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Old 08-16-2012, 06:56 PM   #51 (permalink)
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Originally Posted by Andromeda Rage View Post
Hmm. Too bad this can't be done with avatar skins, at least at first...
Just make a mesh avatar body attachment with the same UV mapping as the default avatar. Then you can use standard skins + the new texture maps.

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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Old 08-16-2012, 07:23 PM   #52 (permalink)
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Old 08-16-2012, 09:53 PM   #53 (permalink)
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Great news, very exciting!

But does this mean I will have to replace this computer?

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Old 08-16-2012, 09:58 PM   #54 (permalink)
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Old 08-16-2012, 11:36 PM   #55 (permalink)
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Some rendering engines put a height map on the alphalayer of a normalmap, that way color = slope, alpha = height, and with height and slope, that gives you a parallax map on a single texture.
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Old 08-17-2012, 12:10 AM   #56 (permalink)
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Good glad to hear it wont be bringing in additional shaders. Now I'll just keep my fingers crossed and hope the normals are actually sync up to something like xnormal.
Thankfully, Xnormal lets you change the direction of the color channels in a generated normal map to whatever you need to match your target program. So, no worries there.
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Old 08-17-2012, 01:02 AM   #57 (permalink)
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It's nice to see that Second Life is finally getting caught up to ancient times.
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Old 08-17-2012, 01:20 AM   #58 (permalink)
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Individual freelancer licenses of nDo2 are just $99. This may finally be my excuse to buy it.

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Old 08-17-2012, 01:21 AM   #59 (permalink)
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Old 08-17-2012, 01:40 AM   #60 (permalink)
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Old 08-17-2012, 03:38 AM   #61 (permalink)
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It cant be .. its NOT chrismas time !!!

This is awsome .. WANT WANT WANT
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Old 08-17-2012, 04:05 AM   #62 (permalink)
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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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Old 08-17-2012, 05:53 AM   #63 (permalink)
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Well currently they let you use up to 8 1024s per individual mesh. Normal and specular would surely cut directly into that.

I imagine they will add a penalty cost just for the performance implications.
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Old 08-17-2012, 08:17 AM   #64 (permalink)
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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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Old 08-17-2012, 08:37 AM   #65 (permalink)
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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)!
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Old 08-17-2012, 08:41 AM   #66 (permalink)
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Originally Posted by Laverne Unit View Post
Also, this video tutorial shows how to make a normal, diffuse and specular map in Blender, in case there are any content creators who aren't sure how this will affect their workflow.
*scratches head* That video doesn't seem to be loading for me.
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Old 08-17-2012, 08:51 AM   #67 (permalink)
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Originally Posted by Maggiedoll Alter View Post
*scratches head* That video doesn't seem to be loading for me.
Weird - does this work?

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Last edited by Laverne Unit; 08-17-2012 at 08:52 AM. Reason: video
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Old 08-17-2012, 08:57 AM   #68 (permalink)
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Weird - does this work?
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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Old 08-17-2012, 10:50 AM   #69 (permalink)
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Originally Posted by Andromeda Rage View Post
Hmm. Too bad this can't be done with avatar skins, at least at first... and I imagine conventional-layer clothing (jacket layer, shirt later, etc) will start to look rather primitive after a certain time.
Hah, yeah, but no more primitive than the current generation of Mesh clothing, lacking both deformer and materials. They're gonna be noobie-freebie-ugly Real Soon Now.
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Old 08-17-2012, 12:50 PM   #70 (permalink)
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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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Old 08-17-2012, 02:29 PM   #71 (permalink)
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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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Old 08-17-2012, 02:43 PM   #72 (permalink)
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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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Old 08-17-2012, 03:18 PM   #73 (permalink)
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Quote:
Originally Posted by Maggiedoll Alter View Post
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!)
Three suggestions:
- try the direct page at
Code:
http://vimeo.com/26772037
- try another browser
- 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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Old 08-17-2012, 06:15 PM   #74 (permalink)
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Thankfully, Xnormal lets you change the direction of the color channels in a generated normal map to whatever you need to match your target program. So, no worries there.
That's normal 'swizzle', it's not the same thing as normal sync.

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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Old 08-18-2012, 07:43 AM   #75 (permalink)
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Quote:
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Individual freelancer licenses of nDo2 are just $99. This may finally be my excuse to buy it.

nDo2: Release Trailer - YouTube
To be purely honest, I have to point out that this video is using parrallax-maps - which are Normal-maps with a height-map in its alpha channel. That makes them slightly more powerful, making their dips and groves change with your perspective as if they really are popping out. Regular normalmaps don't quite do that.


In any case all of the above is only using two polygons...
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