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Old 08-19-2012, 12:09 PM   #101 (permalink)
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Originally Posted by DanielRavenNest View Post
Hair and cloth are similar level graphics. Nvidia had realistic hair working in their 400 series GPUs (two generations ago). Having it work in a busy scene rather than by itself like this demo won't take long:

Nvidia GeForce GTX 400 Hair Tesselation Demo - YouTube
That looks like horse hair that has gone bad. In fact horse hair would look more beautiful than whatever that is supposed to be showcased in the video.
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Old 08-19-2012, 12:18 PM   #102 (permalink)
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One disclaimer demos like that have is "we are programmers, not artists" it's showing off the tech, not always in the most beautiful way it could be tweaked.
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Old 08-19-2012, 12:36 PM   #103 (permalink)
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Yes, the movements of the avatar are made to show off the physical behaviour of cloth and hair when moved.
With more natural (and smoother) movement the physics of hair and cloth would be less noticeable.
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Old 08-19-2012, 07:36 PM   #104 (permalink)
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That is the ugliest avatar I've ever seen. The movements are wrong, everything is wrong about it. The only thing that looks remotely normal is the clothing.

And people wonder why many avatars cause disgust in the non-gaming audience?
The point, you have missed it.

It's not a game demo, aimed at interesting people in play an MMO. It's a tech demo; aimed at showing off the capabilities of a rendering engine, specifically in the areas of hair and cloth movement. The avatar in this demo is effectively a maniquin. It's entire purpose is to provide something that programmers can drape some hair and cloth over, before shaking it about and showing off how it moves.

The actual figure is the least interesting, least important element in the demo. The stairs in the second part are literally of more relevance and play a more important role, than the figure traversing them.
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Old 08-19-2012, 08:33 PM   #105 (permalink)
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That looks like horse hair that has gone bad. In fact horse hair would look more beautiful than whatever that is supposed to be showcased in the video.
If you can do better, go right ahead. Nvidia are graphics chip designers, not artists. Tech demos are intended to show the capability of the technology, not make pretty things.
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Old 08-21-2012, 08:25 AM   #106 (permalink)
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Does anybody know about that inset-extrude add-on in that scifi panel tutorial? I went to download it, it has an invalid security certificate, which blender.org says is expected (??) and even if I (unintelligently?) make a security exception.. I end up at a 404 error.
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Old 08-21-2012, 08:26 AM   #107 (permalink)
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Upgrade to the latest version of blender, functionality like that is built-in now. The old addon hasn't been updated in ages.
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Old 08-21-2012, 08:34 AM   #108 (permalink)
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Does anybody know about that inset-extrude add-on in that scifi panel tutorial? I went to download it, it has an invalid security certificate, which blender.org says is expected (??) and even if I (unintelligently?) make a security exception.. I end up at a 404 error.
Apparently…
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Note: this tutorial and add-on are no longer relavant as it does not work with BMesh. Blender 2.63+ now includes an inset tool by default, watch the overview here:

Overview of Blender 2.63 | Blender Cookie
I haven't, however, yet found the inset tool in Blender. I'm sure it is there, but finding stuff like that really isn't intuitive.

ETA: Oh yes I have: Mesh > Faces (Ctrl + F) > Inset Faces (I). The inset tool settings appear under the toollbar on the left.

Last edited by KT Kingsley; 08-21-2012 at 08:40 AM.
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Old 08-21-2012, 09:41 AM   #109 (permalink)
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Does anybody else go batshit watching videos like this, trying to manipulate the scene in the video?

I keep trying to zoom and turn and adjust what's on his screen!

(BTW, video works in Chrome. Still dunno why it doesn't work in Firefox.)
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Old 08-21-2012, 03:51 PM   #110 (permalink)
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Does anybody know about that inset-extrude add-on in that scifi panel tutorial? I went to download it, it has an invalid security certificate, which blender.org says is expected (??) and even if I (unintelligently?) make a security exception.. I end up at a 404 error.
If you go download Blender 2.64 testbuild, you can hit the hotkey I while in Edit mode to activate an interactive inset faces command. It doesn't work exactly like the old plugin, but it is close. Make sure to look in the Toolshelf (Hotkey T) for the extra parameters.

If you prefer to stick with Blender 2.63 official, use the hotkey W -> Inset Faces while in Edit mode. It isn't interactive in this version. So, you'll have to control the parameters completely from the Toolshelf.
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Old 08-21-2012, 05:50 PM   #111 (permalink)
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Old 09-14-2012, 10:01 PM   #112 (permalink)
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I see OZ updated the wiki with some Work in Progress Particulars.

https://wiki.secondlife.com/wiki/Material_Data

Be sure to have your say in the thread:

Normal & Specular Maps - Page 4 - Second Life
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Old 09-15-2012, 11:45 AM   #113 (permalink)
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Old 09-15-2012, 01:19 PM   #114 (permalink)
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Are materials in a beta build anywhere?
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Old 09-15-2012, 02:41 PM   #115 (permalink)
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Are materials in a beta build anywhere?
I'm sure Geenz Spad has a beta build.

But as far as a publicly available one, I don't think they are at that stage yet.
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Old 09-17-2012, 05:21 AM   #116 (permalink)
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Is there any chance that we could get materials in our avatar clothing layers when this goes into effect?
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Old 09-17-2012, 05:56 AM   #117 (permalink)
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No =(

should be available for meshies though.
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Old 09-17-2012, 06:09 AM   #118 (permalink)
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Is there any chance that we could get materials in our avatar clothing layers when this goes into effect?
Nope.

LINK: Materials Coming Soon
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Old 09-17-2012, 05:05 PM   #119 (permalink)
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It's just texturing, right? So it would go on regular prims aswell?
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Old 09-17-2012, 05:29 PM   #120 (permalink)
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In theory, yes it should work on normal prims too.
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Old 09-17-2012, 05:49 PM   #121 (permalink)
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It's just texturing, right? So it would go on regular prims aswell?
Yes, Oz and Geenz stated at the user group that the materials system will work on prims and mesh, just not the avatar body/clothing layers.
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Old 09-18-2012, 08:29 AM   #122 (permalink)
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... the materials system will work on prims and mesh, just not the avatar body/clothing layers.
Probably because each clothing layer is already a material on the avatar mesh.
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Old 09-18-2012, 08:49 AM   #123 (permalink)
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Seems to me that if avatar layers got normalmaps, the increased detail could breathe new life into this horrid old mesh.

The longer that's delayed, the more market for total replacement meshes for human avatars. Or (what I've seen) replacing all but hands and head.

But a normalmapped face... that might be so irresistible that we'd willingly sacrifice expressions.

No matter the timing, the future is challenging for conventional skin makers.
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Old 09-18-2012, 09:03 AM   #124 (permalink)
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Do people really use base expressions anyway? They're so exagerated.

Either way once we get custom armatures [someday] the default mesh is doomed anyway, I'm fine with ditching it sooner than later, once rigged meshes get all their sliders.
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Old 09-18-2012, 10:31 AM   #125 (permalink)
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True; the expressions are pretty dreadful. So yeah, once we get facial slider control, that's probably the end of the system head. (Too bad for ballgag manufacturers, I guess. ) Hand positions are pretty screwed-up, too, but there's way too much that depends on those working.

In any case, now would be a bad time to buy a skin. Or avatar-layer clothing. Among other things.

Hence the hamster craze, I guess.
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