Showing posts with label textures. Show all posts
Showing posts with label textures. Show all posts

Wednesday, June 12, 2024

Linden Lab Announces Viewer Update With Mirrors, BPR, 2K Textures Is Ready

 
 For those who use the official (aka Linden) Viewer, some good news. On Monday June 10, Linden Lab announced the much anticipated mirrors feature, as well as the Physical Based Rendering or PBR and 2K Textures features, were now ready and operational, and part of their latest viewer now available to download. 

We are thrilled to officially launch three groundbreaking updates designed to elevate your virtual experience: Mirrors, PBR Terrain, and 2K Textures.

Mirrors: Step into a more immersive world with real-time reflections. Our new mirror functionality uses reflection probes, providing stunning and dynamic reflections. Perfect for adding realism to your virtual environments, whether it's for a sleek modern home or a bustling cityscape. You will find the options to make a reflection probe on the Build window, under Features.

PBR Terrain: Prepare to be amazed by the next level of terrain detail. With Physically Based Rendering (PBR), you can now apply advanced GLTF materials to your landscapes. This means your terrains can have intricate normal maps and metallic-roughness maps, bringing a new depth and realism to the ground beneath your feet.

2K Textures: Say hello to high-definition details. We have increased the maximum texture size from 1024x1024 to 2048x2048 pixels, allowing for more detailed and efficient textures. This upgrade is perfect for creators looking to enhance the visual richness of their builds, clothing, and objects.

These updates are designed to help you create more realistic and visually stunning environments in Second Life. Whether you're a seasoned builder or just starting, these tools offer new possibilities for creativity and innovation.


As a reminder, this update doesn't affect third-party viewers such as Firestorm, which more residents use than the official viewer. But in a May 28 post on the Firestorm blog, the team leader did say to expect a PBR-capable Firestorm viewer "soon."

For more information, check the Linden blog here. 

Bixyl Shuftan

Monday, October 7, 2019

Firestorm Has Bakes On Mesh


It was a little over a month ago when Linden Lab announced the Bakes On Mesh feature was on the official Second Life viewer. As it's the Firestorm viewer which is the most popular, many residents were not as excited as they otherwise would be, feeling it's real impact would be felt only when it's team came out with a version with the feature. A few days ago, Team Firestorm announced their new version 6.3.2.58052, which has Bakes On Mesh, was live and available for download.

The Bakes on Mesh release from Firestorm has been long awaited; apologies for that. This should be considered by all in SL a MAJOR UPDATE, and it is important that all our SL users upgrade to it. This update contains a lot of rendering-related changes from Linden Lab, without which you WILL be running into avatars that look badly broken to you. Even if you don’t intend to use or purchase anything with BoM, you will still need to be able to see BoM items in your viewer. Please take the update. I can assure you we have put this through a rigorous QA process; it’s a great build!

On the whole, response has been positive. I have heard a couple people feel the viewer was bugged, and recommended people wait a few to several days for bug fixes until downloading for use. But others didn't seem to notice a problem. Some are already taking advantage of the features Bakes On Mesh has to offer. And using the previous version, I was starting to notice a few of them, identifiable as their textures appeared glitched. To stop seeing these glitches, one has to download the new viewer.

With the most popular viewer in Second Life now Bakes On Mesh compatible, hopefully residents will start seeing more of the benefits such as better designed avatars, and somewhat less lag.

Bixyl Shuftan

Friday, August 30, 2019

Linden Lab Announces Bakes on Mesh Feature is Live


Earlier this week, Linden Lab announced on their blog the release of a new feature for the Second Life viewer: "Bakes on Mesh."

In short, Bakes On Mesh is a feature that allows you to apply a server baked texture to a mesh attachment, similar to the way that standard system avatars currently work. Using this feature, you’ll be able to apply several texture layers to customize skin, tattoos, clothing, etc on your mesh object as a single server baked texture without the need for multiple transparent layers.

The major features of Bakes on Mesh were described as:

Any face of a mesh object can be textured using any of the server baked textures.

The corresponding region of the system avatar is hidden if any attached mesh is using a baked texture.

New texture bake channels have been introduced to give more control over how meshes get textured.

A new “universal wearable” is now provided with support for the new texture channels.


The potential benefits of Bakes on Mesh are avoiding the need for appliers, avoiding the need for different layers and therefore needing fewer meshes and fewer textures to display, and allowing the customization of any mesh set to the system by "simply equipping the appropriate wearables, without needing to modify the mesh itself."

There's a new "Bakes on Mesh" channel of threads in the official forums, where people can ask questions, or get some answered. Inara Pey has written an introduction and overview of the new feature. The Slink avatar brand has a FAQ page about "BOM," as some are starting to call it. They have also announced they've been updating their avatars for it as well.

The Slink body parts system has undergone a MAJOR update for Bakes on Mesh. We have gone back to the drawing board on many features and redesigned the whole thing from the ground up. We have streamlined the geometry and texture usage, and removed as much unnecessary overhead as possible. This includes extra onion skin layers that were no longer necessary, and the script system and HUD have been completely redesigned to take full advantage of this opportunity. The end result is that the user experience is easier, cleaner and lower avatar rendering cost, especially in the body bundle packages.

