The Prim to Mesh Generator

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  • Опубліковано 7 лют 2025

КОМЕНТАРІ • 32

  • @Dremvel2335
    @Dremvel2335 2 роки тому +1

    Thank you so very very much... The tip on coloring the faces was just what I needed.. you saved me 13 prims on my first project to redo a Prim'spensive set of table and chairs.. It's down from 18 for the set to a mere 5.. Do have a very Blessed Day

  • @kirtandreamrezzer
    @kirtandreamrezzer 3 роки тому +1

    Great idea!!! So many old prim intensive builds could be converted with this. Thank you very much for this explanation. It would be great to have a tutorial of creating and uploading the physics model mentioned in a comment below.

  • @GwynethLlewelyn
    @GwynethLlewelyn 2 місяці тому

    (I know this is an old video, but nevertheless very relevant!)
    Please don't forget two important thing that mesh also neatly 'fixes'. Consider the simplest cube: it has seven faces - six in the outside, one in the inside. Each of those take a whole texture. When joining multiple prims together, how often do you remember to set _all faces except the visible ones_ to fully transparent? In the olden days, _nobody_ would do that; they would happily have all hidden faces set to the default plywood texture and never bother with it. Right... but each face is _still_ a texture... even if it's the *same* texture (and the plywood one is small)... but it means the renderer has to take all that into account, right? Just get one prim _ever so slightly_ misaligned that one of the allegedly 'hidden' faces suddenly shows for a fraction of a millimetre... and that's just enough for the renderer to deal with _another_ texture in its calculations.
    Old, laggy regions might be all full of user-friendly 512x512 textures at most (or even less!). But there will be thousands upon thousands of hidden faces! Even if you _only_ build with un-tortured *cubes*, that's 6 faces per prim; multiply that by 20k or 30k, and you can easily see where all the lag is coming from. And it doesn't just get away by waving a magic wand. Those textures are _there_. The renderer _may_ not show them to you simply because they're hidden, but they still have to be calculated - because the user might switch the camera's position. Say, camming _into_ a room. Or even _between_ the walls of two houses. All these textures _must_ be there.
    Meshes, by contrast, can have a much higher level of complexity than extra-tortured prims, but they will _never_ have more than eight faces each - no matter how big they are. That's a built-in limit (deliberately so!) - and obviously you can join meshes together just like you join prims, but, in theory at least, that's what you get: low land impact and just a very small number of textures/materials to worry about.
    Consider the door that Jane did on her tutorial. How many prims were there? She said it some point but I missed it. Was it 12? 16? Let's say 12 for the frame and glass panel, plus two spheres for the knob. Those 12 prims are technically resized cubes, meaning that each will have 6 faces (I don't think they were subject to any prim torture, or the face count might go up!). So, 72 textures in total. Plus two spheres, which, if un-tortured, carry only one texture each. That's 74 textures in total. Did Jane remember to remove all hidden textures, setting those faces that will never show to transparent? Well, the video was speeded up, so I couldn't really tell. I believe that she didn't; at best, she replaced the plywood textures with blank ones and coloured them (blank textures are only 32x32, the last time I checked). It's of no consequence that all these textures are 'the same texture'; that's only important for the download phase, and the blank texture (as the plywood one) will have been pre-downloaded anyway. No, the problem is that the renderer has now 74 faces with 74 textures to calculate with. And that's just for a single _door_!
    After meshification, what happened? You got the exact same object, perfectly accurate to the original prims, triangle by triangle. But now the whole object has, at most, just *eight* faces and textures - and I believe Jane is only using _four_ of those (outer frame, inner cross-frame, glass panel, door knob). So you went down from 74 textures on faces to only four. Now _that's_ a difference!
    One might argue that, in contrast, there will be far more triangles to render on a mesh than on a set of prims. This is a good argument, which _might_ hold in the simplest of objects, made by amateur mesh designers. In practice, the reverse is often the case: well-done meshes (and even many ones which are not particularly well done!) will have far less faces to deal with. Consider the stupidest example: gluing two cubes together, seamlessly. There are two faces which will _never_ be seen. Also, each cube will have a total of 6 faces, each with two triangles, so the primset will have 12 triangles overall. That's not much, but consider what the mesh generator does: it can not only get rid of the 'inner walls', but also re-mesh the sides of the two cubes, so that it becomes a single, flat face - which only takes two triangles! (Again, the example is stupid, because you could have just resized the primmed cube, and get the same result with just one prim, of course.) But instead of the mandatory 12 faces (even if the two inner ones could be made transparent - if one does not forget to do so!), even if it's all just plywood... the converted mesh will just have... one face, and one plywood texture for the whole item!
    The more complex the original primmy item is, the more this becomes true - more faces are eliminated (and thus less textures are needed), more faces are joined together in single faces, and so forth. The end result, with few exceptions, will almost certainly have far less land impact _and_ definitely use far fewer textures. The renderer loves both! And, on top of that, of course, you can even tweak the complexity of the mesh _before_ uploading (pros will design their own meshes from scratch at each of the four LODs, as well as the physics mesh; the rest of us simply lets the SL viewer to do the calculations; it doesn't do a perfect job, but one that is very reasonable overall).
    The reason why LL was so eager to 'meshify' Second Life was not only due to pressure from content creators who really wanted to bring their existing 3D meshed content into SL. That certainly was one of the reasons. But the other one is having way, way lighter 3D models, using just a fraction of the number of textures. While I was one of those who cringed at the possibility of getting 2k textures - which will invariably be used on the tiniest objects, such as rings and belly buttons - on the flip side of the coin it's worth remembering that these won't be applied to prims, but to meshes. No, you won't be seeing 2K textures on all 74 faces of Jane's quick-and-dirty door. The worst case scenario would be having four faces with 2K textures. That's reasonable - and far, far less than 74 faces, even if they're only 512x512 big (just do the math; you'll still save 2 MBytes that way!).
    So, meshes are not only nicer-looking, but they're also crucial to substantially lower overall lag in SL. And remember that you can use the mesh generator for avatar accessories as well - while rigged meshes might be beyond what _this_ mesh generator does, things like hats or unrigged jewellery can certainly be made using the same principle. Even hair!

