The end result there was extremely interesting, there is so much talk about how you MUST build the lod models for the best results but I agree completely that the auto lod was a better end result even is it is 2li higher. But, with a bed, I think its fairly unlikely you would actually get that far away from it unless you have large windows and zoom out of the house. I would still go with the 8li though to cover that small possibility. Thanks for the video, very informative and helpful for me as I try to improve my building skills :)
Yes, let me say that this was ONE test. There could be other things, especially things with more rounded and higher poly parts, where it does have more impact. Regarding the LOD and distance, the main t hing I look for with furniture is to make sure that the parts and especially the textures don't deform badly within a reasonably close distance, like say across a room. A lot of furniture gets used in clubs and venues, and it looks bad when they collapse as soon as you move away from them. The most complaints I get are when people have the LOD setting in their Graphics set to the default values, instead o f 4. This has been something the builder community has harped on since the advent of mesh, "Change your LOD setting to 4". But, some "purists" complain that it should not deform even with their settings at the default. Obviously, I disagree.
@@bandortyrell7821 mmm... i thought i had lod at max but i have been running at 3 it would appear, i dont really need to worry about gfx settings now i have a pc with 4060ti, but last pc i had was a 1030 and a very different matter XD Of course its one test, but at the moment nothing much I am making is very taxing for SL and using the auto lod calculation has given me models low enough in LI that it does not really warrant the extra effort and this video really shows that auto is not quite as evil as some would have you believe. Every day is a school day, well for those of us that like to learn :)
sensitivity of the scale is dependent on how close to the origin you click, dragging from close to the origin it scales faster, further away it scales slower. i am still very much in the learning phase in blender so i am stoked to be able to answer a question XD XD
any idea why this happens? I created a sort of pillow bed for a tiger friend and decided it would look better with a shadow catcher indoors so created a plane and cast the shadows onto it, did all the photoshop/ gimpery to make it transparent and linked it to the pillow. But when I import it into sl and rez it, it rezzes like about 3 foot in the air now instead of on the ground, the shadow plane is just underneath the pillow so I dont understand why it would rez in the air
I fixed it, it would appear that if I use a simple plane for the catcher it screws the sl bounding box, so i had to extrude the face a tiny bit to make is a very very short box and then the SL bounding is correct and it rezzes on the floor!
@@bandortyrell7821 unfortunately it does not work properly, there is a block shadow now cast as well as the baked grrrrrrrrrrr so close yet miles away xd
Good on you for doing these vids
Thanks! I am not an expert. I am a perpetual student. I firmly believe the best way to gain mastery over a topic is to teach it to others.
The end result there was extremely interesting, there is so much talk about how you MUST build the lod models for the best results but I agree completely that the auto lod was a better end result even is it is 2li higher.
But, with a bed, I think its fairly unlikely you would actually get that far away from it unless you have large windows and zoom out of the house. I would still go with the 8li though to cover that small possibility.
Thanks for the video, very informative and helpful for me as I try to improve my building skills :)
Yes, let me say that this was ONE test. There could be other things, especially things with more rounded and higher poly parts, where it does have more impact. Regarding the LOD and distance, the main t hing I look for with furniture is to make sure that the parts and especially the textures don't deform badly within a reasonably close distance, like say across a room. A lot of furniture gets used in clubs and venues, and it looks bad when they collapse as soon as you move away from them. The most complaints I get are when people have the LOD setting in their Graphics set to the default values, instead o f 4. This has been something the builder community has harped on since the advent of mesh, "Change your LOD setting to 4". But, some "purists" complain that it should not deform even with their settings at the default.
Obviously, I disagree.
@@bandortyrell7821 mmm... i thought i had lod at max but i have been running at 3 it would appear, i dont really need to worry about gfx settings now i have a pc with 4060ti, but last pc i had was a 1030 and a very different matter XD
Of course its one test, but at the moment nothing much I am making is very taxing for SL and using the auto lod calculation has given me models low enough in LI that it does not really warrant the extra effort and this video really shows that auto is not quite as evil as some would have you believe.
Every day is a school day, well for those of us that like to learn :)
sensitivity of the scale is dependent on how close to the origin you click, dragging from close to the origin it scales faster, further away it scales slower.
i am still very much in the learning phase in blender so i am stoked to be able to answer a question XD XD
Thanks!
well, it may be the 3d cursor not the origin, but the terms have not fully sunk in yet XD
any idea why this happens? I created a sort of pillow bed for a tiger friend and decided it would look better with a shadow catcher indoors so created a plane and cast the shadows onto it, did all the photoshop/ gimpery to make it transparent and linked it to the pillow. But when I import it into sl and rez it, it rezzes like about 3 foot in the air now instead of on the ground, the shadow plane is just underneath the pillow so I dont understand why it would rez in the air
I fixed it, it would appear that if I use a simple plane for the catcher it screws the sl bounding box, so i had to extrude the face a tiny bit to make is a very very short box and then the SL bounding is correct and it rezzes on the floor!
Well you just answered something i've always wondered.
@@bandortyrell7821 unfortunately it does not work properly, there is a block shadow now cast as well as the baked grrrrrrrrrrr so close yet miles away xd