Sansar Creation – General How To Overview

EXR

Windlight, which is getting a revamping in SL, is called Scene Settings in Sansar. Here you’ll find the .exr files are for changing the sky. But, what is an .exr file and how do you make one to upload?

According to the web, and it is never wrong…, an EXR file is: A raster image stored in the OpenEXR format, a high dynamic-range (HDR) image file format developed by Industrial Light & Magic; supports multi-layer images, lossy and lossless compression, and 16-bit and 32-bit pixels; used for storing deep raster images for high-quality graphics; used by raster graphics editing programs and imaging applications. (Reference)

So, how do I make one of those? The techy details are here OpenEXR. You’ll find there is a plugin for Photoshop. The page includes instructions for using the plugin. Another plugin and a helpful site are here: EXR-IO.

I have yet to play with these so I have no idea which is better. If you have an opinion please comment.

As of November 2015, GIMP was not capable of supporting EXR. As of January 2016, GIMP users were still facing challenges working with EXR files. Paint.net the other leading free image editor is apparently in the same boat. If you know anything about EXR in these programs, please comment.

Blender can render to EXR… I have yet to dig into what Blender can and cannot do with EXR.

AMBIX

I had to read up on this file type. Ambix or Ambisonic is a data exchange format for sound files. I suppose similar to FBX for 3D scenes. More on that later.

When stereo 2-track and then newer 4-track sound was insufficient for what artists wanted to present Ambix was developed. It proves for a much richer sound experience. The Wikipedia explains it: Ambisonic. If you are confused by this one, well so is most of the industry. There are loads of incompatible formats. This one will take some sorting but, provides great potential.

Start your Ambix learning experience here: YouTube, Ambisonics, and VR.

Godrays - Sin

Godrays – Sin

CS

These are the script files. You’ll find information here: Working with Script Files. You’ll find examples in the Sansar install folder of your computer. Look here: Program Files > Sansar > Client > ScriptAPI Examples.

CS files are text files. You can edit them with any “plain” text editor, Notepad++ is a free editor with syntax highlighting. For advanced scripting/programming, there are numerous C# development tools.

Training is available all over the place: C# Tutorials.

Linden Lab is using some version of Microsoft’s C# IDE (Integrated Development Environment).  The free tool is very generalized and highly versatile. This means it will have a significant learning curve. In time we will see tutorials specific to its use with Sansar.

FBX

This is a file used to move 3D content (animations, geometry, textures, and scenes) between various modeling programs. Owned by AutoDesk (think AutoCAD) it is a common format. Blender, Photoshop, and many other programs support it or parts of it.

In Sansar, it appears all 3D models are uploaded in FBX format. Tips for exporting a useable FBX file from various programs is here: 3D model export and setup tips using popular 3D tools. Maya, #DS, and Blender are the named tools.

Zbrush and Mudbox will NOT export the FBX files in a format needed for Sansar. Users will have to make a pass through one of the named 3 to get the right format.

Level of Detail (LoD) will be a challenge in Sansar. So, if you aren’t developing good LoD’s in SL, you are going to be hurting in Sansar.

The good thing about poor LoD in Sansar… it only hurts the Experience where that weak content exists. There aren’t any ‘next door neighbors’ in the same ‘region’.

Inventory

Things built into Sansar, purchased from the Sansar Store, or uploaded can be found in your inventory. Those things can be click-drag from inventory to the scene.

For more details, see: Inventory. The article already appears to be a bit out of date. But, only appearance-wise.

Currency

Not exactly a part of the creative concept, it is an important part of life in Sansar. The currency market is the Sandex™. Find it here: Sandex. Today, as I write, the S$ is bid at S$100 per US$1.00 and ask at S$98 per $1.00.

The market only shows the current averages. The Linden exchange has way more data.

The Sansar Store

Of course, this too is not within the ‘creation’ concept but is a significant part of creators’ and builders’ life in Sansar. You’ll find it here: The Sansar Store.

This is an EARLY version of the store. For now, there is no search, categories, whatever… It is an endless page of random stuff. Finding thanks is a major PITA.

Summary

This should be enough to get one started, at least to find the starting places.

There are significant differences between Second Life™ and Sansar™. All 3D worlds are similar. But, I am seeing signs of just how advanced Sansar is in comparison to Second Life. I have little doubt the creatives will find Sansar intriguing. I am certainly curious and interested.

There are gaps. Furries are appearing in Sansar. So, there is a way to do avatars and clothes. I didn’t find it in the Sansar information. I suspect you make your own avatar and clothes and upload them. But, I doubt that will work with the Avatar appearance tools in Sansar. So, for now, I’m clueless.

2 thoughts on “Sansar Creation – General How To Overview

  1. Animation import support is coming soon.
    https://help.sansar.com/hc/en-us/articles/115003987283-Meeting-Notes-August-04-2017

    That how-to link may just be simplified upload instructions excluding materials/textures stuff. Textures are part of the mesh uploads. Don’t know if they’ll make them an independent thing like in SL. Hoping they also add material assignment into the object properties post-upload as well. Here’s a link for materials stuff.
    https://help.sansar.com/hc/en-us/articles/115003259646-Materials-editing-and-shaders

    In regards to CS scripts… I really do hope they consider having a built-in script editor within Sansar that allows you to see common code hints, error check, compile and actually test the script on-the-fly while in your layout (or scene edit) mode. I think having a similar workflow much like in SL helps productivity when trying to learn Sansar’s C# API and how that scripts works in-world. The current external editing, upload, seeing how it works in-world, then rinse/repeat can be a tedious process when trying to learn something.

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