  • @DanielS2001
    @DanielS2001 2 роки тому

    I'm not sure if you may know of this, but there's another place on the Marketplace, ScripTec House, that has some Addons they made to work with the Mesh Generator. They include Super Tiny Polygons, Polygon Gems/NanoGems + Jewelry, Digital Typeface Addon, HF Cushsion Addon and Polygons Addon. They may be useful if you're wanting more options to build. They even have a MegaPack where you can purchase all eight addons for the price of five of them. They all work with the Mesh Generator you have.
    Honestly, I wish the Mesh Generator had even more addons than what they have available. I am grateful for ScripTec House's addons, and honestly hope that they may do more of them.

    • @Mangrovejane
      @Mangrovejane  2 роки тому +1

      FANTASTIC advice! Thanks Daniel, I did NOT know this!! I will check it out.

    • @DanielS2001
      @DanielS2001 2 роки тому

      @@Mangrovejane You're welcome. :D

    • @DanielS2001
      @DanielS2001 2 роки тому

      @@Mangrovejane I almost forgot. ScripTec House also has demo versions of those addons, so if you want to try before you buy, you can. Glad to be able to contribute. :)

    • @DanielS2001
      @DanielS2001 2 роки тому

      @@Mangrovejane One last thing (just so that you're aware). When you buy the addons, you'll have to download the prim2mesh script for the Mesh Generator and then add it to the contents for each addon so that the Generator can see them (the page for each of the addons has a how to to walk you through it, it's really easy). After that you should be good to go. :D

  • @SilverShine24
    @SilverShine24 6 років тому

    Wow this is so interesting. I would love to try it out if I knew I wouldn;t only use it a few times and then forget about it. Thank you so much for sharing! ♥

    • @Mangrovejane
      @Mangrovejane  6 років тому

      Silver Shine LOL!! It is a great gadget that I have used a lot but it’s quite an expensive thing to forget! The demo is free though if you just wanted a play. 😊

  • @Grimmsha72
    @Grimmsha72 5 років тому

    Thanks much for this, learned a bit about mesh

    • @Mangrovejane
      @Mangrovejane  4 роки тому

      Thank you!! I am glad you found it helpful!

