• All submissions to this site are governed by Second Life Project Contribution Agreement. By submitting patches and other information using this site, you acknowledge that you have read, understood, and agreed to those terms.
Issue Details (XML | Word | Printable)

Key: VWR-5189
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Hypatia Callisto
Votes: 22
Watchers: 5
Operations

If you were logged in you would be able to see more operations.
1. Second Life Viewer - VWR

Allow sculpties to be edge stitched to each other in a linkset (Sculpted Prims)

Created: 28/Feb/08 05:56 AM   Updated: 30/Aug/08 01:00 PM
Component/s: Building (in-world), Graphics
Affects Version/s: Source code
Fix Version/s: None

File Attachments: None
Image Attachments:

1. 1 Prim Figure.jpg
(26 kB)

2. 1 Prim Lamp.jpg
(35 kB)
Issue Links:
Relates


 Description  « Hide
The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.

Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.

This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.

I'd also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a cylinder, etc.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order

Aminom Marvin added a comment - 04/Mar/08 09:21 PM
I would also love to see this. It would allow for not just seamless high-detailed figures and heads, but also for seamless terrain and land features, and many other things.
On the other hand, this could be quite a development-costly feature to add. I am not sure how easy it is to continue shading across several meshes/objects in openGL, or if it would be easy to have SL consider multiple prims the same mesh.

One solution would be have an additional prim parameter for sculpts: "welded sculpt vertices" and a tolerance adjuster for how far apart vertices would have to be to be welded. This would work on both the vertices of sculpts in a linkset as well as individual sculpts, and as a windfall would allow true custom vertex welding/stitching on both multiple sculpts and single sculpts, greatly expanding the range of possible geometries.

Added above is a 1-prim figure and a lamp that would greatly benefit from such a feature. Seams are visible.


Strife Onizuka added a comment - 26/Jun/08 09:27 PM
The problem is how do you tell it which edges should be stitched to which other edges. How close should the edges have to before they snap together? Stitching edges together is not a trivial calculation.

Stitching separate mesh together is not the easy solution.


Hypatia Callisto added a comment - 27/Jun/08 06:11 AM
its easier than you think, otherwise 3d programs wouldn't calculate blend zones properly. Poser is an example of a 3d program that in fact does just that. The SL avatar mesh is in fact three separate meshes that have blend zones. Observe the output from OGLE if you dont believe. SL does this already.

I discussed with Qarl who also says this isn't that difficult to achieve.


Hypatia Callisto added a comment - 27/Jun/08 06:22 AM
its important to understand, all a sculptie is, is a square patch. They're not separate meshes. It's one mesh, a square patch of vertices, which is exceedingly easy to stitch together as all you have to do is stitch together sides that match.

Some topologies will be impossible to stitch as they are already stitched with no open sides > such as the sphere and torus. But the plane and cylinder do have open sides, and these open sides could be stitched together.


Domino Marama added a comment - 30/Aug/08 01:00 PM
One thing that may be relevant to this is having End Cut and Profile Cut available on sculpties. The obvious implementation of this would be to act as start and end offsets in U & V respectively. This opens up a lot of possibilities, such as having a 128 x 128 sculpt map that has 4 seperate prims assigned. If Prim As end cut equals Prim Bs start cut, then you have a seam

It has the bonus of film strip animated sculpties too, just update the cut positions to the next frame..