Glad you added this as an update. I was worried i would have to spend 2-4k on another script for huds lol
@bandortyrell78215 күн бұрын
Let me know if you need help setting up the first one.
@bandortyrell78216 күн бұрын
I also have just upgraded this to V7, with addition of an API, support for rezzed objects / props, and the ability to create and use HUDs to change textures!
@bandortyrell78216 күн бұрын
Apologies for the voice. Fighting a nasty cold.
@wildflower29324 күн бұрын
Ha! First thing I thought when the video started was NICE VOICE!
@wildflower29324 күн бұрын
Ha! First thing I thought when the video started was NICE VOICE!
@wildflower29324 күн бұрын
Ha! First thing I thought when the video started was NICE VOICE!
@AkiraFurball11 күн бұрын
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
@AkiraFurball11 күн бұрын
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!
@bandortyrell78216 күн бұрын
Well you just answered something i've always wondered.
@AkiraFurball6 күн бұрын
@@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
@AkiraFurball21 күн бұрын
a link to it would be handy ;)
@bandortyrell782121 күн бұрын
I put links to both versions in the description.
@jazzjoplin90824 күн бұрын
Hi Bandor. I wonder if you could do a video showing how to box up a build, in a rezzor, so that the entire build may be put out again next year. I have a winter Christmas cabin and I would like to have it easy to rez next year with a simple one click.
@bandortyrell78216 күн бұрын
I've never really used one, so I would have to look into it.
@AkiraFurball27 күн бұрын
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 :)
@bandortyrell782123 күн бұрын
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.
@AkiraFurball23 күн бұрын
@@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 :)
@AkiraFurball27 күн бұрын
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
@bandortyrell782123 күн бұрын
Thanks!
@AkiraFurball23 күн бұрын
well, it may be the 3d cursor not the origin, but the terms have not fully sunk in yet XD
@Makanamation27 күн бұрын
Good on you for doing these vids
@bandortyrell782123 күн бұрын
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.
@jazzjoplin908Ай бұрын
You make everything look so easy! Thank you for your videos.😁
@bandortyrell78216 күн бұрын
You are welcome.
@JaliyahLatrellАй бұрын
Thank you so much for this. I was looking on marketplace for a pbr mirror texture or something, couldnt find it so went to youtube to figure out how to do it and your video popped up! So helpful. new subscriber!
@bandortyrell78216 күн бұрын
Awesome. Glad I was able to help!
@TheKuptisАй бұрын
Trying to find the second video and am not seeing it in your video list. Did you ever make one?
@bandortyrell78216 күн бұрын
Not yet.
@windkind64Ай бұрын
the great apostasy reveals the rise of the antichrist ... the greatest deception is for the Baal worshipers... they are best overcome by their own pretensions... God has already given them over to their degrading passions and reprobate minds - they are all going to hell in their own train the so called Antichrist... They have already boarded and can no longer get out...
@RoyalPieceАй бұрын
I don't like that this half ass works when I do it.
@bandortyrell78216 күн бұрын
It is a bit tricky to get working.
@heathergoodner47102 ай бұрын
I rember you did not know you did vids
@bandortyrell78216 күн бұрын
I try to.
@VulcanOnWheels3 ай бұрын
I made a mirror, but the size and aspect ratio seem off. How do I correct that?
@bandortyrell78216 күн бұрын
I'm not sure what you mean, but perhaps play with the size of the reflection probe.
@VulcanOnWheels2 күн бұрын
@@bandortyrell7821 I seem very far away in the mirror when I'm actually standing right in front of it.
@innatenessboucher50403 ай бұрын
Rocked it.
@nancysinatra74384 ай бұрын
Thank you so much, i think its the 1st time i have been able to follow instructions on a youtube video :)
@bandortyrell78216 күн бұрын
Let's hope it is not the last time!
@RusticRailRamblings4 ай бұрын
would be better without all the waffling on
@julioreyes46984 ай бұрын
This is an amazing video! Please keep making tutorials for Second Life.
@bandortyrell78216 күн бұрын
What would you like to see?
@GordonNadezda4 ай бұрын
I don't have Substance Painter. What other options are there (preferably free) for creating an AO?
