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VWR-7578
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| Type: |
New Feature
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| Status: |
Open
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| Priority: |
Major
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| Assignee: |
Unassigned
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| Reporter: |
Hirokii Hyun
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| Votes: |
101
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| Watchers: |
10
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If you were logged in you would be able to see more operations.
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Issue Links:
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Duplicate
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This issue duplicates:
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VWR-10173 Sculpted Prims: Level of detail (LoD) Distance Slider Needed
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Relates
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This issue Relates to:
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VWR-10173 Sculpted Prims: Level of detail (LoD) Distance Slider Needed
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VWR-5647 Meta-Issue: Sculpted Prims Need More Linden Lab Development
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This issue is related to by:
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VWR-5647 Meta-Issue: Sculpted Prims Need More Linden Lab Development
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Every sculpty is different, and the SL LOD system is based purely on the standard of how big the sculpty bounding box is and distance to the camera. Closest being 64x64 LOD, then 32x32, then 16x16, 8x8, etc.
One workaround has been designing the "structure" of the sculpt with 16x16, however, this is more of a hack and isn't applicable for more complex shapes, whereas splitting the sculpt into multiple sculpts would just be more expensive and wasteful for the sake of a few small, yet important details. Or, alternatively, make the sculpt "smaller" by using a contrast modification, reuploading, and then stretching it out, this costs detail and is mostly ineffective.
An option that lets the content creator set the LOD ratios for their sculpt would resolve this problem entirely. This way the 16x16, or 8x8 can be set at a distance that the content creator feels is appropriate and does the sculpty justice, rather than triggering uncomfortably close to the camera. Remember, sculpties are not spheres, boxes, or simple shapes, they're generally complex shapes that can't nessicarily be confined to the definition of 16x16 or less sculpt maps without looking ugly.
Aminom Marvin suggested "hiding" it from the common user (to avoid abuse by uneducated users) via making it a scripting only feature. This way you'd have to be knowledgable enough to know it's impact in order to use it.
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Description
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Every sculpty is different, and the SL LOD system is based purely on the standard of how big the sculpty bounding box is and distance to the camera. Closest being 64x64 LOD, then 32x32, then 16x16, 8x8, etc.
One workaround has been designing the "structure" of the sculpt with 16x16, however, this is more of a hack and isn't applicable for more complex shapes, whereas splitting the sculpt into multiple sculpts would just be more expensive and wasteful for the sake of a few small, yet important details. Or, alternatively, make the sculpt "smaller" by using a contrast modification, reuploading, and then stretching it out, this costs detail and is mostly ineffective.
An option that lets the content creator set the LOD ratios for their sculpt would resolve this problem entirely. This way the 16x16, or 8x8 can be set at a distance that the content creator feels is appropriate and does the sculpty justice, rather than triggering uncomfortably close to the camera. Remember, sculpties are not spheres, boxes, or simple shapes, they're generally complex shapes that can't nessicarily be confined to the definition of 16x16 or less sculpt maps without looking ugly.
Aminom Marvin suggested "hiding" it from the common user (to avoid abuse by uneducated users) via making it a scripting only feature. This way you'd have to be knowledgable enough to know it's impact in order to use it. |
Show » |
made changes - 02/Jun/08 01:24 PM
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Original Value |
New Value |
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Description
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Every sculpty is different, and the SL LOD system is based purely on the standard of how big the sculpty bounding box is and distance to the camera. Closest being 64x64 LOD, then 32x32, then 16x16, 8x8, etc.
One workaround has been designing the "structure" of the sculpt with 16x16, however, this is more of a hack and isn't applicable for more complex shapes, whereas splitting the sculpt into multiple sculpts would just be more expensive and wasteful for the sake of a few small, yet important details. Or, alternatively, make the sculpt "smaller" by using a contrast modification, reuploading, and then stretching it out, this costs detail and is mostly ineffective.
An option that lets the content creator set the LOD ratios for their sculpt would resolve this problem entirely. This way the 16x16, or 8x8 can be set at a distance that the content creator feels is appropriate and does the sculpty justice, rather than triggering uncomfortably close to the camera. Remember, sculpties are not spheres, boxes, or simple shapes, they're generally complex shapes that can't nessicarily be confined to the definition of 16x16 or less sculpt maps without looking ugly.
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Every sculpty is different, and the SL LOD system is based purely on the standard of how big the sculpty bounding box is and distance to the camera. Closest being 64x64 LOD, then 32x32, then 16x16, 8x8, etc.
One workaround has been designing the "structure" of the sculpt with 16x16, however, this is more of a hack and isn't applicable for more complex shapes, whereas splitting the sculpt into multiple sculpts would just be more expensive and wasteful for the sake of a few small, yet important details. Or, alternatively, make the sculpt "smaller" by using a contrast modification, reuploading, and then stretching it out, this costs detail and is mostly ineffective.
An option that lets the content creator set the LOD ratios for their sculpt would resolve this problem entirely. This way the 16x16, or 8x8 can be set at a distance that the content creator feels is appropriate and does the sculpty justice, rather than triggering uncomfortably close to the camera. Remember, sculpties are not spheres, boxes, or simple shapes, they're generally complex shapes that can't nessicarily be confined to the definition of 16x16 or less sculpt maps without looking ugly.
Aminom Marvin suggested "hiding" it from the common user (to avoid abuse by uneducated users) via making it a scripting only feature. This way you'd have to be knowledgable enough to know it's impact in order to use it.
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made changes - 02/Jun/08 01:25 PM
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Link
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This issue Relates to VWR-5647
[ VWR-5647
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made changes - 02/Jun/08 01:25 PM
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Link
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This issue is related to by VWR-5647
[ VWR-5647
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made changes - 02/Jun/08 01:45 PM
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Priority
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Normal
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Major
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made changes - 02/Jul/08 02:17 PM
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Comment
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[ This seems good, certainly. I'm a little worried about abuse though. Isn't this possibly going to lead to lesser skilled people maxing this setting out on everything they make, and probably even advertising that as a selling point.
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made changes - 13/Nov/08 11:05 AM
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made changes - 13/Nov/08 11:25 AM
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made changes - 13/Nov/08 04:46 PM
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made changes - 13/Nov/08 05:05 PM
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made changes - 13/Nov/08 05:13 PM
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made changes - 13/Nov/08 05:24 PM
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made changes - 13/Nov/08 05:50 PM
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made changes - 13/Nov/08 06:13 PM
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made changes - 13/Nov/08 06:30 PM
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made changes - 13/Nov/08 06:54 PM
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made changes - 17/Apr/09 03:41 PM
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Comment
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[ Viewer-side slider for sculptie LOD
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The solution is to make LOD values settable via script. This would avoid cluttering the build UI, and make it so that people can't accidentally misuse it without knowing what it is, and what it does. Perhaps have it as an integer value, with 3 being default LOD. Range of values would be 1-10, which would allow not for content where far LOD values are absolutely needed, but also allow creators to choose even more aggressive LOD settings for content such as rocks and certain organic things.
Creators can already artificially enhance LOD by scaling the mesh smaller, allowing one to increase the prim size to push out LOD. Creators can also use sculpts with megaprims to push it out even further (which I have done with hyper-efficient trees, docks, and a vehicle.) The downside to this hack is that sometimes it can push LOD to a needlessly far distance, and reduce the amount of values the hacked sculpts can have, resulting in a non-optimal shape.