[JIRA] Commented: (MISC-3776) Create a new Hair prim type to reduce the problems of multi-prim hair
Liliya Avedon (JIRA)
no-reply at lindenlab.cascadeo.com
Wed Jan 13 14:38:32 PST 2010
[ http://jira.secondlife.com/browse/MISC-3776?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=159387#action_159387 ]
Liliya Avedon commented on MISC-3776:
I think this is an outrage. Hair designers do need to be aware of this. It would be horrible to have all their hard work go to waste. I love prim and flexy hair the way it is, lag or no lag.
> Create a new Hair prim type to reduce the problems of multi-prim hair
> Key: MISC-3776
> URL: http://jira.secondlife.com/browse/MISC-3776
> Project: 4. Second Life Misc Issues - MISC
> Issue Type: New Feature
> Components: Miscellaneous
> Environment: N/A, applies to all environments.
> Reporter: Morgaine Dinova
> Priority: Major
> The residents have high expectations for personal appearance in SL, particularly in human form, which has resulted in the nearly universal use of multi-prim hair. This has been the cause of many load-related problems such as large increases in prim download and additional pressure on rendering in viewers, both of which contribute to lag and worsen the user experience. Current prim hair doesn't look very natural either.
> It is suggested that a new dedicated Hair prim type be created to address these issues. There are many possible ways of designing such a Hair prim type. The following points outline only one of these approaches:
> - Hair generally consists of bundles of strands emerging from a segment of a curved surface at a preferred orientation. Spherical and cylindrical surfaces address a very wide range of expected use cases with just a single prim. "Prim torture" parameters can be used to define the desired size and shape of this patch, the number of bundles in the patch, and the density of strands in the patch, as well as modifying the orientation at which the bundles emerge from its surface.
> - Each strand of hair is of least-possible rendering thickness. This makes Continuous Level of Detail rather easy to do well, and the result can be extremely smooth. As the distance from the camera increases, simply reduce the number of strands rendered in each bundle.
> - The parameters that would need to be sent to viewers would be massively less than for equivalent quality normal prim hair, because no strand parameter other than length would need to be sent compared to normal prims, and length would be specified per bundle, not per strand. None of the torturing parameters of current prims are required for strands, and the Flexible Path parameters need apply only per bundle, or possibly only to the entire patch. This represents a huge saving in download data.
> - Linksets could be avoided entirely in many cases because bundles already have configurable orientations and lengths, and in more elaborate cases only a few Hair prims would be need to be linked together. This would make good hair production much easier for residents too, while expert hair creators would have a new and much more versatile building block for their creations.
> - Because the Hair prim type would be dedicated to hair alone, new parameters could be added that would provide for much better hair visuals --- real curly hair and tangles that don't look like painted on cellophane would at last be possible. This would fit in well with the vision of advanced "SLHD" visual quality mentioned in M Linden's blog post of 3rd Jan.
> Clearly a lot more is possible in this general direction, but the above gives a flavor of what could be achieved without a huge amount of effort. Perhaps improving SL visual quality isn't the current major preoccupation, but reducing sim and viewer lag alone should be enough of a reason for examining the case for creating this new prim type.
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