Also the Black Dragon Viewer (and presumably Firestorm) are making BOM updates. Hamlet Au quoted Black Dragon creator NiranV as saying BOM was a much needed feature that would help greatly with avatar complexity and the lag that goes with it, an issue he previously talked about as some avatars have been getting very resource-demanding, "Bakes on Mesh idea is nice and it's a much needed thing, especially with onion layers. This could potentially reduce texture memory usage by up to 75%, and polygon counts too."

But just how fast and how much residents will demand Bakes on Mesh enabled products, and how many and how fast avatar designers update remains to be seen. On older viewers that don't have the feature, what is seen is basically a mess of textures that don't make any sense. As Niran stated bluntly, "BOM doesn't mean jack ... if the creators don't swap for it since the user can't, because all the ... human (avatar) trash content is no-mod."

Sources: Linden Blog, Slink, Modem World, New World Notes

Bixyl Shuftan

Friday, August 30, 2013

Brandi Streusel’s Custom Painting and Underwear Shops


Does your motorbike look drab? Are you in the need of some quality panties or briefs? If so, Brandi Streusel can take care of your needs. Grease Coakes recently interviewed her, and she talked a little about both of her shops, Brandi's Custom Painting and Brandi's Panties.

Read more in Design.

Tuesday, August 20, 2013

EOTB: Server Side Apperance Appears This Week, Maybe Today


In the Linden Blog this week, it was announced Project Shunshine, also known as Server-Side Baking, would be rolled out onto the Grid.

This week, the server component of Project Sunshine will go live across the entire grid! This means that all the improvements we discussed in our previous post will be available to everyone in Second Life.

It’s important to remember that you need to be using an up-to-date Viewer to enjoy these improvements. If you’re still using an outdated Viewer, the server-side changes rolling out now will cause you to see some avatars as broken or incomplete. As of this week, all avatars will be using the new system and will appear broken to you if you don't update. 


Besides the official viewers, there are several third-party viewers that have been updated to handle server-side baking, such as Firestorm, Singularity, and Cool VL. For those who use a viewer not updated to handle the new way textures are loaded, in the words of Firestorm's Tonya Souther it's the "Last Call." As she sees it, if one's computer can't handle the newer viewers, it's time to get a new machine or bid Second Life goodbye for a while.

According to someone in a group chat I was in last night, Server-Side could come early as today:

A Reminder for Everyone...    SSA -Day Tomorrow.. ServerSide Appearence  Arrives Tomorrow! 
Tomorrow LL rolls out Server Side Appearance.  Anyone using an outdated viewer will have problems seeing other avatars at Arinultra  and anywhere else in Second Life.  All those WITH current SSA enabled viewers should notice a huge improvement.  This will pretty much put an end to all those endless gray, blurry, or cloudy "wardrobe malfunctions."   Up-to-date Viewers are Required such as Firestorm, Singularity or others, including the basic LL platform.


So the day some of us have been anticipating, or dreading, has finally arrived.

Sources: Linden Blog, The Tigress' Den

Bixyl Shuftan

Tuesday, December 20, 2011

Opinion: A Look at What Went Wrong With Mesh

Okay, I should have written about this a long time ago, but better late than never.

In Daniel Voyager’s Blog, the launching of Mesh in Second Life was listed at the top of his list of biggest news stories in Second Life for 2011. While certainly an important development, just how big an impact did it have for the average resident

In my opinion, Mesh has been much less important to Second Life than the earlier hype implied. Compared to earlier major updates such as Voice and Windlight, it has been much less important. Blogger Tateru Nino expressed similar views, “the new Mesh content type has had less impact on the Second Life grid than any other new content type that I can recall. In fact, it seems statistically insignificant.”

I haven’t written much about Mesh. This is mainly because Mesh was designed for use by Viewer 2 and 3. My computer cannot use those, as well as the Firestorm third-party viewer which is based on Viewer 2 technology. The viewers I’ve used, mainly Singularity to cut down on lag, have been unable to see Mesh objects as anything but distorted shapes. I once saw a mesh avatar, and to me it looked like a head next to a huge pillow. While Team Phoenix has been working on a mesh-compatible Phoenix Viewer, 1.6.0, I have yet to see anything Mesh. When I tried the Mesh-compatible Phoenix, it kept crashing.

I’m not exactly alone. Someone once stated 90% of Second Life residents are still using either the old Viewer 1.23, or third party viewers. This might be an exaggeration, and doesn’t take into account Firestorm and it’s use of Viewer 2 technology, but this shows the main reason Mesh hasn’t had the impact on the Grid that was earlier predicted: most people are not using the viewers that can see it. Naturally, this would discourage people from building and buying mesh objects.