@bandortyrell78216 күн бұрын
You can do it in Blender directly. I don't really do it that way, but I want to learn the new materials editor in Blender, so I will give it a shot.
@LordPanda-xm8gr4 ай бұрын
This is awesome, thank you.
@bandortyrell78214 ай бұрын
You are very welcome. If any of it was confusing or needs clarification, let me know.
@CandaceTheAries5 ай бұрын
Bandor this video was so easy to follow! I made a PBR mirrorrrrrr!!!!!! Thank you sooo much for this video!!
@bandortyrell78216 күн бұрын
You are welcome.
@keliahx4456 ай бұрын
I just...don't think this is worth the demand on our CPUs
@bandortyrell78216 күн бұрын
Mine handles it fine.
@imbolc80246 ай бұрын
Thanks a bunch, oh i'm so gonna try this tomorrow, i've looked so good, you give super information & they way you do it, is fun as well, thanks! (can you add your SL name in info? so we can find your store too?) Super!
@bandortyrell78216 күн бұрын
You're welcome!
@imbolc80246 күн бұрын
@@bandortyrell7821 😊
@davidjunibalya29266 ай бұрын
Thank you. That was well-paced and clear.
@bandortyrell78216 күн бұрын
Thanks
@inventiofortunata6 ай бұрын
ok i just noticed that if there are 2 or more pbr mirrors come together, they break each other :/
@bandortyrell78216 күн бұрын
Yep.
@shariahvt6 ай бұрын
mine is just a blank grey panel until I right click it, then it activates as a mirror. how do I get it to stay active all the time?
@bandortyrell78216 күн бұрын
Not sure, it sounds like something up with the reflection probe.
@kathyp.65526 ай бұрын
wow finally someone who knows how to make one and describes it perfect thank you so much have seen 100 and they just blabbed or very hard to follow thank you again so much i didn't understand or even know about great job !!!
@bandortyrell78216 күн бұрын
Thank you!
@NishaFullPerms6 ай бұрын
WOW! useful, thank you!
@bandortyrell78216 күн бұрын
It is very simple to do and very powerful.
@gowdsake71036 ай бұрын
These are VERY GOOD apart from please write a script first you do ramble on and could fit far more in
@bandortyrell78216 күн бұрын
That would be work. I don't get paid for these videos at all, so they are what they are.
@gowdsake71036 ай бұрын
Use a blank texture !
@loumyhooch55616 ай бұрын
Hello everyone, I would like to know if there are any basics to follow to build 1/4 of a sim, I am a beginner, can you help me? Thank you
@Donna151426 ай бұрын
I am a bit confused, I am following your channel closely, However I have a couple of questions I hope you can help me with. First my textures are going into substance painter so small, Second and probably most important is that my templates that I got from Marketplace do not include AO maps, they do have UV of course, baked or shadow maps. Lastly do I need to make texture sets in blender since I don't have those as well?
@bandortyrell78216 күн бұрын
AO is often called Shadow Map by vendors. There are a million ways to do things. This is how I do it. The scale of textures you apply depends on the scale of your UVs in your UVmap. You can adjust the scale in SP easily. As far as Blender, all you need to do is apply a material to each part you want to texture separately. You don't have to do anything with the material other than assign it. The name you give the material will be the texture set name in Substance Painter.
@Donna151426 күн бұрын
@bandortyrell7821 Thank you so much, that helps alot.
@danisoralyn7 ай бұрын
Mine is distorting me.. what am I doing wrong xD Made the box bigger than the mirror but I still get distortion and blurryness
@RoboticLiquids6 ай бұрын
Flip the sides!
@inventiofortunata6 ай бұрын
My mirror texture doesn't look like this when applied.
@danisoralyn4 ай бұрын
@@RoboticLiquids Thank you! I tried all that too but.. Ill give it another go soon :)
@bandortyrell78216 күн бұрын
Without seeing what you've done, I can't really say.
@gatodelluvia47357 ай бұрын
wouldnt it all easier if you used rezzbox system? Easier not for you but for customers also. If someone wants different layout they can do it after rezzbox is removed.. And ....baked in shadows are outdated and very annoying when decorate, SL has now natural shadows.
