{"id":1262,"date":"2007-04-27T23:45:00","date_gmt":"2007-04-28T03:45:00","guid":{"rendered":"http:\/\/blog.rebang.com\/?p=1262"},"modified":"2007-10-22T15:36:15","modified_gmt":"2007-10-22T19:36:15","slug":"second-life-sculpts-its-prims","status":"publish","type":"post","link":"https:\/\/blog.rebang.com\/?p=1262","title":{"rendered":"Second Life Sculpts Its Prims {*Update*}"},"content":{"rendered":"<p>Just as I was pointing out that Linden Lab had yet to introduce some long-promised additions to Second Life&#8217;s modeling toolset, word comes <a href=\"http:\/\/news.com.com\/8301-10784_3-9713568-7.html?part=rss&#038;subj=news&#038;tag=2547-1_3-0-5\">via C|Net (Link)<\/a> that so-called &#8220;Sculpted Prims&#8221; (aka &#8220;sculpties&#8221;) may be on the horizon. So what&#8217;s a &#8220;sculpted prim&#8221;? According to a <a href=\"http:\/\/wiki.secondlife.com\/wiki\/Sculpted_Prims\">FAQ on the Second Life Wiki (Link)<\/a>:<\/p>\n<blockquote><p>A &#8220;sculpted prim&#8221; is a prim whose shape is determined by a texture &#8211; its &#8220;sculpt texture&#8221;. Sculpted prims can create organic shapes that are not currently possible with Second Life&#8217;s prim system.<\/p><\/blockquote>\n<p><!--more--><br \/>\nInteresting. And even more interesting is how they describe a &#8220;sculpt texture&#8221;:<\/p>\n<blockquote><p>A sculpt texture is a standard RGB texture where the R, G, and B channels are mapped onto X, Y, and Z space. For those familiar with computer graphics &#8211; a sculpt texture is very similar to a normal map, but instead of encoding surface normals we encode surface positions. They are also similar to displacement maps, but instead of a single scalar distance we have three values (for each of X, Y, and Z.) They are also very similar to parametric (e.g. nurbs) surfaces.<\/p><\/blockquote>\n<p>I was cleaning out some old Maya scenes this past week and came across some very early shader-based normal maps. Trying to make those things using some early <a href=\"http:\/\/www.drone.org\/\">tutorials by Olivier Renouard<\/a> taught me a lot about how nmaps worked.<\/p>\n<p>Apparently this feature isn&#8217;t yet available, but if Linden Lab delivers this in a Preview Grid next week, I&#8217;ll be impressed. And happy.<\/p>\n<p>For more, hop over to the <a href=\"http:\/\/blog.secondlife.com\/2007\/04\/27\/the-advent-of-an-illustrious-age-of-sculpted-prims\/\">Official Linden Blog (Link)<\/a> or check out a <a href=\"http:\/\/youtube.com\/watch?v=LlfpACg_lww\">video showing the feature in action (Link)<\/a>.<\/p>\n<p>{<strong>Update:<\/strong> Had to ask the obvious on the SL Wiki:<\/p>\n<blockquote><p>So the form is defined by the vectors from the origin and assumes a closed shape. What about a non-closed surface? We don&#8217;t have prims which are Planes, but there&#8217;s been arguably little need. Now such a primitive would allow more highly-detailed models which don&#8217;t require closed forms (e.g. sheetmetal shapes for vehicles). Any plans on adding such a Prim to the library? &#8212; Csven Concord 09:12, 28 April 2007 (PDT)<\/p><\/blockquote>\n<p>And the answer is&#8230;<\/p>\n<blockquote><p>yes, rev 2 will include &#8220;plane-like&#8221;, &#8220;cylinder-like&#8221; and &#8220;torus-like&#8221; shapes, to compliment the &#8220;sphere-like&#8221; shape. (basically, all permutations of open\/closed on the ends.) &#8211;Qarl Linden 09:39, 28 April 2007 (PDT) <\/p><\/blockquote>\n<p>These permutations should work well together to create complex objects. There are some potential issues (e.g. alignment) but they&#8217;re probably not all that different from dealing with regular NURBs.}<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Just as I was pointing out that Linden Lab had yet to introduce some long-promised additions to Second Life&#8217;s modeling toolset, word comes via C|Net (Link) that so-called &#8220;Sculpted Prims&#8221; (aka &#8220;sculpties&#8221;) may be on the horizon. So what&#8217;s a &hellip; <a href=\"https:\/\/blog.rebang.com\/?p=1262\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1262","post","type-post","status-publish","format-standard","hentry","category-administrative"],"_links":{"self":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/1262","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1262"}],"version-history":[{"count":0,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/1262\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1262"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1262"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1262"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}