Uvs From Blender Wont Upload to Secondlife
Level Of Item
Level of Particular (LOD) is the mechanism past which 2d Life lowers an object's visual detail past increments as the photographic camera gets farther away. When uploading a mesh model, we accept complete command over the corporeality of detail at each level.
- The uploader supports four levels of detail.
- The uploader automatically generates lower LODs suitable for preview or crude import. You can achieve smoother transitions between levels by creating your own lower LOD models.
- LOD culling (the viewing distance at which the detail levels change) is affected by an object's scale. A large object shows a college LOD than a smaller object at the same distance. Call back this when creating your LOD models and when uploading.
- The uploader allows the same file to exist used in multiple LOD level slots. This is useful for ensuring detail on smaller objects simply apply it wisely; using a highly detailed model in all slots can adversely affect the model'due south land bear on and rendering performance.
- Make sure the bounding boxes of all the LOD models are identical in size. This prevents the object from changing its scale every bit it transitions through the LOD levels. Near modeling applications offering ways to view the bounding box of multiple objects at the same time.
- Each LOD model must retain all the materials of the highest detailed model. If your model has eight materials, so must all your LOD models. Ignoring this will effect in unpredictable texture location changes. Ignoring the materials requirement won't stop the uploader. If you have a model that is displaying textures improperly, wait closely at the materials in your LOD files.
- A full general guideline for creating LOD models is to reduce the triangle count past 50%-75% at each level. For example: If the most detailed model is 400 triangles, the next level should exist no higher than 200 triangles. The next level should be no higher than 100, and the lowest should exist well-nigh or below 50 triangles.
Uploading a mesh model step by step on the 2nd Life Knowledge Base of operations: Uploading a mesh model
Brief Uploader LOD section walk through
Uploader Generated LODs
- Choose Build > Upload > Model... from the acme menu bar.
- In the High file slot click Browse, and then select the .dae file on your calculator and click Open.
- Click on the Medium level slot to highlight that level. Highlighting whatsoever level displays that level'south model in the Preview pane. Utilize the up and downward arrows on each level to raise or lower the triangle count until satisfied with the transition between the LODs.
- Click Calculate weights & fee and run into if y'all similar the State Impact count, but don't upload yet! We still demand to adjust the model'due south physics properties.
For total details on Triangle Limit and Error Threshold, see Upload Model UI reference.
User created LOD files
- Choose Build > Upload > Model... from the peak menu bar.
- In the Loftier LOD slot load the highest detailed model as described above.
- In the Medium slot load the 2d highest LOD model.
- In the Low file slot load the 2d to lowest LOD model
- In the Lowest slot load the everyman LOD model.
- Click Summate weights & fee and encounter if you lot like the Country Impact count, but don't upload yet! We even so need to adjust the model's physics properties.
Physics
2d Life supports custom physics shapes, which can be uploaded with a mesh object or uploaded independently. This allows for the creation of a visually circuitous object that has a low physics weight. For Havok'south official (and extremely technical) best practices in creating physics shapes, run across Best practices for creating efficient collision volumes in the Second Life Knowledge Base of operations.
Havok Physics tips and oversimplifications
Havok LOVES cubes, and hither is why: Havok is optimized to process cubes most instantaneously. Conversely, when Havok encounters an object more circuitous than a cube(even a hollow or cut cube) information technology and then has to count every single triangle on that object and ponder what to do with each i. So keep those physics shapes as simple as possible!
Here are some guidelines for creating physics shapes for various types of projects:
- For large, concave shapes (similar a business firm), use a custom physics mesh with a minimal triangle count. The larger the triangles used in the physics mesh, the lower the physics cost.
- For very simple objects that don't demand precision standoff shapes (like the torso of a tree), try using a fiddling physics shape similar a box. For more information on this method, run into Physics Optimization.
- For intermediate objects that are also small to efficiently utilise a custom physics mesh but need a fairly accurate collision model, employ the physics tab of the mesh uploader as described below.
Physics shapes and how they relate to mesh uploads and LOD
Here are footstep-past-stride instructions on using the physics tab of the mesh uploader.
This tab allows nearly infinite flexibility. Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.
Step ane: Level of Item
- You can assign any of your LOD levels as the physics shape.
- Or insert a new file for the physics shape.
- Or generate the physics shape right there in the uploader.
Step 2: Analyze
- A mesh physics shape uploaded without using the Clarify button volition result in the faces beingness double sided inworld. For case: a single plane will upload as a double sided wall. A cube will upload as a hollow box. This is useful for creating elementary shapes, simply besides risky as it can create areas that volition trap avatars and other concrete objects.
