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Archive for the 'Building' category

The Garden of NPIRL Delights… almost live…

May 16, 2008 3:13 am

The Garden of NPIRL Delights and Punishment - Cheen Pitney*uses her paw to wipe the sweat of the forehead* <- I am sure a dozen other avatars are doing that together with me.

It’s almost opening to the public and we’re pretty nervous: another rolling restart is announced and we have no idea how that will influence the grid and our building festival.

As per overall Garden law, I can’t show you photographs yet, but I don’t think this is a violation of that rule. This is what happens when Lauren and I need to hunt you down for artist information. *grins* Poor Mr. Cheen Pitney.

Anyway, believe me, things look great and very NPIRL - not possible in real life. Even the pathways, threes, music stage, avatars, … and press release can be found here. For more news, keep on eye on garden.rezzable.com - you’ll also find an overview of the creators and builders participating in the creation of the Garden of NPIRL delights there - and the NPIRL blog.

I’m curious what you opinions about the garden will be!

The Garden of NPIRL Delights

More on ARC aka Avatar Rendering Cost

May 2, 2008 11:40 am

Torley posted about the numbers that define the ARC - Avatar Rendering Cost - as declared by Runitai Linden:

  1. A base avatar begins with a score of 1
  2. 5 points added for each unique texture on the avatar (not counting the base skin). Rationale: Unique textures break batches, create CPU overhead for decoding, and consume GPU memory bandwidth. However, note that this is across the avatar- so two unique textures across 10 prims only count as two unique textures!
  3. All attachments are then looked at on a per-prim level. The prims are weighted as follows:
    1. 10 base points for having the prim.
    2. 1 point added if prim is invisible, shiny, or glowing (each counts). Rationale: Invisiprims/shiny/glow create a small amount of overhead by breaking batches or requiring an extra render pass.
    3. 1 point added for each planar-mapped face of the prim. Rationale: Planar mapping creates a small amount of CPU overhead that gets worse with flexible objects.
    4. 1 point added per meter, per axis, of the prim’s size. Rationale: Bigger prims are higher LOD and create more fill.
    5. 4 points added if prim has bump applied. Rationale: Bump mapping breaks batches and requires a register combiner, and creates a lot of CPU overhead when coupled with a flexible object.
    6. 4 points added for each transparent face of the prim. Rationale: Alpha creates a lot of overhead by needing to be sorted every frame AND by breaking batches.
    7. Avatar Render Cost / ARC - Comparison4 points added for each animated textured face of the prim. Rationale: Animated textures break batches and require the use of a texture matrix.
    8. 8 points added if prim is flexi. Rationale: Flexible objects create a lot of CPU overhead and consume graphics bus bandwidth.
    9. 16 points added if prim is a particle emitter. Rationale: Particles create even MORE CPU overhead and consume graphics bus bandwidth.

Note that these weightings, and their resultant totals, are not a *perfect* measure of your cost- but more of a relative counter to weigh against other avatars. Point: it’s close, but it’s not scientifically perfect. For that, you’d have to delve deep into batch sizes and draw calls. These weightings and their description/rationales were written by Runitai Linden, one of our most senior graphics engineers and a man who knows rendering efficiency! :)

And another note- ironically, the Avatar Rendering Cost display itself is CPU intensive, since it’s essentially profiling all the avatars all the time. So a good practice would be to walk around and turn it on when you want a glimpse- otherwise if you turn it on at all times, know your performance is suffering!

I tested some of my outfits for ARC values previously, and yes I must admit I keep it in the back of my mind when going to busy sims. Do you? Or is ‘Avatar Rendering Cost’ still a strange and surreal thing to you? ;)

Mango Splash creates in-world sculptie generator

April 26, 2008 1:43 am

mango splash's inworld sculptie makerSculpties…. or sculpted prims… they will always stay a no-go for me, I’m afraid. I understand how they work - a Sculpt Texture or Sculpt Map is a standard RGB texture where the R (red), G (green) and B (blue) channels are mapped onto X, Y, and Z space - but can’t create a good looking sculptie myself, I fear I think I think to much in 2D still.

But that I can’t build, should not stop me from learning and experimenting! *grins*

Thanks to Miss Kryptonia Paperdoll, I’ve discovered Mr. Mango Splash’s in-world sculpted prim generator. It’s an incredible thing that allows you to create sculpt maps in Second Life, without using external 3D software such as Maya, Blender, … . You do need some basic Second Life building skills to select prims, move them, …. .

