How do I get rid of shimmer texture overlap?
|
|
Princess Ivory
SL is my First Life
Join date: 17 Jan 2007
Posts: 720
|
04-17-2007 07:50
I have created a knot garden design. I have intersecting retangular sections to form "L" shapes in the corners. When I texture the beds, i get that "shimmer" effect from having overlapping textures, even though they are the same texture.
Anyone know any easy way to adjust my build to avoid this? I'd hate have to have to redo them as adjacent instead of overlapping, as that would require more prims for this design, and prims are a a premium.
Thanks for any advice.
|
|
White Hyacinth
Registered User
Join date: 15 Nov 2006
Posts: 353
|
04-17-2007 07:54
If they don't really have to be on the same height, change de z co-ordinate of one of them a little bit.
|
|
Princess Ivory
SL is my First Life
Join date: 17 Jan 2007
Posts: 720
|
04-17-2007 08:11
Will they work, even if they are still overlapping? If I just change z a tiny increment of unnoticable height?
|
|
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
|
04-17-2007 10:11
One solution is to make one of the overlapping prims slightly thinner than the other. 0.02M usually does the trick quite nicely.
What causes the problem is when two surfaces occupy the exact same space. Making one prim thinner prevents that from happening, as does making one lower, as White suggested.
_____________________
.
Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
|
|
Renee Roundfield
Registered User
Join date: 10 Mar 2006
Posts: 278
|
04-17-2007 10:20
You say it's the same texture, but is it the same orientation and position on the overlapping part?
|
|
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
|
04-17-2007 11:36
Either adjusting Z-height or thickness will do it. The shimmer only happens when the overlapping planes occupy precisely the same plane and height. Move it even a little, and the client will no longer be confused as to which to draw.
The other solution is, don't overlap. If you're making an L-shape, resize one of the parts to meet the adjacent prim's side.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
|
|
PleaseWakeMeUp Idler
Registered User
Join date: 10 Oct 2006
Posts: 48
|
04-17-2007 17:22
I'm having the exact same problem, except I don't think I have any exactly overlapping textures! How can I track down the offend parts?
My build is at Innovatia Park 143,207,21. There is a house there I bought but I've heavily modified, plus all sorts of art that I've made.
The shimmer started 2 days ago. I've tried getting rid of the new parts, but I can get the shimmer to leave.
Thanks for any advice or tips
Wake
|
|
Inigo Chamerberlin
Registered User
Join date: 13 May 2006
Posts: 448
|
04-18-2007 06:25
Ceera definitely has the correct answer - don't overlap prims! Build precisely. I've been bitten a few times by the 'overlap shimmer' issue until I learned it was worth while building more precisely.
The problem I encountered was that while texture (prim) overlap shimmer can be suppressed by a tiny change in surface alignment, that may only apply to relatively close viewing distances, 1-10m for instance. Move further away and the shimmer WILL reappear. The results can be most unsightly.
This is one of these situations where the saying 'if a job's worth doing, it's worth doing right' REALLY does apply.
|
|
Ganesha Xi
Crazy Hedgehog
Join date: 28 Sep 2006
Posts: 34
|
04-18-2007 07:25
Try using Prim.Docker or Skidz, both available in-world and on slb and slx 
|
|
PleaseWakeMeUp Idler
Registered User
Join date: 10 Oct 2006
Posts: 48
|
04-18-2007 18:58
My problem is that I don't know which prims are making the shimmer. About all I can think do is delete them one by one and waiting for the shimmer to go away. Obviously, I don't want to do that.
How far does the shimmer range? If I fly up a decent height (not so high I can't see my stuff), the shimmer is still there quite a distance out. This makes me think I couldn't just take the prims one by one and 100m to them.
Wake
|
|
Lyekahgood Nighbor
Registered User
Join date: 10 Aug 2006
Posts: 27
|
04-18-2007 19:50
Try using Prim.Docker or Skidz, both available in-world and on slb and slx
If spamming a forum, please list a reason to use this product. As in, how would it help out with the issue that is being discussed.
otherwise its an advertisement. and not a very good one at that.
L
|
|
Kaimi Kyomoon
Kah-EE-mee
Join date: 30 Nov 2006
Posts: 5,664
|
04-20-2007 18:15
From: PleaseWakeMeUp Idler My problem is that I don't know which prims are making the shimmer. About all I can think do is delete them one by one and waiting for the shimmer to go away. Obviously, I don't want to do that. How many prims are occupying the space where you see the shimmer? All of them are contributing to the problem. Right click on the shimmer and choose edit and you will select one of the problem prims. Move it out of the way and if you still see the shimmer repeat.
|
|
Brenham Beale
Registered User
Join date: 26 Aug 2006
Posts: 65
|
04-20-2007 19:38
From: PleaseWakeMeUp Idler I'm having the exact same problem, except I don't think I have any exactly overlapping textures!... My build is at Innovatia Park 143,207,21... I checked out your place, Wake Idler. If your art pieces are what's troubling you, I'm not seeing any Z-fighting problems on my screen. It's not "shimmering" on my end. Your big tree is the only thing flickering that I can see.
|
|
PleaseWakeMeUp Idler
Registered User
Join date: 10 Oct 2006
Posts: 48
|
04-20-2007 19:57
Thanks for all the help folks. I solved the problem early this morning but wanted to double check before posting. I was just waiting for the Red Sox / Yankees game to end before getting back into the forums.
The offend piece is now at Innovatia Park 155,208,651.
I just threw that together quickly and discarded in the basement underneath the gallery. That was enough. It looks to me like some of the bases might overlap each other, they certainly aren't lined up square. (I was playing with different wind parameters, that was the exercise.)
I have seen this one cause the backdrop to flash.
It might be because this piece emits light. I had removed some of the flashing floors in the gallery but that didn't help. So the floors weren't z overlapped at all, but maybe this light emitting piece was bad enough to do the trick.
I've certainly learned something, both about being careful in all aspects of the build and also about not storing stuff in my basement!
Thanks again.
Wake
|