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The struggle for organic shapes..

Monsoon Black
knows nothing
Join date: 6 Apr 2005
Posts: 21
05-15-2005 13:49
I am very new to building in SL, and so far I have found it very fun and interesting. However, I am constantly frustrated by my inability to make natural, irregular, uneven, organic shapes. I'm so sick of perfect prims I could tear my hair out. I'm not sure If I'm just too inexperienced to do what I'm trying to do, or if it is just due to limitations of the functions we have available.

Do any more experienced builders have any insight to this issue, or any suggestions on how to make a nice lumpy blob?
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
05-15-2005 15:05
I struggle with this too, but I can say a few things.

1) often more than one prim can be overlapped to form something more irregular than the individual prims. e.g., I have created large irregular rock formations simply by taking the 3 rocks in the Library and combining multiple copies of them in various rotations and sizes.

2) Torus is your friend. I've got a long way to go with this, but I've seen some absolutely wonderful things done with torus prims. Also, note that torus, tube, and ring are complementary in that their parameters are the same.

3) textures are your friend. I'm no expert here either, but textures can go a long way to making things look more natural.

4) trees are your friend. Trees can be used to great advantage to hide seams and to draw attention away from aspects of a build that are not as good as you'd like.

Hope this helps and that others will post additional information.
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Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
05-15-2005 15:37
If you're sick of "perfect prims" -- vote! Prop: 318 - Prim Tools: Merging, Subdivision, Extruding, Lathe, Fractals, n-gon, etc. needs you!

This would give us many new shapes by increasing the effects we can apply to prims, rather than increasing the base prim types. This proposal would subsume other "rounded prim" proposals like #49 and #202. It would also add "metaball" functionality such as I think is intended by proposal #148. I would like to suggest that while we are looking at ways to manipulate prims and groups of prims, we also consider being able to extrude texture masks to create flat or rounded shapes (essentially the same technique, but prim rounding is applied to the latter), or spin a mask texture as on a lathe. For the ultimate in organic objects, it would be cool to be able to generate prim fractals: see /13/74/36035/1.html for ideas. Finally, let's be able to define the number of sides an n-hedral prim has, rather than specifically adding octahedron, dodecohedron, or icosihedron prims. It might be best to do this with subdivision algorithms, but it would be great to be able to use something like this: http://web.ukonline.co.uk/polyhedra/hedron.html

Rounded prim edges already has a bunch of votes, but if you want to go beyond rounded prims, Prop 318 is for you. :)

Thanks,

neko
Zel Ming
Registered User
Join date: 30 Apr 2005
Posts: 7
05-15-2005 16:07
From: Nekokami Dragonfly


Allready voted for it.
Monsoon Black
knows nothing
Join date: 6 Apr 2005
Posts: 21
05-15-2005 16:42
Wow, thanks for the suggestions. That prop sounds like a great idea, and I'm on my way to check it out now!
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
05-15-2005 16:48
You know what would kick ass?

PRIM RANDOMIZER


I remember that when I used to toy a lot with synthesizers for techno music, quite a few of them had a random button -- in some cases, not "totally" random as you could select from a set of algorithmic specs and have the machine still generate a sound from those, and to be fair, most of the "random noises" were indeed that -- noises that I didn't find useful. But oh, when it produced gems, it made JEWELS coming out of the eardrums... the most alien-sounding timbres that I played common melodies like "Twinkle Little Star" with just to get a laugh outta it.

So, for organic shapes, what if SL had a PRIM RANDOMIZER? Maybe if you wanted to generate a box of rocks (as an example), you could select some base functions and then click the "Randomize" button, and rocks, all jagged and filthy and organic and different-sized, would come streaming out of a chute, rezzed on demand for you to landscape with, or perhaps throw at the moon if that's more your kinda thing.

Come to think of it -- is something like this possible through scripting?

Any maverick coders wanna give it a try? :)
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Fallingwater Cellardoor
Registered User
Join date: 11 Oct 2003
Posts: 304
05-16-2005 08:05
Monsoon, you can use twisted, unevenly tapered cylinders to do a bunch of fun stuff. Contact me in world if you want to see examples.

I'd love to see more lumpy, irregular stuff in SL!
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
05-16-2005 08:16
From: Fallingwater Cellardoor
I'd love to see more lumpy, irregular stuff in SL!


So says the queen of lumpy, irregular stuff in SL :D
Olympia Rebus
Muse of Chaos
Join date: 22 Feb 2004
Posts: 1,831
05-16-2005 08:46
Shack is right on the money here.

From: Shack Dougall
I struggle with this too, but I can say a few things.

1) often more than one prim can be overlapped to form something more irregular than the individual prims. e.g., I have created large irregular rock formations simply by taking the 3 rocks in the Library and combining multiple copies of them in various rotations and sizes.

Yes.
Put a rocklike texture on a cube, twist it a bit, fiddle with the topsize and other settings and you have yourself a decent rock.

From: someone
...combining multiple copies of them in various rotations and sizes.

I'm requoting this because it's a good point in general for generating organic (and pleasing to look at) things. Expiriment with aranging multiple coppies of item A, where each item varies slightly from the original
From: someone

2) Torus is your friend. I've got a long way to go with this, but I've seen some absolutely wonderful things done with torus prims. Also, note that torus, tube, and ring are complementary in that their parameters are the same.

Amen. A good sandbox excersize- rez a torus and start expirimenting with it. For example, twist it, copy it by hitting the shift button and moving it to the side, hollow out the copy, copy that, and so on. You'll end up with an interesting set of weird shapes, and will be able to save any ones you particularly like. Another expirement with your mutant tori- turn 'em into rings, tubes and spheres to see what you get. You can turn them into boxes and cylendars too, but the shapes are usually less organic looking.
From: someone
3) textures are your friend. I'm no expert here either, but textures can go a long way to making things look more natural.