- Pressing the Analyze push generates a prepare of convex shapes (shapes with no holes or depressions) that approximates the original mesh shape; these convex hulls create a physics shape that acts as a volume. Avatar or physical objects stuck inside an Analyzed physics shape are neatly pushed out of the book by Havok.
Step 3: Simplify
- From here you can simplify.
- Shut holes in more circuitous shapes. This is useful when using an LOD level for the physics shape.
The goal should e'er be a the simplest physics shape possible. Use the uploader tools hither to keep the geometry and physics count as low as possible.
UV mapping
Anyone who has used the Build Tools within of Second Life already understands UV mapping, simply possibly under different terminology. UV mapping is simply setting texture repeats(U and V) and offsets. If you expect closely at the Build Tools Texture tab you lot'll encounter that U and V are used for the texture start values already. Lean on that familiarity and this concept will come more easily.
General UV mapping techniques
Standard UV mapping
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in.
UV mapping this way has advantages and disadvantages:
- The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will employ inworld, which makes modifying and drawing on the texture easier.
- Most 3D modeling software packages tin be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).
- The disadvantages get apparent with larger or very circuitous objects. One only runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Instead, large objects ofttimes need a seamless repeatable texture.
Project UV mapping
Projection UV mapping is much like applying textures to a prim object inworld, the goal of project UV mapping is to calibration, rotate, and offset a lengthened texture and so the object wears information technology perfectly.
- The advantage of projection UV mapping is versatility. A house UV mapped this way tin habiliment whatever number of standard wall, roof, or trim textures.
- The texture can exist repeated and offset.
- The texture can be animated.
Disadvantages:
- Potential for texture size overuse inworld.
- Models uploaded with projection UV maps tin can not take advantage of modeling software's texture baking capability.
Baking textures
An avant-garde characteristic of most modeling software packages uses both the Standard UV map and the projection maps to return an image. This is sometimes referred to as "baking" a texture. The goal is to utilise all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can be influenced past any lighting or other objects in the scene.
Texture Faces
- Second Life's COLLADA mesh uploader supports upward to 8 separate texture faces.
- Each LOD model must all accept the aforementioned number of Texture faces.
- All the split up faces need to use the same UV map.
- Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Here are some examples of application specific information.
Normals
A normal is something that is perpendicular to a plane. For the scope of this article, normal describes the direction a face is pointing. Nearly 3D renderers, the 2d Life Viewer included, smartly render but one side of a face up. This saves cycles but assumes model is manifold (enclosed in a way that won't encourage views inline with the normal, or are double sided where needed)
Two spheres. Left: Normals pointing out, Right: Normals pointing in.
Smooth Normals
In the case of a circular or curved multiple face surface, a normal average can be used. A normal average allows inexpensive surface smoothing. Ordinarily known every bit "smooth normals" or "smooth shading", it is an invaluable tool when creating low polygon Second Life content. Smooth normals allow fewer faces to appear as a visually smooth surface, requiring far fewer faces. For case, a 5-sided cylinder with smooth normals can appear completely circular in Second Life. In some cases, a even a three-sided cylinder can appear perfectly circular.
Ii five-sided cylinders. Top: Solid normals. Bottom: Polish normals. Annotation where both cylinders intersect the walls, they evidence the profile of the bodily geometry. | |
Applying smoothen normals to some areas and non to others can be useful for calculation detail or highlighting edges. |
Low polygon modeling
It is important to remember that Hollywood-quality digital models are extremely costly to use in Second Life. Existent-time rendering means 2nd Life must stream triangles and data near the speed of light. Make sure each and every polygon and scrap counts! There are many low polygon modeling techniques and software-specific tutorials and tools available around the web.
The goal is to salvage every triangle you tin on the model you plan to upload:
- Ensure that any flat surface uses the smallest number of triangles possible.
- Use shine normals to "faux" smooth curved surfaces.
- Use low polygon rendering tricks to broil detailed textures, which can provide the illusion of more than geometric detail.
Low polygon texture baking tricks
It is possible to create a very highly detailed model and use it to render gorgeous textures on the faces of a very simple low polygon (Second Life friendly) version. In this case, the proper noun "depression polygon modeling" sounds slightly deceptive because you will model and return a very high polygon scene for the purposes of creating the textured illusion. However, the final production is a very efficient, low-polygon model with very detailed textures mapped onto it.
Most modeling software packages have features built in to facilitate this technique.
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Source: https://wiki.secondlife.com/wiki/Mesh_and_LOD
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