The Second Life Sculpted Prim Generator Mr Splash build works as follows:

    mango splash's inworld sculptie maker b
  1. The Sculptie Generator rezzes the basic shape for you: be it a cylinder or a sphere, and with a level of detail you can choose yourself. That basic shape exists of ‘nodes’ which are represented by little white spheres.
  2. By moving those white spheres, you change the shape of the sculptie. You can edit multiple spheres at the same time, by selecting them all and than using the resize tool. Handy if you want to work on something symmetric.
  3. Just to be safe, tell the Sculptie Generator to safe your work in a box.
  4. Then you tell the Sculpted Prim Generator to rezz a sculpt map - the texture you need for sculpties - based on the object you just created. It’s marvellous to see the Sculpt Map Generator do it’s work. It figures out the place of the white spheres, takes it coordinates and reverts that to a RGB value. In a minute’s time, you have a sculpt texture rezzed before you in Second Life.
  5. Allow the Sculptie Generator to lock your camera by sitting on it. Now you only need to snapshot the texture (made out of a whole lot of colour coded prims) and upload the snapshot.
  6. Rez a box, set it to sculptie and drag the snapshot you just took where the sculpt texture should go. Et voila: a very ugly mushroom. (See the ‘Vint can’t build’ disclaimer.)

Nifty, no? More demonstrating in this video:

And more detailed photographs of the Sculptie Generator on Miss Kryptonia Paperdoll’s blog.

Avatar Rendering Cost - ‘heaviness’ of prim hair not a myth?

April 13, 2008 2:21 pm

When Tateru over at Massively wrote about ‘Avatar Rendering Cost’, a new feature in RC 1.20’s Advanced (former: ‘client’) menu, she asks a good question: ‘Will we see products one day labeled like this? “Purse, scripted, 8 prims, 90ARC“‘

One of the things that the new Second Life 1.20 release candidate viewer sports is a nifty new feature that busts some serious myths about avatar related lag. In short, by enabling the option, every avatar gets a number displayed over their heads showing how much work your PC needs to go through to render the avatar. This is the avatar rendering cost.

So far we have seen green numbers (low numbers, which are good), and red ones (high numbers, which are not so good). The amount of work that goes into rendering an avatar (now that we can easily measure it) isn’t quite affected by things the way we thought it was.

You activate the showing of ARC numbers the following way: Advanced > Rendering > Info Displays > Avatar Rendering Cost.

Curious about my own ‘rendering footprint’ - opposed to my ecological one - I did some ARC testing, browsing through the different ‘avatar versions’ I use often. Impressive is, that different hairstyles could mean a change of +5000 ARC units. And that my Greenie avatar came out pretty well. I should take a look a Quickly Alter - which is just one, huge sphere - too.

Next test: put 60 avatars with ARC 8000 on a sim and compare that with 60 avatars ARC 400 on the same sim? I think that - although this is an important factor and fun data to toy around with - we must surely not ’stare’ blind on avatar lag. How our avatar looks, for most of us, does depict ‘who we are’ in the virtual world. With big events the Avatar Render Cost will be far from the sole factor determining the amount of ‘laggyness’: optimal build quality, draw distances, scripts, sim class, state of the grid, … are not to be forgotten about. But yes, Miss Tateru, I would like to know the ARC of a hairstyle before I buy it! ;)

Avatar Render Cost / ARC - Comparison

Urban Reconstruction and Modeling for Building Virtual Worlds

March 12, 2008 1:13 pm

Most recent Google Tech Talk video on Urban Reconstruction and Modeling for Building Virtual Worlds, with Peter Wonka from the PRISM Lab at the Arizona State University and Pascal Mueller from procedural.com as guest speakers.

As most Google Tech Talks, this is way above my virtual tea cup - which prefers to just travel and be amazed - but even grasping not the complete 50% this is interesting. For virtual worlds to have a future, we will definitely need well-build ‘cities’ - or urban areas - most probably even ones that resemble their First Life bothers and sisters very close. The problems pointed out in this video, the ‘Content Challenge’ is definitely true for Second Life:

  1. More and better content is desperately needed:
    • Display capabilities improve (next-gen platforms etc)
    • Audience expectations grow
  2. Architectural content like cities, buildings and interiors is extremely important - but also very complex.
  3. No tools available for efficient creation of detailed architectural 3D models.

