There is a special glass box mesh that needs a special geometry, the d100 one. When the inner depth is smaller or larger than the outer, than the outer front and back faces go over the faces of the inner box, or through the inner box, thus we could close them without any graphic problems.
But if we made the d100 mesh in the way we did the d25 one (section 4.6), than the front faces of the inner and outer box fall together, SL may have a problem to decide what one to display. The same happens for the back side. To avoid those problems, we have to make holes in the outer front and back sides, even if this causes more complex mesh geometry.
Posts mit dem Label GlassBox werden angezeigt. Alle Posts anzeigen
Posts mit dem Label GlassBox werden angezeigt. Alle Posts anzeigen
Mittwoch, 23. Januar 2013
Samstag, 1. Dezember 2012
Texture Repeater (GlassBox tutorial, part 5)
Well, this is the last part of the tutorial and at same time the user manual of the GlassBox packages (when i release them.)
As we have seen, texturing glass boxes is not so easy; the hidden faces are not reachable. Because we cannot change mesh on-the-fly, GlassBox meshes use a special scripted item: The item is a box with six faces. As soon a texture or texture property on the prim faces changes, the installed script reflects the changes on accordant faces of linked glassbox meshes.
As we have seen, texturing glass boxes is not so easy; the hidden faces are not reachable. Because we cannot change mesh on-the-fly, GlassBox meshes use a special scripted item: The item is a box with six faces. As soon a texture or texture property on the prim faces changes, the installed script reflects the changes on accordant faces of linked glassbox meshes.
Donnerstag, 29. November 2012
GlassBox (tutorial, part 4)
In last step we created a Meshbox made from a cube with set UVMap and LSL faces. In this step we will turn it into a GlassBox, made off two boxes, each with (different) UVMap and face definition – the inner and outer box.
In fact we must not start from beginning, we can and will simply copy the mesh of the MeshBox and change the UVMap and face definition of the copy. Because we copy inside the same object, both boxes will stay combined to the same object.
In fact we must not start from beginning, we can and will simply copy the mesh of the MeshBox and change the UVMap and face definition of the copy. Because we copy inside the same object, both boxes will stay combined to the same object.
Donnerstag, 22. November 2012
MeshBox (GlassBox tutorial, part 3)
Now it’s time for blender. We will make a mesh replacement box for a single system box in two steps: Creating the mesh cube, giving it an UVMap and make it’s faces independent from each other.
We start blender and click the splash screen away.
We start blender and click the splash screen away.
PrimBox (GlassBox tutorial, part 2)
In this step we want investigate the face order of the system box (used by scripts) and orientation of textures shown on the faces (used by designers.)
Mesh tutorial: GlassBox
Hello again
Today i start a tutorial that will take again a few posts. But first a few words about what is this tutorial is about.
The mission
One day while playing with design of my product boxes I realized that surrounding a box with a second, decorative one is a pretty nice improvement:
Today i start a tutorial that will take again a few posts. But first a few words about what is this tutorial is about.
The mission
One day while playing with design of my product boxes I realized that surrounding a box with a second, decorative one is a pretty nice improvement:
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