Prim Composer 1.2 – Composite Sculpties and Improved Sculptmap Generation



Prim Composer 1.2 – Composite Sculpties and Improved Sculptmap Generation

20
Feb
2009

Article Overview

  1. Overview and Feature: Composite Sculpties
  2. Feature: Improved Sculptmap Generation
  3. Features: Toggle Size Limits and Permission Preferences
  4. ALL (printer friendly)


Prim Composer 1.2 is a major release with four new features and several bug fixes. Releases later tonight.

New Features

  • Composite Sculpties – Create a large seamless mesh out of multiple sculpties.
  • Improved Sculptmap Generation – Algorithms have been significantly improved when generating a sculpted prim from a lower resolution object. Equivalent results to the shader method.
  • Size Limit Toggle – Turn off/on the code that constrains the size of prims in 3ds Max. Turn it off for faster editing.
  • Permission Preferences – New preferences rollout for globally setting the permissions, such as next owner, on prims that are exported from 3ds Max. Permissions are carried into Second Life and OpenSim when uploaded via Maxport.

Bug Fixes

For a full list of features and bugfixes click here.

Feature: Composite Sculpties

Composite Sculpte: a 40m long tunnel made from 8 seamless sculpties!

The most significant improvement in 1.2 is the introduction of Composite Sculpties.

  • Create a composite object within 3ds Max that is comprised of several sculptie sub-object elements.
  • Export the composite object as a collection of sculpted prims that connect seamlessly and appear to be a single larger mesh.

For example, I’ve created a demonstration video that shows how you can create a 40m long “tunnel” that looks like it is a single mesh, but is actually composed of eight sculpted prims.

WATCH VIDEO: Click Here — Composite Sculpties in 1.2

This is powerful stuff, but be prepared for some bumps here. It took several weeks of development to get this far and resulted in major changes to virtually every subsystem of Prim Composer. I’ve tested the most common usage scenarios, but I’m certain that folks will find holes.

Report any problems to the Prim Composer Support Forums and I’ll address them quickly in a series of weekly releases.

Also, as cool as this is, it does not yet convert an arbitrary mesh into a set of sculpties. Composite sculpties are a big step in that direction, but we’re not quite there yet.

In the meantime, please explore composite sculpties in 1.2 and share your experience with them in the forums.

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