Another problem is what builder Lomgren Smalls called “Prim Equivalency.” Mesh was touted as making builds that were a more efficient use of computer power. One lady tried making a tree using mesh, and it ended up the Prim Equivalent of 500 prims! Loki Eliot also had a few words on the matter:

“Mesh on the other hand is a weird creature compared to the familiar prim. It does not have a set shape, does not have a set numerical count. You rez a mesh and the viewer tries to calculate a Prim Equivalence (PE) so it can conform to the current system and this PE is effected by a number of factors - Size, Physical Weight, Number of Textures or whether it has a script inside. If you Link two Mesh together the PE may increase or decrease depending on factors of the linked mesh. If you link a normal PRIM to a mesh, it may not even seem to count towards the Mesh's PE.”

“A Mesh Objects PE is not set in stone either. You could have an object made with 5 Prims and have a Mesh version that comes in at 4 PE, if you enlarge the Mesh version by a metre or so, it's PE could jump to 8 PE. The Bigger your mesh the more PE it costs. It's a bit confusing and really kills off mesh for large scale use not to mention griefing potential of an object that takes up prim count when enlarging.”

Although Mesh objects can still have a much smaller Physical Weight than their prim counterparts, Prim Equivalency is another reason most builders are sticking with prims.

Then came another issue, one that sank the hearts of many of those who looked forward to Mesh clothing. Mesh outfits will sometimes be a poor fit with one’s avatar, unless one adjusts the shape to fit it.

Vaki Zenovka had a few words on the matter, “mesh opens up a very significant can of worms that Second Life had never really opened before: that of body image. SL always allowed us to create, within certain limitations, the body that we wanted. We could be slender, youthful, and girlish. We could be stacked, sexy, sensual. We could be wiry, androgynous, angular. We could be voluptuous, curvy, womanly. Men, too: from skinny youths to muscular manly-men to pot-bellied bears, SL allows an amazing range of shapes…and that’s just the humans.”

“here’s the mesh problem: so many of us have struggled for years in real life with our body images, for whatever reason. So many of us dread the chore of going shopping for clothes and wading through options that don’t fit, or hang funny, or gap in places they shouldn’t gap. We hate it because society makes clothes for an ideal shape which is not our own. We hate it because it reminds us that our bodies are not easily mutable, and we cannot change the things about us that feel, for whatever reason, alien.”

For some, the Mesh upgrade has meant an uncomfortable detail of real life has crept into Second Life. That is, unless Mesh clothing is not considered an option.

By all means, Mesh is still a useful feature. If nothing else, it's shown the promise for new and better graphics. As some such as Pooky Amsterdam have demonstrated, the detail it allows makes for some great Machinina effects when everything works well. Unfortunately for use by the masses, it still needs work. And because of the bias of many residents against newer official viewers, it will need the assistance of third party viewers to reach the majority.

Bixyl Shuftan

Saturday, October 1, 2011

Reader Submitted: A Few Notes on Mesh - Redone

10 Gooson heard about her article on Mesh published yesterday, but because of the delays some information was out of date. So she offered an updated version, which is now up in it's place.

Read the updated story in Design.

Friday, September 30, 2011

Reader Submitted: A Few Notes on Mesh

10 Gooson, a longtime friend of Second Life Newspaper and SL Newser, sent us some notes on her (and her partner's) experiences with Mesh, "I've tried to explain what meshes are, what is still unknown, the in's and out's for 'almost-noobs' to explain some more about meshes."

Read more in Design.

Saturday, April 23, 2011

Easter Egg Decorating at ISTE Island

Those wanting to do a little Easter egg decorating inworld might want to head to a spot at the ISTE sim, which had a simple but fun way to do the job, as well as offering a lesson in texturing objects in Second Life.

The first thing one does is to click on the yellow Egg Coloring box next to the Easter basket. Doing so will have the box send a folder to your inventory, which contains a couple egg shapes, and a few decoration textures.

Decorating the eggs is simple. First rezz one of the eggs on the ground (click and hold, followed by draging it on the ground). If you want one solid color, go into "Edit, " click the "Texture" tab, then click on the second (white) square to bring up the color screen, and chose which color you want.

If you want a more detailed egg, you still go into Edit and click Texture, but you go into your inventory, chose what texture you like, and drag it onto the second square. This will copy the texture onto the egg.

One thing not shown in the pictures is being able to change the sizes of the eggs. So you can reduce them in scale so they won't look like they came from monster hens.

And there you go. Happy Easter Egg decorating.

You can pick up the Easter Egg kit at ISTE Island (129, 61, 30)

Bixyl Shuftan

Thursday, October 21, 2010

Ghoulish Delights

Well, after looking at the fun activities going on in sl as reported by Grey and Bixyl, I went to look for some décor at my favorite freebie holiday décor place: Relaxation, The Corner of Revolving time.

Vickijo Rivera, the owner always makes sure there are great free items there in the Geodome. This year Sweetsister Silverstar has placed some wonderful ghosts and ghouls for your taking. I picked up some wonderful trees to put on my roof and some pumpkins and scary textures that are low prim, all free.

Outside in the garden area Saucy Loire put some really cute inexpensive items to decorate the outside of your home or island. There is also a TP spot to take you up in the sky where Sweetsister has some terrific bargain items to round out the decorations. There I bought some arches, and floating ghosts which I have been leaving around various places where I can rezz them.

Don’t miss it the day is approaching fast!

Relaxation (89, 166, 42)

Gemma Cleanslate