Yes.
Another tip- when you color something, avoid the default colors from the picker, particulary the bright ones. Few things in nature are pure neon red, blue, green or yellow. Save the bright stuff for details.
To be fair, much of what I make is brightly colored, but most of my builds are more cartoony and toylike

From: someone
4) trees are your friend. Trees can be used to great advantage to hide seams and to draw attention away from aspects of a build that are not as good as you'd like.

This is true.
Be forewarned that they can only be created on land you own, and you can't link them to your objects. This isn't a problem if you want something on your own land.
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Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
05-16-2005 10:20
From: Olympia Rebus
I'm requoting this because it's a good point in general for generating organic (and pleasing to look at) things. Expiriment with aranging multiple coppies of item A, where each item varies slightly from the original

That's the essence of fractals. Multiple copies of the same shape, shifted a bit and/or made a bit smaller and/or rotated. Given that the whole process can be controlled by an algorithm, it would be much less expensive computationally and bandwidth-wise to let us use fractal algorithms to create them, and not charge for all the prims. We'd be able to make all kinds of really cool objects that way.

neko
Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
05-16-2005 10:33
Torley, the randomizer function already exists, sort of. Go create some trees, you get a different one everytime. Just apply that to random shapes and its good to go.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
05-16-2005 11:20
From: Loki Pico
Torley, the randomizer function already exists, sort of. Go create some trees, you get a different one everytime. Just apply that to random shapes and its good to go.


Ah -- there's insight! It can't be TOO hard to do. :)
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Seth Kanahoe
political fugue artist
Join date: 30 Jan 2005
Posts: 1,220
05-16-2005 15:45
From: Fallingwater Cellardoor
Monsoon, you can use twisted, unevenly tapered cylinders to do a bunch of fun stuff. Contact me in world if you want to see examples. I'd love to see more lumpy, irregular stuff in SL!


Kind of like this? (It's fun making these sorts of things.)
Seth Kanahoe
political fugue artist
Join date: 30 Jan 2005
Posts: 1,220
05-16-2005 15:52
Or these shapes? (I'm a fan of Seacliff.)
daz Groshomme
Artist *nuff said*
Join date: 28 Feb 2005
Posts: 711
05-16-2005 16:12
From: Torley Torgeson
jagged and filthy and organic

I think I ordered their 13 song debut 45 from maximum Rocknroll in 1985.... :)
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-16-2005 16:31
Something more like this I think, Seth.
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Seth Kanahoe
political fugue artist
Join date: 30 Jan 2005
Posts: 1,220
05-16-2005 17:04
You bring it into play, Jeffrey, and I'll happily play with it.

For now, that's largely what's possible, although people like Fallingwater and Eddie Escher have far more experience than I.
Fallingwater Cellardoor
Registered User
Join date: 11 Oct 2003
Posts: 304
05-16-2005 18:47
Seth, those are so pretty! Where's your land? Or better yet, can you drop me a landmark?

Actually what I was thinking was more like the stacked cylinders in the picture. Also, I've layered twisted, tapered cylinders to give tree trunks a natural effect. But it's all good.
Shack and Olympia gave really good advice. The cylinder trick is just another thing to add to the repertoire.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-16-2005 18:53
From: Seth Kanahoe
You bring it into play, Jeffrey, and I'll happily play with it.

It's a threshhold I think we'll cross at some point - either when the software goes open or the Lindens find the time to give rendering technology more priority.

As for what's possible now, organics are a mixed bag. Largely, minimizing visible "seams" and making smooth transitions appears to be the key. As does using smooth curves.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
About trees...
05-16-2005 19:08
This is such a *great* thread! :)

Talking about trees...

From: Olympia Rebus

Be forewarned that they can only be created on land you own, and you can't link them to your objects. This isn't a problem if you want something on your own land.


I'm putting together a proposal here to ask that trees behave more like other prims.

Any suggestions or support there would be appreciated. I'll submit the proposal in a couple of days after I get some more feedback.

--Shack
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Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max
http://liferain.com/downloads/primcomposer/

Hierarchical Prim Archive (HPA)
-- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools.
https://liferain.com/projects/hpa
Tayzia Abattoir
Registered User
Join date: 30 May 2004
Posts: 272
05-16-2005 21:52
Oh yes, very very beautiful Seth, hmmm.........and I do love the ship, a spaceship of sorts :), Look in his picks Fallingwater, you can tp there. BTW fallingwater, your builds are amazing as well :),
FireEyes Fauna
Registered User
Join date: 26 Apr 2004
Posts: 138
05-17-2005 10:45
Not sure if these are considered organic....

But I've just started playing with spheres and then changing their "Prim Type" to torus or tube or something else other than sphere....

If you adjust the dimple on a sphere, then change it to a torus or tube you get some funny looking shapes...
Seth Kanahoe
political fugue artist
Join date: 30 Jan 2005
Posts: 1,220
05-17-2005 19:19
From: FireEyes Fauna
Not sure if these are considered organic....

But I've just started playing with spheres and then changing their "Prim Type" to torus or tube or something else other than sphere....

If you adjust the dimple on a sphere, then change it to a torus or tube you get some funny looking shapes...


Yes, if you change basic shapes through a number of sequences, tweaking a variable each time, you can come up with some interesting things.
Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
05-19-2005 12:06
From: Fallingwater Cellardoor
Actually what I was thinking was more like the stacked cylinders in the picture. Also, I've layered twisted, tapered cylinders to give tree trunks a natural effect. But it's all good.
Shack and Olympia gave really good advice. The cylinder trick is just another thing to add to the repertoire.


Damn, those are so nice.
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