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I uploaded some more sculptie-textures for testing.
SQ01 to SQ06 are the same as the old square textures, but flipped vertically, so the vertices with the lowest coordinates are in the bottom-left corner, where the sculptie starts counting. The observations in my previous post are unchanged. SQ07 is the same as SQ05, except for the last 2 horizontal and vertical lines, which are the same as in SQ03. SQ08 is the same as SQ03, except for 3 white pixels somewhere in the middle. SQ09 is the same as SQ03, except for the last horizontal and vertical line, containing 255 in the blue channel (Z-coordinate). ====== New observations: -switching between SQ03 and SQ07 makes no difference. ====== Conclusions: -The 32x32 textures load correctly because the data is so simple it can be (de)compressed at a 1:8 ratio (
-SQ09 shows that in 64x64 sculpties, the 64th horizontal and vertical lines are actually used as 33rd lines of vertices! ====== So, this bug is explained. For the LOD system to work well on open-stitched sculpties (planes and cylinders), a 33rd line of vertices is needed. That way there is a highest LOD-priority line at both ends, and the object won't change its outer shape at lower LOD's. But 32x32 sculpties don't have room for a 33rd line. At high LOD, the 32nd line acts as 32nd line of vertices. However, at lower LOD the 32nd line acts as if it were the 33rd line of vertices, causing the UV-mapping to change at the edges. 64x64 sculpties offer a possible workaround for this bug, but if ever we are allowed meshes with 64x64 vertices, this remedy will turn into the same problem (only reversed). Apart from that, it seems silly to send 73% of totally unnecessary data. I doubt if any of the existing software for making sculpties takes into account this behaviour. The best solution is, while fixing This is not a bug.
This is the intended behavior. Type Points being used from sculpt-texture Rows x Points per Row Torus 32 x 32 With the appropriate stitching they all end up at 33 x 33 Yes that means 64x64 Pixels are needed to get the full mesh (for Torus 32x32 is enough) I suggest closing this issue because it is not a bug. This is the way Sculpt-textures were design to be. Hi Blackbox,
I agree using a 64x64 is a solution. But it doesn't take away the UV-mapping error on the 32x32, which can be fixed easily. Allrighty, we had a long talk at Qarl's office hour.
The advice is this: Don't use 32x32 sculpties, except for torus-type objects. For the others use 64x64 sculpties.(if Sorry to bother you once again, but I really have to say this.
When you read this report from top to bottom you can see me reinventing the wheel. I don't mind reinventing the wheel at all, in fact, i enjoy it! Yesterday at the office hour I was pleased to see how Qarl spent over an hour answering questions about how sculpties work, with a lot of patience, and attention for everyone. Excellent! But is Qarl's office hour a tutorial class? Is the JIRA a tutorial forum? Preferably not. All we need is documentation. Thank you for your attention, and if there is any way I can help, let me know |
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(partial color range)
square 32x32 0-248.tga (= flat square plane sculptie 32x32.tga)
square 64x64 odd-even-equal 0-248.tga
square 64x64 sequential 0-252.tga
Then I edited the above textures by applying an auto-level to the red- and green channel individually:
(full color range)
square 32x32 0-255.tga
square 64x64 odd-even-equal 0-255.tga
square 64x64 sequential 0-255.tga
Observations:
Switching between partialand full color range alters the object's size, but not its UV-mapping, on all LOD's.-Switching between 32x32 and 64x64-odd-even-equal looks exactly the same, on all LOD's.
-Switching between 64x64-sequential and odd-even-equal alters the UV-mapping, and only for the partial color range, it changes size too. Both on all LOD's.
-The bug this report is about is present on all of these textures, but...
-On the 64x64 sequential textures the top row and right column are not compressed but stretched a little (this is hard to see, try ALT-zooming around the LOD threshold)
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I also generated a cillinder with filterfactory. The UV-mapping wraps nicely around the cillinder, the 32nd row falls off the end of the cilinder on high LOD. On lower LOD the UV-mapping error appears again.
So the error seems consistent.