The solution to this presented here is ‘shape grammar’ which leads to automatic content creation. They call this procedural modeling. Very, very, very much simplified, this means, that once you have your ’shape grammar’ in place, you give the computer a map and it figures out which buildings to build, where to put roads, what the buildings should look like, … which gives a very uniform results. Of course, did I mention this is very much simplified? ;)

You then can fine-tune the resulting city, buy making small are larger changes to it’s ’shape grammar’. For instance, you’ve build a Roman city, but used the wrong time area and inserted Doric columns in stead Ionic ones? Easily corrected by changing the program’s grammar. Again, I must add ‘very much simplified’ to this.

The procedural modeling workflow shortly summarized:

  1. Architectural design idea
  2. Analyse design and it’s parameters.
  3. Create and define:
    • Create or get elements/textures.
    • Define city layout /initial shape(s).
  4. Encode design: rule set(s)
  5. Add stochastic behaviour to rules.
  6. Apply rule set(s) and export models.

All this has lead to a commercial program called The CityEngine that does procedural modeling of CG architecture and is set for release May 2008. The use they see for this? Gaming, entertainment, urban planning, archeology, … . I’m sure you can think of some use for this of your own. Impressive, nèh?

Google Talk explenation on ‘Urban Reconstruction and Modeling for Building Virtual Worlds’: Creating digital content for virtual worlds remains a significant challenge, especially for urban environments, which are among the largest and most complex. As display capabilities improve and audience expectations grow, procedural modeling techniques are becoming an increasingly important supplement to traditional modelling software. In this talk, we present grammar-based, image-based and interactive methods for the efficient creation of urban environments. Thus massive architectural models of high visual quality and geometric detail can be produced at low cost. Selected examples demonstrate solutions to previously unsolved modeling problems, especially to consistent mass modeling with volumetric shapes of arbitrary orientation. Furthermore, we show massive urban models with unprecedented level of detail, with the virtual rebuilding of the archaeological site of Pompeii as a case in point.

SL2MV - Moving from Second Life to Multiverse

February 20, 2008 10:14 pm

It’s not that I want to encourage anybody to do so - although having two virtual worlds can do no harm? - but this is one of the things that are ‘way beyond my cup of tea but highly fascinating to watch’. I suggest you IM Mike Sutton’s avie Lightninboy Snook with any questions. =p

What does SL2MV - short for Second Life to Multiverse Content Pipeline - do?

  1. Set of integrated programs to take static 3D Models from Second Life to Multiverse
  2. Creates DAE Model that can be imported into most 3D Modeling tools (3D Max, Maya, Blender)
  3. Creates OGRE 3D Mesh and Material Files for Multiverse
  4. Creates Texture Files
  5. Imports mesh, materials and textures into Multiverse World listed in Repository

And what do you need?

  1. Linden llScript
  2. DOS Batch Files
  3. GL Intercept by Damian Trebilco
  4. Modified Open GL Extractor (OGLE) by Eyebeam OpenLab
  5. 2 Python scripts using the Blender API
  6. 4 AUtoHotkey Keyboard Macros
  7. Multiverse Conversion Tool
  8. Multivese Asset Importer

And just from Second Life to Blender:

Hattip to Sammy Bourne

Plopp Second Life: Even a child can do sculpties

October 7, 2007 7:08 am

Experimenting with Plopp Second LifeFinally, I will be able to do fairly decent looking sculpted prims!‘, I thought, when reading Hamlet’s Au’s article on Plopp Second Life. After some experimenting with it, it seems like it’s not going to help very much at allowing a sculpties noob like me create beautiful (or practical) sculpties like for instance Juliet Ceres does. Apparently, doing that is either ‘not in this lifetime’ for me, or at least only after learning how to work Maya or 3Dmax or whatever. *sobs*

Maybe a child can grasp Plopp Second Life’s interface, but I could not. The thingie that looks like a garbage bin is actually a spray can and does not delete stuff. The rest isn’t very clear either. What’s wrong with ‘file’, ‘edit’, and ‘options’ menu’s?! The only thing that does make sense is the ‘day - night’ clock. Which is actually fun if you spin it very fast. :d But then again, how do I kill those annoying sound effects?

