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Joining two sculpties seamlessly? |
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Raz Welles
Registered User
Join date: 18 Jun 2007
Posts: 49
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03-03-2008 02:44
Does anybody know how to join two sculpties at their seams? Say I make two plane sculpties, and create a curved surface, and want to joing those surfaces seamlessly so I can in effect increase the detail and have more verts?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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03-03-2008 03:07
Very carefully...
You'll need to plan this all the way through the creation process. When making the sculpties, you need to align the two edges making sure that the vertice match one for one so the pair will move through the different LODs together. When baking the sculpties, you'll need to make sure that they have the same scale on the other two directions. So if the join is on the X axis, the scale on Y and Z will need to be the same. (assuming a straight line join on x, otherwise all three scales will need to match) I know you use Blender so if you check /8/60/203571/8.html#post1890321 That explains how to do "bounding boxes" or more accurately named "sizing spheres". In this case we are only interesting in fixing two axis, not all three, so the sphere would be set to the largest Y dimension of the two sculpties, the largest Z of the two sculpties and an X value smaller than either. You'd then bake each sculptie in turn with the sizing sphere. The two sculpties should then align perfectly as the Y and Z axis will be to the same scale, while still allowing the full range for X on each sculptie. |
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Raz Welles
Registered User
Join date: 18 Jun 2007
Posts: 49
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03-03-2008 04:41
Domino, you're like, my Blender hero,
*hugs* I'll chew on this for a bit, thanks! x3!! |
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-18-2008 03:32
I do have a related problem with texturing. I have created an arch bow and i tried to texturize it with a simple concrete sand texture. the texture is homogeneous and it matches seemlessly in ordinary flat prims. The problem occurs at the edges of the sculptie. There the surface gets rendered either darker or lighter, than the rest of the surface depending on the light settings. See the image at http://www.machinimatrix.org/movies/arch-bow.png
My first thought was, that the edges are not sharp. But this is not the case. The edges are absolutely sharp at least in blender and even the reimported sculptie map shows sharp edges. Even all faces are aligned along the z-axis, so that i do not expect changes in the light behaviour along the z-axis. So what else could cause this effect ? |
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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05-18-2008 04:03
So what else could cause this effect ? That'll be the gourard shading that's applied to SL's prims and sculpties. The only way around it is to set your objects to full bright and apply a shaded texture. Blender supports texture baking. |
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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05-18-2008 04:31
wouldn't SL's default shading more accurately be described as "Phong?"
Or maybe Blinn-Phong, since that is apparrently the Open GL default. Now that I read more about it, it looks like Blinn-Phong basically uses Gouraud for the shading. I wonder why we don't have REAL Specular highlights. My old G2 PowerMac could render Phong in realtime. _____________________
![]() ● Inworld Store: http://slurl.eclectic-randomness.com ● Website: http://www.eclectic-randomness.com ● Twitter: @WinterVentura |
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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05-18-2008 05:37
I think like most things in computer graphics, if something is better then it's usually slower.
Still, it would be nice to have the option of a better shading model. ![]() |