- How to upload to second life bento mesh object how to#
- How to upload to second life bento mesh object install#
- How to upload to second life bento mesh object windows 10#
The majority of the updates contained within this release are from recent releases of the official viewer, with a minimal number of Firestorm-derived updates, as Firestorm continues to move closer to a quarterly cadence of releases.
How to upload to second life bento mesh object install#
How to upload to second life bento mesh object how to#
Second Life Tutorial: RLV, Mesh, and Folders – How it works, How to Use.
How to upload to second life bento mesh object windows 10#
It should never really be necessary to reach the limits described here for any object well designed for SL.Īdvanced Experience Tools Animation Animesh ARC Avastar Avatar Bento Clothes Content Creation Deformer Drax Files Drax Radio Ebbe Altberg EEP Events Fitted Mesh Google Chrome JIRA Linden Currency Mesh Mesh Body Mesh Tutorial MetaReality Net Neutrality News Articles on SL nVidia Oculus photography Photoshop Problems Review SANSAR Second Life Second Life Places Second Life Tech Problems Second Life Viewers Sex SL 2.0 Slink ToS Tutorials Viewer Tutorial Virtual World News VR Windows 10 Popular Posts High counts will be penalized by high LI for static objects and by lag for attached objects. I have never tested that.įinally, you should be aware that minimizing the polygon count is one of the most important ways of creating efficiently rendered mesh that will avoid lag. However, there is supposed to be an upper limit on the total file size (see wiki limits) which would impose a practical limit. Since you can have multiple mesh objects in your model, there is no upper limit on the total number of triangles in an uploaded model. You will always do a better job (better LOD behavior and lower LI) of splitting materials and/or objects yourself than the uploader will, and sometimes it does a very bad job indeed.
To avoid unexpected and undesirable effects it is always better to respect the limits of 21844 triangles per material and eight materials per object. If you have both more than eight materials and some with more than 21844 triangles, you can get some very unpleasant effects in spite of the fact that the model will upload. The way it does the splitting can have significant effects on the LOD behavior and the LI. In the second trick, the uploader will also now accept a single object with more than eight materials, but it does this by internally splitting it into multiple objects, which can be separated inworld by unlinking. These effects are not seen by other observers and disappear after a relog. However, while you are changing textures, you may see some unexpected behavior revealing the fact that there are multiple textures. Internally it is represented as multiple materials, but as they all have the same name, they are supposed to always have the same texture. So if you have an object with only one material and up to 174752 triangles, it will appear to upload normally. It can do this until you have used up all eight materials. First, when the triangle count for a material exceeds 21844, it secretly starts a new material. However, the uploader uses a couple of tricks to give the impression that you can exceed these limits. So the maximum you can have in a single object is 21844 x 8 = 174752 triangles.
A single object can have up to eight materials, and each material can have up to 21844 triangles. So we only need to consider the numbers of triangles. Any higher order polygons are converted into triangles by the uploader. The upload format consists only of triangles. I’ve quoted him here:Ī model can consist of multiple mesh objects, and each object can consist of multiple materials (sets of faces which are allocated to the same texture). Not only did he clearly state the limits, he gave a good explanation of the gotcha’s hidden in the process. I just saw Drongle McMahon answer these questions in the SL Forum. But, how many can we use? Is there a limit? The common answer is: as few as will do the job. For the second there is no ‘numeric’ answer for the ‘should’ version.