Thats L$ 40 because they are 4 times the area, and 4 times the VRAM usage, and L$ 9960 for the stupidity factor, and the gratuitous waste, caused by idiots using island UV mapping to make what they call "texture atlases" but which are NOT that at all, and which almost invariable waste a significant percentage of the texture on the "dead space" between the UV islands, which means 4 times the wasted texture space and 4 times the wasted VRAM.
The plan as I understand it is to make better use of the discard levels feature of Second Life textures. IE, only people with suitable hardware and cammed to a suitable distance would ever download the full 2K texture.
I think that pricing an item based on how 'laggy' it is is a fools game, as all it means is that the mainstream creators, the ones you really want to optimize their content because it's everywhere, are the only ones that can afford to lag the game and becomes something of a status symbol that unfairly disadvantages new creators, creating even more elitism.
Let the Potato PC Holocaust begin. I am all for the cleansing. LL should simply implement a system that down scales textures shown to people using low graphics settings, instead of making everyone else suffer. I have been in SL for 20 years. I have upgraded my computer more than once specifically for SL. When I upgraded from 16GB of memory to 32GB, this was the single best improvement to SL by far for many years, though I now have 64GB to allow running SL, and Blender, and Substance Painter, and Photoshop all at the same time. Memory is relatively cheap at the moment. Get some! The latest upgrade that really was a game changer for me, was getting a new graphics card.
I think the cost to upload should remain the same. Premium members (of which, I am not) already get free uploads. I doubt that will change, so you are not really preventing anything by increasing the upload fee. I think a change in the cost to upload 2K textures would only benefit LL, and would be seen as another way that they sponge money from the creators. And if Premium members still get free uploads on 2K textures, it will be seen as another ploy to try to drive sales of premium membership. There is no way LL can spin an increase in the upload fee for 2K textures that doesn't look like it is self serving.
Mind you, not all creators sell their creations or make money from their hard work, but they DO add interesting environments for people to experience, and help create the actual world. Without creators there would be no world.
And for those who do make things to sell, LL already has their fingers all up in that. They charge an extra fee for buying lindens from the exchange. They charge a fee for selling lindens on the exchange, they charge a fee if you upload anything, and mesh models already cost more to upload than the flat fee for textures or sounds. And if you sell anything on the marketplace, they charge a fee for every transaction made. 10% I believe it is. What's worse, with the Marketplace, is that if you need to refund a purchase made on the marketplace, you don't get the money LL took. So refunding a marketplace purchase cost you the 10% of sale that LL originally took, as you are having to cover that to pay the customer.
I used to own a full sim for several years. At the time I bought it from LL, I had to pay $1500 for the setup, and then $200 a month, and then eventually had to let it go due to finances. I now have a homestead that i have had for a few years. Add on the fact that I am a creator, uploading mesh, textures, and sounds on a regular basis, and LL is taking plenty of my money and doesn't need more. They do not need to make more for offering us something we should have had long ago. And setting the cost higher is not going to prevent abusive individuals from being abusive. It will only benefit LL.
I almost agree with Zalificent, about the stupidity tax, but I don't think those of us who are actually diligent in managing our poly counts, and the efficient use of UV maps, should have to suffer for the stupid. Maybe access to 2K texture uploads should require users to pass a test. though the pessimist in me says, abusive people would gain approval and then ignore all of that and go back to being lazy and abusive.
What really worries me with the 2K textures, is that there are many clothing makers who break a single pair of jeans into 8 faces, and use 1K textures on each of those faces. so a single pair of jeans is 8 x 1K textures. I have seen this with many creators, and even some of the most well known and popular. I wont name names, but you know who you are. So the next obvious step is going to be creators applying 2K textures to 8 faces of a single clothing item.
