tag:blogger.com,1999:blog-9053985903140315951.post8643656834964333814..comments2015-10-01T21:04:07.230-07:00Comments on Allegory Malaprop: New alphas, a crash courseAllegory Malaprophttp://www.blogger.com/profile/07343812047840641373noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-9053985903140315951.post-48599417563835003732015-10-01T21:04:07.230-07:002015-10-01T21:04:07.230-07:00Lord DoomRater:
It's to do with meshmath. Ne...Lord DoomRater:<br /><br />It's to do with meshmath. New modes = new calculations, and sculpts get grandfathered in to old math by default. They are less efficient than mesh (for a variety of reasons), we just get the bonus IF you don't do anything to switch the math over- using a new mode (specular, normals, transparency), linking it to a mesh, or playing with Physics (Physics None is great, and efficient, but will drop you into meshmath). Look at the More Info information in Build with things selected to know how meshmath will calculate them, it's based on a variety of factors, Display is the one that will bump sculpts up regardless. You can game it to some degree by linking in more prims to your linkset with minimal Display (like legacy prims that DON'T have complex physics or if they do, physics are set to None). Physics can be games by removing things from the Physics calculations by setting Physics None, and Server, well, there's no real getting around Server (other than planning complicated linksets to trade off with Display), as that's .5/prim + .25/script, rounding.Allegory Malaprophttps://www.blogger.com/profile/07343812047840641373noreply@blogger.comtag:blogger.com,1999:blog-9053985903140315951.post-7407670021349310562014-12-24T08:36:01.054-08:002014-12-24T08:36:01.054-08:00So I discovered a very annoying issue with Alpha M...So I discovered a very annoying issue with Alpha Masking.... using it on a sculpted prim recalculates its land impact! So suddenly that one prim group of trees I have has a land impact of 2 per tree group. What's the point of using the new settings if they make the land impact go up...? In all honesty, why doesn't it make the land impact go down? It can be more efficiently rendered now!Lord DoomRaterhttps://www.blogger.com/profile/02904826454282023281noreply@blogger.comtag:blogger.com,1999:blog-9053985903140315951.post-53343041562892761172013-07-02T21:51:58.263-07:002013-07-02T21:51:58.263-07:00One very satisfying thing I found to do with this ...One very satisfying thing I found to do with this is to fix the existing (moddable) trees in my garden. The alpha masking with 127 cutoff works well on some of the older trees already out there, and it's great to be able to remove the alpha fighting between the crossed-over leaves.Tiffy Vellahttps://www.blogger.com/profile/01533250010298666390noreply@blogger.com