@bandortyrell78215 ай бұрын
We are not baking in shadows. This is ambient occlusion only and YES, SL does do its own Ambient Occlusion but it sucks. AO is included as part of the ORM texture in the PBR material. Not including AO in builds make them look flat and lifeless, even with AO enabled in SL.
@gatodelluvia47354 ай бұрын
@@bandortyrell7821 It sucks ONLY when you use third party viewer and/or poor comp. Third party viewers are so behind updates that it is already funny.
@JaySparrowtree7 ай бұрын
when building the bar I suggest using the align feature :) very nice modular design. Well thought out.
@bandortyrell78216 күн бұрын
Thanks
@Dessplays7 ай бұрын
😅can we get a black dragon tutorial?
@bandortyrell78217 ай бұрын
I can try to do it in Black Dragon, but the process would be the same, the only difference the editor panels are not the same.
@AlexusMinotaur6 ай бұрын
I tried it in Black Dragon and looks horrible. Maybe the viewer still needs work, because at least with the last update doesn't work properly.
@chrissyskydancer7 ай бұрын
Hi, due to I also got into the PBR thing for some months i was thinking.. okay what could I learn here :D - but hey thanks alot for the update of mirrors ♥ a long video but honestly thanks alot for the education!
@bandortyrell78217 ай бұрын
Well, I could do one that's much shorter for people who know how it all works. I tried to explain it for the casual user to understand.
@chrissyskydancer7 ай бұрын
@@bandortyrell7821 dont worry you did well - to learn needs also sometimes time and practice
@kathyp.65526 ай бұрын
but he explains in deatail and doesnt babble like others !!
@chrissyskydancer6 ай бұрын
@@kathyp.6552 ? what i said xD
@IamKitKumi5 ай бұрын
@@bandortyrell7821 you did perfectly fine. Your, not even 30 minutes, video was full of information and not babble. I have no problem listening to something that is super informative. Especially since this is KZbin and not tik-toks 2 minute ideal! LOL Then again some people have the attention span of a flea. 😂🤣
@bandortyrell78217 ай бұрын
the bottom of the screen got cut off, but all you missed was the bottom of the Reflection Probe panel. Just select Mirror (Everything) instead of static.
@ganhedinheiroemdolar8 ай бұрын
Maybe this is too much to ask, could you make new videos with these teachings with better video resolution? The videos are in 720p, you can't see them perfectly. I like the videos you teach, thanks for sharing.
@JaySparrowtree9 ай бұрын
how would this be done in GIMP 2.10-.36 ?
@hennahsday9 ай бұрын
where can i get EXR image file?
@ICAITI11 ай бұрын
a link to your shop?
@altiris11 ай бұрын
super silly question but I just started learning PBR materials and watching your video is helping a lot: I do need to have AO map of the object right? I don't make 3d models in Blender, so trying to understand as a user what I can play with, and if I can play with mesh models that were not made for PBR but still have an AO map included and apply PBR materials to it. I am now playing with prims and materials look amazing. Thank you so much for your videos \o/
@bandortyrell78215 ай бұрын
Yes, you can use the AO maps that come with premade mesh objects. That's what I do. If i get a prefab mesh, they ALMOST ALWAYS come with an AO map or "shadow" map. If they don't, you're wasting your money. You need it to texture the object, even without PBR. So, all you have to do is "convert" the simple AO texture (which is a grayscale texture image) into a PBR material that I call the PBR AO Material. You only need 1 for each AO you have. I use Photoshop to make them, but you can use GLTF Packer, Gimp, or other programs to make it. PBR does not have an AO compoenent... not directly. I wish it did. Instead, the PBR materials take 3 different grayscale textures and combine them into one RGB image to use for the Metallic-Rougness settings. Techinically, it is actually the Occlusion-Roughness-Metallic or ORM texture (but many people call it Metallic-Rougnness). They way it works is that the RGB image has a different grayscale image on the 3 color channels in the RGB image: Red channel = AO, Green channel = Roughness, Blue channel = Metallic. So, what I do is edit the AO in Photoshop, make sure it is in RGB mode, then go to the channels panel. You will see the AO is in all 3 channels and the RGB is a composite "color" that you get from the combination of the 3. Simply click on the GREEN channel and Fill it with solid white (white means MAXIMUM roughness or ZERO reflection), then click on the Blue channel and fill it with BLACK (black means ZERO metallic). I always set my PBR AO material to be matte, like this, then use the sliders to raise the amount of metallic and roughness I may want. If, I know ahead of time I want some materials to be shiny and some to be matte, I MIGHT make 2 different PBR AO materials, one for each. Now, click on the RGB channel to see the results. Export the image as PNG and upload it to Second Life as the PBR AO Material for the object or face you're working on. Now, create a NEW MATERIAL. Put a solid white image in the Base Color slot. Drag and Drop the PBR AO MATERIAL you created into the Roughness-Metallic slot. Leave the normal and emissive blank. Save the new material and name it significantly like PBR AO Material (Part name). Now, just drag this material onto the object/face for which it was made and you have not applied a PBR version of the AO onto your object. To add a texture to the object, simply edit it, go to the Texture tab, pick PBR Materials, and drag the texture you want onto the BASE COLOR slot. You can scale the Base Color image, rotate it, etc. and see the results on the object in REAL TIME. You can then SAVE AS and create a new material that is the combination of the texture with the AO. Then, just drag another texture on the BASE COLOR and Save As... repeat for as many textures as you want to have. It's SUPER simple at this point to mass produce a TON of textures all with the AO and not use Photoshop for each one.
@Lotushead.11 ай бұрын
This process would be more efficient if you edited your roughness maps in Substance Painter before exporting, rather than manually doing them all in Photoshop afterwards. In the SP main viewport, rather than viewing the “material” you can use the drop down menu to select individual channels, if you choose “roughness” it will just display the roughness map which you can then edit to meet your requirements. I can’t see any reason at all for Photoshop to be used in this pipeline.
@bandortyrell78215 ай бұрын
I'm not sure I understand your comment or how it relates to this process. If I am in Substance and make textures for SL, I simply export them and use them. This process is for the creation of an ORM map for when you don't already have one. If using SP, you can simply put a white fill on the object and export the GLTF and you HAVE the PBR AO material. So, I'm not quite sure I get your comment. The purpose of this process is not to create a roughness map, it is to create an ORM texture map that combines the Occlusion, Roughness and Metallic in one. Substance can do that for us. I'm trying to explain how to do it when you don't have the luxury of using SP to make them for you. For that, you need something like GLTF packer or a tool that will let you put a separate grayscale on each of the RGB channels. So, it's been a while since I made this video, so I'm not exactly sure why I made you feel that I was using the Roughness maps at all, since in my PBR AO process, I don't even use the Roughness channel at al. The only channel I even care about in the process is the AO. I'll take a look again and see if I said something wrong. Thanks for the feeedback.
@ladywhitefalcon11 ай бұрын
Just added you to my favs to watch. Thank you so much for making these how to and learning videos
@bandortyrell78216 күн бұрын
Thanks
@ubwoodman91511 ай бұрын
Awesome, 2vids 24 hours
@ubwoodman91511 ай бұрын
Bandor love your content, always learning new stuff. You can edit the windows folder properties to see all the details about files. Windows hides file extensions by default.
@johnbattams225811 ай бұрын
Why texture a piece of cloth with a shiny finish? Satin or silk maybe. But surely not simple cloth.
@bandortyrell782111 ай бұрын
It can be adjusted to a degree, but it also seems to be something with the PBR implementation in SL. So, I'm using Firestorm Alpha. It looks different with other viewers. I intentionally set Metallic to 0, which should turn it off, and roughness to 1.0 which also should turn it off, but you still get a little sheen. The only other thing I could try is to generate the metallic-roughness map manually in Photoshop. I'll play with that today and if doing so makes the output have less sheen, I'll make sure to update the PBR AO Materials to use it for the cloth bits.
@bandortyrell782111 ай бұрын
Apparently the output PBR material for the default materials from SP has a 50% gray image for the ROUGHNESS value. By changing it to WHITE, the native shine goes away. I show how to do that in the video I posted today. kzbin.info/www/bejne/qqmWk56HpKaFjtU