Aug
2008
UV Maps for Regular Prims!
Today, I’ll be releasing Beta 4 of Prim Composer 1.0. Time for an update and a hint of things to come! The future’s so bright, I’ve got to wear shades.
Important!
One quick note before I begin. If you haven’t done it, please turn off True Color dithering in 3ds Max. This is essential if you want to work with sculpted prims. I’ve added a note about this in the Prim Composer Installation Notes.
Bugfixes
1.0 Beta 4 (1B4) has a couple of bugfixes and one major new feature: UV Maps for Regular Prims. First, the bugfixes:
BUGFIX: Sculptie Position
The most important bugfix is a change in the way that sculties are exported. Previous versions assumed that the position of a sculpted prim was its center and exported accordingly. In some cases, this caused sculpts to be imported at an incorrect position in SL. 1B4 fixes this by exporting the true center of the prim rather than its position.
Move the Pivot
One pleasant side-effect of the previous bugfix is that it is now possible to move the pivot point of both sculpts and regular prims without affecting the export. One useful application of this is to copy a prim while rotating it to create a perfect circle of prims.
For example, create a sculpt or regular prim. Move its pivot point away from the object. Now, rotate the object 45 degrees and hold down the shift key when you finish the rotation. A dialog will pop up. Set the number of copies to 7 and it will create 7 copies of the prim so that the 8 prims form a circle. Don’t forget to turn on angle snap to make it easy to get a precise 45 degree rotation!
Pivot and Sculptie Center
One important note: in this thread, I talked about using the pivot to change the center of a sculpt. I haven’t done that yet, so if you’re waiting for that, this isn’t it. I want to do something like that and I will soon.
In case you’re wondering what I’m talking about, the idea is to have a way to create something like a sculptie door. A door needs to rotate on its edge, so it makes things easier to script if the center of the sculpt is on its edge. Anyway, it’s coming…
BUGFIX: Prism and Hollow
1b4 also fixes a couple of problems in the shape and sizing of Prisms and hollows. Prisms in previous versions did not match the shape in SL and some of the hollow sizes were incorrect. Both of these have been fixed.
BUGFIX: Export All Ignores Hidden Prims
Export -> All now ignores hidden prims. Previously, it would export them to SL.
New Features
All of the new features in 1b4 relate in some way to the texturing of regular prims. Here are the major ones:
- Mesh seams in regular prims removed. This eliminates lines in the mesh when it hasn’t been cut or hollowed.
- Smoothing groups implemented for mesh faces. In previous versions, some faces in the mesh appeared to pop out unnaturally. Their shading didn’t match the faces around them and some of the corners looked shadowy. Fixed with smoothing groups. Take a look at the “before” and “after” pictures on the right.
- Material IDs implemented for mesh faces. In SL, we can apply different textures to different parts of a prim: top, bottom, sides, etc. In Prim Composer, this is now implemented using MaterialIDs. More on this later.
- UV Maps for regular prims. Previously, only sculpts had UV maps. Now, all prims in Prim Composer have UV Maps. You can apply materials to prims and they render flawlessly. You can’t export materials yet, but that’s coming in Beta 5.
UV Maps and Materials
The exciting new feature in 1b4 is the ability to apply materials to regular prims and render them. This is a major step toward true offline building. As mentioned previously, 1b4 cannot export materials, so you won’t be able to see textures in SL, but that is coming in the next release.
If you haven’t worked with materials in 3ds Max, then you will need to do some homework. I recommend 3dBuzz, 3D-Palace, and CG Academy for video tutorials. Also, I will be producing some videos of my own in the near future.
As described here in the LSL Wiki, each prim in SL can have up to 9 faces, each of which can be textured. These faces represent major parts of the prim such as the top, bottom, hollow, and end cuts. In SL, you can select individual faces using “Select Texture” in the edit dialog. In Prim Composer, this is done using Material IDs and the Multi Sub-Object Material.
Multi Sub-Object Material
1b4 defines a standard set of material IDs that are used for all regular prims. These material IDs range from 1 to 14.
