believe think are part of the head... when I was at two billion meters and my av was coming apart in the air I'm pretty sure I could distinctly see both eyes and teeth as separate objects. It was kind of hard to get a clean snapshot of it, though.


They're seperate objects, but they also have user-modifiable textures, is my point.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
03-02-2006 15:31
What if they just gave us an additional option to edit the base skin? It would preferably be a single image (rectangular, e.g 512 x 1024) and use the tattoos for then layering on-top, modifying and allowing for simple variations.
Alpha in this case would remove chunks of the avatar, also, being a single image it would make lining up top to bottom textures is made vastly easier.
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
03-02-2006 15:49
I know most of you read it - but Kelly posted in Scripting Tips that invisiprims will be there in the final release, and probably before that!
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
03-02-2006 16:53
Invisiprims work again in the current (1.9.0.9) preview. Script scheduler still sucks
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-04-2006 01:12
From: Strife Onizuka
The two textures used for Invisiprims are used with the generation of the texture for the ground mesh. The textures them selves are single channel tga's.

Since they lack an alpha channel they are marked as solid, (not alpha). There is a hook in the rendering engine that tells it to render these two images instead of as black and white as the alpha channel on a white texture (probably when generating land textures a different texture is provided for it to be the alpha channel for). At render time since these images are marked solid, they are rendered with all the other solids, not with the alphas (of course if you make your invisiprim semi trans it renders with the alphas). The net result is it gets rendered in the wrong group.
I have it working with just one of either textures; 2 aren't required...nor is switching back and forth between them every so often (like the free "Invisibility Prim Public" script by Beatfox Xevious does). The only thing necessary is for one of the textures to be:
  1. 38b86f85-2575-52a9-a531-23108d8da837: U repeat 0, U texture offset <=.472
  2. e97cf410-8e61-7005-ec06-629eba4cd1fb: U repeat 0 (for full invisibility but can do partial invisibility if more), U texture offset <=.468

For either, enabling reflection ("shininess";) or bumpmapping ("bumpiness";) results in shiny/bumpy surfaces being visible.

Nothing else matters, I've found.
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-04-2006 03:18
From: Eep Quirk

For either, enabling reflection ("shininess";) or bumpmapping ("bumpiness";) results in shiny/bumpy surfaces being visible.

Making prims that are both shiny and transparent is one of the main things I use invisiprims for.
Timeless Prototype
Humble
Join date: 14 Aug 2004
Posts: 216
03-04-2006 10:17
From: Zepp Zaftig
Making prims that are both shiny and transparent is one of the main things I use invisiprims for.

Same.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-04-2006 11:26
From: Zepp Zaftig
Making prims that are both shiny and transparent is one of the main things I use invisiprims for.
I don't see how you can since invisible prims HIDE shiny, bumpy, AND transparency effects...
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-04-2006 11:30
From: Eep Quirk
I don't see how you can since invisible prims HIDE shiny, bumpy, AND transparency effects...

You can adjust the transparency of the invisiprim by adjusting the texture offset.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-04-2006 11:44
Kinda, but only in one direction and it depends on the texture (the blotchy one, depending on V tiling, won't fade uniformly like the linear gradient one does). That still hides the shiny/bumpy effects tho...
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-04-2006 11:48
From: Eep Quirk
Kinda, but only in one direction and it depends on the texture (the blotchy one, depending on V tiling, won't fade uniformly like the linear gradient one does). That still hides the shiny/bumpy effects tho...

Try changing horizontal repeats per face and horizontal offset on the linear one. You can make it shiny, transparent and the bump map can show too, all at once.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-04-2006 13:46
Hmm, only if the invisible prim has bumpmapping (which I already stated in a previous reply) but it depends on the texture. The default (wood) texture (or blank) remains visible but any other texture with shiny or bump on it won't stay visible behind the invisible prim no matter what I do (texture offset/repeat tweaking can show them but then avatars/transparent/masked-textured objects are visible). If you have specific invisible prim settings to get this all to work right I'd like to see...
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