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| | #51 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]()
Rocket Science Library - now
open!
Join Date: Sep 2009 Location: In UR Internetz
Posts: 5,099
My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
I would have loved to have had this two years ago. Unfortunately it is now over a year since mesh attachments arrived broken, and it is an unknown amount of time until they properly deform. By the time normal + specular maps get incorporated, I'm afraid SL will be in terminal decline, if it isn't already to that point. | |
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| | #52 (permalink) |
| Mercenary of Illusion ![]() ![]() ![]() ![]()
Disruptive
| *Goes to amp up the timeline to complete those Blender tutorials*
__________________ ________________________________ SLU: I came for the community. I stayed for the derails. Visit my Marketplace Store! |
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| | #53 (permalink) |
| Proud 1920s Berliner ![]() ![]()
Traveling trough time.
Join Date: Oct 2009 Location: 1920s Berlin
Posts: 296
My Mood: SL Join Date: 2/20/2009
Business: Weimar! Client: Phoenix | Great news, very exciting! But does this mean I will have to replace this computer?
__________________ Enjoy Time Travel? Come visit Berlin in the 1920s; http://slurl.com/secondlife/1920s%20Berlin/236/232/751 |
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| | #57 (permalink) |
| Quietly watching ![]() ![]() ![]() ![]() | It's nice to see that Second Life is finally getting caught up to ancient times.
__________________ Need a good Second Life shape guide? Click here! |
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| 1 User Agreed: |
| | #59 (permalink) |
| Lustful Cockmonster ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Unedited
Join Date: Jun 2007 Location: Sydney, Australia
Posts: 51,807
My Mood: SL Join Date: October 2004 Blog Entries: 1 | I don't know if I could ever buy a piece of software that has a harmonica in its trailer. |
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| | #62 (permalink) |
| boo ![]() Join Date: Jun 2011
Posts: 90
My Mood: SL Join Date: 7 April 2007 Client: Hex Editor | Is there any news about the possible limitations? It's a bit hard to believe that they will allow us to have 1024px normal and spec maps per face? Maybe more LI penalty ? Thanks |
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| | #64 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
Posts: 6,081
| It depends on how it's implemented. I assumed rather than two new texture drop areas on the build menu, you'd make a material asset, which itself contains normal, specular, and diffuse (aka regular) textures, and then you apply the material asset as the texture. That would mean you can easily share pre-made materials without putting them together. But they might do it some other way. |
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| | #65 (permalink) |
| Now with 40% more Awesome ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]() ![]() ![]()
We can't stop here. This is
bat country
Join Date: Aug 2007
Posts: 8,270
My Mood: Client: Tenacious - V | Who's betting the first product to use it will be a set of cock-n-balls? NOW WITH NORMAL MAPPED VEINS AND 'ELBOW SKIN' (tm)!
__________________ And as it was in the beginning, so too shall it be in the end. That bullshit is bullshit, it just goes by different names. |
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| | #66 (permalink) | |
| Pedantic Geek ![]() ![]() ![]() ![]() Join Date: Oct 2010 Location: Maryland
Posts: 2,823
My Mood: SL Join Date: 1/30/2008
Business: Perception | Quote:
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| | #67 (permalink) | |
| Senior Member ![]() ![]()
Artificial Person
Join Date: Jun 2011 Location: UK
Posts: 369
My Mood: SL Join Date: Dec 2006
Business: Hello Spacegirl Client: V3/Exodus | Quote:
Last edited by Laverne Unit; 08-17-2012 at 08:52 AM. Reason: video | |
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| | #68 (permalink) |
| Pedantic Geek ![]() ![]() ![]() ![]() Join Date: Oct 2010 Location: Maryland
Posts: 2,823
My Mood: SL Join Date: 1/30/2008
Business: Perception | Nope. Am I missing a plugin, maybe? Not getting an alert or anything. Most video usually works, but I was having trouble on gyazo recently too. (which was minimal because I was trying to share, not watch, and the other person could see it!) |
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| | #70 (permalink) |
| Senior Member ![]() ![]()
Making Mesh
Join Date: Oct 2009
Posts: 756
My Mood: | I came across this on Plurk today. Geenz talks a bit about the history of the materials project: Second Life Materials | Geenzian Science |
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| 7 Users Said Thanks : |
| | #71 (permalink) |
| Miss StarLight ![]() ![]() ![]() ![]()
The little dabbler
Join Date: Mar 2010 Location: Variable
Posts: 2,673
SL Join Date: 06/12/08 | The most exciting thing about this is that LL have shown themselves willing to adopt a major user-led initiative. I think great credit must go to both Oz Linden and the Exodus team for getting this through the social and cultural minefield of such a change. |
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| | #72 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
Posts: 6,081
| I wonder how long it will be before OpenSim has the amazing idea to add their own material system that they totally already had working years before any of this but will just use this to make things consistent since it's already released. *cough* |
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| | #73 (permalink) | |
| Senior Member ![]() ![]()
Artificial Person
Join Date: Jun 2011 Location: UK
Posts: 369
My Mood: SL Join Date: Dec 2006
Business: Hello Spacegirl Client: V3/Exodus | Quote:
- try the direct page at Code: http://vimeo.com/26772037 - reinstall flash plugin on your current browser I'm not an expert, but that's what I'd try. It does sound like your plugin isn't functioning correctly. | |
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| | #74 (permalink) | |
| 3d Guru ![]()
raaaaage
Join Date: Aug 2010
Posts: 98
My Mood: | Quote:
Normal mapping algorithms are different in each program. So say you make your normal map in blender and bring it in to SL, but each program is using a different algorithms to render said normal map the end result is a normal map with shading errors. There are ways around this but your end up with a much less optimized model. | |
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| | #75 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
Posts: 6,081
| Quote:
In any case all of the above is only using two polygons... | |
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