Below is a picture of a Multi Sub-Object Material that has been applied to a sphere prim. Notice that only a subset of the 14 material IDs are actually used. For the sphere I have used IDs 8, 10, 11, 12, 13, and 14, representing the outside, path cut begin, path cut end, profile cut begin, profile cut end, and hollow, respectively.
The complete list of material IDs:
- Default
- Top
- Bottom
- X Plus
- X Minus
- Y Plus
- Y Minus
- Outside
- Inside
- Path Cut Begin
- Path Cut End
- Profile Cut Begin
- Profile Cut End
- Hollow
These names were derived from the LSL Wiki page on faces. Please look there for additional insight. There is no material ID for dimples. Use the profile cut material IDs, instead. If a prim doesn’t have a particular feature, then the corresponding material ID is unused. For example, spheres don’t have a top and bottom, so material IDs 2 and 3 are unused for spheres.
You can enter the names “Top”, “Bottom”, etc. into the Multi Sub-Object material to help you remember which is which. You can also change the color of each of the sub-materials, so that it is obvious on the prim. This is what I did in the sphere example above.
Obviously, you have to know how to use materials and the Multi Sub-Object Material, in particular. I can’t teach you that here, but once you understand materials, this should allow you to put just about any material that you want on a prim: procedural materials, bump maps, specular maps, transparency maps, reflection, ray tracing, …
Future
I’m energized about what’s to come. The next release will support automatically importing textures into SL and OpenSim. Once that’s done, it’s time to produce some demonstration and tutorial videos. Somewhere in the middle of that the final 1.0 release will occur.
But this is just the beginning. Some of the things that I’m planning (in no particular order):
- integrating opensource LSL tools into 3dsMax to create mega domes and similar things.
- inventory integration — Move textures and objects from your inventory to 3ds Max and back.
- Automated packaging — Extend maxport to package the things that it imports. On a large scale, this would be something like a sim in a box.
And that’s just the beginning, too! I’m also looking forward to hearing your ideas. The future awaits! Let’s go!
WOOOW. Your work is incredible. Thanks for all. I love this plugin.
And the new features are really usefull.
See you soon
Yes, your work is really fantastic. Your plugin it’s my favourite tool when I work with SL and OpenSim, and I with the features than you are planning in the future it¡s going to be the “master tool” to build outside of SL and OS.
An other interesting posibility it’s apply Prim Composer to realXtend. I am testing RX now and, with the possibility of import meshes using OGRE, give us the possibility of import meshes from 3dmax and Sketchup. With Pricomposer in RX the power of this new plataformwould increase greatly
Absolutely, I agree about realXtend. I will support it and thanks for expressing interest in it. It helps me to prioritize future tasks.
Keep thinking about the future. No idea is too crazy. At this point, anything is possible.
Just when I thought all hope was lost, I was pointed to this page by looking at scuplted prims on the Second Life wiki. It sent me here because you had a 3DS Max exporter. Little did I know that it also supports regular prims as well! This is a huge leap because, personally, I hate working in Second Life when I’m modeling. This is 10x more appealing to me. Hopefully, you can get UVW maps working and exporting correctly soon! After that, we just need to convince Linden to program in specular maps XD. That way I can choose which part of my face “reflects.” Anyways, I just felt like saying keep up the good work.
Thank you for the prim composer. I was looking for something like this for a long time. however when I installed it it tells me that the prims are not selected and can’t be exported.. But I selected them!!! What can be the problem? It’s my 2nd week struggling with prim composer.
Jenia, you asked a similar question here. Please take a look at my answer there. Sculpties have to be created by Prim Composer. If you create a normal 3ds Max box, Prim Composer will not export it, because it wasn’t created by Prim Composer. See my previous answer for more information about how to create sculpties.
amazing work shack! your a gemstone for the community, you know that!
how do u get it
http://liferain.com/downloads/primcomposer/
Well, that’s the main link. The download link is
http://liferain.com/downloads/primcomposer/files/
simply genius, when I read the last lines I watch to the sky and thanks God ! simply GENIUS. Importing object from my inventory, then back when textured, or tweaked omg… GENIUS (I know I know, i said it already, but PURE GENIUS)