The drawing tool isn’t that great, but as Plopp does accept importing .png files - including alpha layer - I tried to do things that way. If only now there would have been a way to tell it that my precious Linden Dollar coin is a coin, and not a sphere, I would have certainly started an affair with Plopp Second Life - despite the fact that it can not hold it’s mouth sounds shut.

The Plopp Second Life site states the following ‘to do’ list:

  1. improvement of the conversion to Sculpted Prims
  2. sculpture preview within PloppSL
  3. see how your sculptures will look in SecondLife™
  4. automatic generation of sculpties for each part in the original image
  5. currently we only support closed models without holes

Someone *beep* me when they have finished doing that? The idea of ‘just painting’ something and then converting it to a sculptie is great, the execution, well… *points at the to do list*.

Until the Plopp people have checked all that as ‘done’, you might want to try one of the following ’sculpted prim tools’:

  • Wings3D: A free and open source polygon mesh subdivision modeller. Wings 3D is available for most platforms, including Windows, Linux and Mac OS X. Wings 3D is ideally suited for modeling and texturing low to medium density polygon meshes. It has a wide range of very effective tools optimised for these tasks hidden behind its ‘minimalistic’ interface.
  • Blender: Formerly a company’s in-house tool, Blender is the current king of the open source modeling programs. With all the features of the expensive programs, an active development community and even some existing SL-based tools made by Residents, this is going to be the default choice for many people. Downsides: Blender’s interface is not newbie-friendly. That combined with spotty documentation can make for a slow learning curve. But make a good start by visiting Amanda Levitski’s tutorial on how to export the sculpties from Blender.
  • SculptyPaint: SculptyPaint first was written for creating 3D sculpt models for SecondLife. Currently it can also export to .dxf files that can be read in Blender, google sketchup and other 3Dmodelling software.
  • ROKURO: You draw a line in 2d by editing the various points and the program effectively spins that line around an axis to create the 3d object. Cylinders and polygonal prisms are both possible.

3900 prims make a Cannery

August 27, 2007 8:40 am

Footbridge (Cannery Rezzable)About the Cannery buildings:

  1. 3900 prims for the whole sim. (Just the builds.)
  2. 1 month building time.
  3. Build by Beatrix Newt and Paulo Cassel.

Surface for Fish (Cannery Rezzable)Want to see more pictures or more information about the builders? Check out Beatrix Newt’s post about the Rezzable Cannery.

The amazing Cannery pictures with this blogpost are from Nephie Eerie who just moved to stellaerrans.vox.com.

(crossposted to slart.rezzable.com)

Edit multiple object’s properties at once: can it be done?

August 25, 2007 4:02 pm

What I had to do:

[In my inventory, one by one, click object (or texture), right click, ‘properties’, click ‘mod’, click ‘copy’, close properties.]x56. Which totals at 336 clicks. Auwch!

What I wanted to do:

In my inventory, click first object, alt+shift last object, right click selection, ‘properties’, click ‘mod’, click ‘copy’, close properties. Which would total at 7 clicks.

Why can’t I? What did I miss? Or is there really no way around doing a lot of clicking, in Second Life?

PS. I did find out that it takes waaaay long to edit objects if they are inside another object. Change modify. Waaaaaiiit. Change  copy. Waaaaaaiiittt. Open properties for next one. So inventory was the smartest move. But still… there must be another way?

The bright side of Second Life

August 12, 2007 11:43 pm

Cannery Camera (build by ganymedes costagravas)Just ignore the whole Ginko case - but do consider buying some fashionable clothes to help Saur recover. Try to live with - and adjust to - the crazy Linden logic. Just take a deep breath when - again - we read in the RL press we, the residents of Second Life - are all obsessed with SLex. All set?

Now IM a random person out of your friend list. Ask them what they can do. Build? Script? Fashion design? Great skins? Organise events? …? All to often, they can do at least one of the above. And they do it because they love to create original, quality virtual goods.

An all to often we look at all the negative stuff, but - hell! - we have a great collection of creative, friendly, helpful Residents on both grids. Either that, or I was just very lucky with the avatar’s I have met up to now. But it doesn’t hurt, to sometimes, look at the bright side of Second Life! ;)