  • @papauproulx
    @papauproulx 4 роки тому

    very good video

  • @lilianasilvansky1148
    @lilianasilvansky1148 6 років тому

    What a great and helpful video!! Gives me hope that I Might be able to figure it out lol! Thanks :)

    • @Mangrovejane
      @Mangrovejane  6 років тому

      You are welcome! :) Good luck with figuring it out but if you still need some help, don't forget there is an inworld group for the Mesh Generator and they are pretty knowledgeable about this stuff too!

  • @Tintamar5678
    @Tintamar5678 5 років тому +1

    Cheaper if you buy in world at their store FYI :)

  • @alex-the-bumbo
    @alex-the-bumbo 6 років тому

    This was really interesting, thanks for sharing!

    • @Mangrovejane
      @Mangrovejane  6 років тому

      Astara Lovecraft I’m glad you enjoyed it!! 😊

  • @amamba4433
    @amamba4433 6 років тому +1

    Hi, I have a question and the creator does not answer me. If I make an internal corridor and enter the scrip all great, when I upload it to the virtual world in mech state, why the product goes up immaterial and I can not enter the corridor because it pushes me back?

    • @Mangrovejane
      @Mangrovejane  6 років тому

      AleNay AleNay Hi! When you make something with sides at right angles like that, that you would like to walk through, you need to make them in parts and link them afterwards. When you link them, the prim count will come down. If you try to make it a mesh piece all at once, it will be treated like a solid object and you will get the problems that you have. Anything with a right angle, so a wall and a ceiling for instance, just make a separate wall mesh and ceiling mesh and then link it.

    • @amamba4433
      @amamba4433 6 років тому

      thank you very much, I am Spanish, there are no tutorials in Spanish and it is so hard to learn how this machine works, but thanks to you and your explanation, it has been really easier to start learning, thanks, attentively, virtual world nayi69

    • @Mangrovejane
      @Mangrovejane  6 років тому

      @@amamba4433 You are very welcome :)

    • @MarShilova
      @MarShilova 4 роки тому

      @@Mangrovejane For example, if I create a wall and a floor, will it automatically create a cube? so every wall must be a mesh to link? I have created a house in mesh groups and cannot enter LOL

  • @ukwebmanagement5144
    @ukwebmanagement5144 4 роки тому

    Hi what are the advantages of using the Mesh generator rather than just exporting your object as a collada file in the "save as" option?

    • @Mangrovejane
      @Mangrovejane  4 роки тому +1

      I think the advantages are mostly, for someone who is in SL, it is easier to understand the process through a gadget within the game. that visual representation of the exchange does a lot in a visual world. there are definitely other ways of doing this, including the collada save as option or exporting to blender or maya then importing back as a collada file or simply using third party programs to make mesh items...I was simply showing one way that is well known in world and easy to understand visually :)

  • @alephking2370
    @alephking2370 4 роки тому

    skip to 3:15

  • @TiaShaw.
    @TiaShaw. 6 років тому

    Wow thanks

  • @Tintamar5678
    @Tintamar5678 5 років тому +2

    No no no no, your way of making doorways is incorrect, You need to make a physics model and upload it with the model then change the physics type to prim, Then you can walk through it.

    • @Mangrovejane
      @Mangrovejane  5 років тому +1

      Thanks for letting us know another way to do it. :)

    • @TheAgalmic
      @TheAgalmic 3 роки тому

      A video of what you do would be really helpful. Are you saying that you upload the exact same build as a physics version as well and then set it to prim? Surely NONE would be better if you want to walk through it or are you saying you make a model of the interior space? Or.... what?

  • @kollorkid
    @kollorkid 6 років тому

    omg!