I will definitely use this for cartography! I make vector maps, that are a lot easier to read, and give more useful information than the in-viewer map. It's hard to read text on a map like that at 1024, unless it's a map of a very small place. When you have words and characters going in all directions, lines get aliased in crazy ways. When I want to read my textures in world, I put them on a 9x9 mesh grid I got specifically for maps. Of course, governor linden took exception to me giving my maps away in my front yard for free, off that board, so he deleted it for being commercial activity (not for violating any other rules... specifically for commercial activity... giving stuff away free is commercial activity). I didn't challenge it. Instead, I decided to stop giving my maps away. SL doesn't have nice maps, because of governor linden. Go ahead, try to find nice maps like mine, with clean lines, good contrast, every rez zone clearly, accurately marked, and nameless landmarks given names. You can't. They're mine, and you can't have them. Governor Linden can eat their mistake, all day long.
I have tested this in the Babylon Engine and in the Sandbox. When I replace the test texture with an image that matches the UV size from Blender, in this case, 592 x 1024, it loads in and aligns the image to the left but stretches it. From what I understand from some digging, it looks like it is stretching the image to fit the whole area of the UVMap, which would be 1024 x 1024, even though I have mapped the UV face of the Plane in Blender. Hopefully, the images help below:
The important part is how I UV the quad. I UV the quad into a normalized square taking up all of 0-1 space. The reason is that the UVs are simply coordinates to map where each vertex sits on the texture. So in my case, the lower left vertex is located at (0,0), lower right is located at (1,0), upper left at (0,1) and upper right at (1,1). This tells me that the quad will use the entire texture mapped edge to edge and top to bottom. Since the geometry is the same proportion as the texture, you will see no distortion in the image when viewed in Babylon:
Remember, your UVs are just a map for your geometry to show them what parts of the texture should be rendered and where those pixels appear on the mesh. If you want to use the whole texture, set up your UVs to map all of UV space like above and then it does not matter what pixel dimension your artwork is. You only need to make sure your geometry matches the proportions of the texture.
I have a triangle mesh along with a function which defines the material properties at each point in 3d space. Using a given resolution in object space, I generate a triangular texture for each triangle; specifically, these each end up being right triangles with size corresponding to the actual triangle in the mesh. I have two problems, however: 1) the output texture atlas is large and obviously contains large amounts of dead space, and 2) each vertex for each triangle needs to have its own texcoord, since each triangle's texture ends up in a different part of the atlas.
What algorithms exist to generate a texture atlas from a mesh with known textures for each triangle? I'm looking to share as many texcoords as possible across the mesh, which means that adjacent triangles should have correspondingly adjacent textures in the atlas. Not everything can be shared -- since 3d objects can't always flatten into a 2d surface with constant texture resolution -- but I'm hoping to maximize this.
basically everytime i make the document size to a higher level like 4000 by 4000
and import the 3d model and try to cale it,it becomes very slow and turns into a see through mesh like in the image above.
am doing a big document size since i want to create high res textures.
Want a simpler solution? Use PolyPaint! Simply subdivide your model to have approximately as many points as your texture will have useable pixels. As a general rule, a 1024 texture needs 1 million points in the model. A 2048 texture needs about 3-4 million. A 4096 texture needs about 12 million. (Most textures have about 25% dead space.) After dividing the model to the necessary number of points, paint on it directly in the viewport. You can even use ZAppLink 3 to send the model to Photoshop for some stuff. When done, convert the polypaint to a texture. And the beauty of this method is that you never need to worry about canvas size at all. Just work at the canvas size that fills your screen, which will give fast and smooth performance. You can find more info on PolyPaint in the online documentation. See my signature.
Ineffective use of negative space in nature photography composition can turn it into a dead space. Unlike negative space, dead space does nothing to enhance the subject or the mood of the photo. More often than not, dead space distracts the viewers from the nature photography subject. Other times, dead space can be made up of elements that are unappealing or irrelevant to the subject you are trying to photograph. In such cases it is often hard to identify your subject in your nature photography composition.
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