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	<title>Comments on: The wineglass problem</title>
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	<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/</link>
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		<title>By: Madeliefste Oh</title>
		<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/comment-page-1/#comment-1001</link>
		<dc:creator>Madeliefste Oh</dc:creator>
		<pubDate>Sun, 28 Feb 2010 11:33:32 +0000</pubDate>
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		<description>Sorry, seems not possible to upload the texture here.</description>
		<content:encoded><![CDATA[<p>Sorry, seems not possible to upload the texture here.</p>
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		<title>By: Madeliefste Oh</title>
		<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/comment-page-1/#comment-1000</link>
		<dc:creator>Madeliefste Oh</dc:creator>
		<pubDate>Sun, 28 Feb 2010 11:32:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=1159#comment-1000</guid>
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		<title>By: Madeliefste Oh</title>
		<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/comment-page-1/#comment-999</link>
		<dc:creator>Madeliefste Oh</dc:creator>
		<pubDate>Sun, 28 Feb 2010 11:32:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=1159#comment-999</guid>
		<description>It seems that the textures in not wrapping around the object in the same way in SL, as it does in Jazz.

Next texture I made by hand in Photoshop. I aligned it in Blender (using Jazz). But now when I upload it to SL, the texture does not fit the object anymore. 

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		<content:encoded><![CDATA[<p>It seems that the textures in not wrapping around the object in the same way in SL, as it does in Jazz.</p>
<p>Next texture I made by hand in Photoshop. I aligned it in Blender (using Jazz). But now when I upload it to SL, the texture does not fit the object anymore.</p>
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		<title>By: Madeliefste Oh</title>
		<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/comment-page-1/#comment-585</link>
		<dc:creator>Madeliefste Oh</dc:creator>
		<pubDate>Mon, 25 Jan 2010 21:19:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=1159#comment-585</guid>
		<description>I&#039;m not experienced enough to know how to solve your problem in Blender. But I did some experiments with glass looking sculpties in SL. And the results were dissappointing. SL has problem showing two transparent things that are behind each other... the system seems not able to order those right. So a transparent prim that is behind another transparent prim, can show it, as if it was the first prim in the  space.

I had made a goblet with glass on a metal leg. In the glas part the same problem showed up as with two transparent object behind each other. Thought the sculpt is just a single prim object, SL seems not to be able do show the frontsite first and the the backsite second... at least not all the time.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not experienced enough to know how to solve your problem in Blender. But I did some experiments with glass looking sculpties in SL. And the results were dissappointing. SL has problem showing two transparent things that are behind each other&#8230; the system seems not able to order those right. So a transparent prim that is behind another transparent prim, can show it, as if it was the first prim in the  space.</p>
<p>I had made a goblet with glass on a metal leg. In the glas part the same problem showed up as with two transparent object behind each other. Thought the sculpt is just a single prim object, SL seems not to be able do show the frontsite first and the the backsite second&#8230; at least not all the time.</p>
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		<title>By: Masami Kuramoto</title>
		<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/comment-page-1/#comment-584</link>
		<dc:creator>Masami Kuramoto</dc:creator>
		<pubDate>Tue, 19 Jan 2010 13:36:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=1159#comment-584</guid>
		<description>OK, it&#039;s definitely a problem with the material nodes.

You can&#039;t bake refraction into a texture because it&#039;s an effect that depends on a static camera point of view and environment. When you bake textures, a virtual camera moves around the mesh and takes pixel snapshots along the surface normals. This barely works for specular reflection but totally fails for any kind of raytracing or environment mapping.

I guess the best way to bring such a glass into SL is to extend the area covered by specular highlights, e.g. by reducing specularity hardness or adding more lamps, so that the texture blends between semi-opaque and almost transparent in a way that resembles reflections on real glass.</description>
		<content:encoded><![CDATA[<p>OK, it&#8217;s definitely a problem with the material nodes.</p>
<p>You can&#8217;t bake refraction into a texture because it&#8217;s an effect that depends on a static camera point of view and environment. When you bake textures, a virtual camera moves around the mesh and takes pixel snapshots along the surface normals. This barely works for specular reflection but totally fails for any kind of raytracing or environment mapping.</p>
<p>I guess the best way to bring such a glass into SL is to extend the area covered by specular highlights, e.g. by reducing specularity hardness or adding more lamps, so that the texture blends between semi-opaque and almost transparent in a way that resembles reflections on real glass.</p>
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		<title>By: Masami Kuramoto</title>
		<link>http://blog.machinimatrix.org/2010/01/17/the-wineglass-problem/comment-page-1/#comment-582</link>
		<dc:creator>Masami Kuramoto</dc:creator>
		<pubDate>Mon, 18 Jan 2010 12:42:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=1159#comment-582</guid>
		<description>Hi!

You say you are using ray transparency, but raytraced transparency does not produce (alpha-)transparent textures when baked.

Maybe you are trying to work around that in your node setup, and that&#039;s what is causing the artifacts. It&#039;s difficult to tell without looking at the nodes. When I bake transparent textures with Z-transparency, I never see artifacts like these (unless there are flipped normals or zero-sized faces, but you already ruled these out when we talked yesterday).</description>
		<content:encoded><![CDATA[<p>Hi!</p>
<p>You say you are using ray transparency, but raytraced transparency does not produce (alpha-)transparent textures when baked.</p>
<p>Maybe you are trying to work around that in your node setup, and that&#8217;s what is causing the artifacts. It&#8217;s difficult to tell without looking at the nodes. When I bake transparent textures with Z-transparency, I never see artifacts like these (unless there are flipped normals or zero-sized faces, but you already ruled these out when we talked yesterday).</p>
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