Second Life: Smooth Surface Mesh Seams

If you have ever tried to make big things that require they be made in parts, you have probably run into this problem: the join points show. Look at the example in the lower right of the image (2 arrows). The desired result is to the left (single arrow).

Image by by Drongle McMahon - Arrows by me.
Image by by Drongle McMahon – Arrows by me.

This is not a matter of getting the vertices to match. Even if they do match perfectly, you get shading errors in Second Life. This is a problem with vertex normals.

There is an ongoing thread about this problem in the SL Forum: Visible seam when connecting two smooth shaded pieces. A good explanation of how to achieve a smooth surface at the connection point with correct shading is given by Drongle McMahon here.

Second Life for Oculus

As builders plan for a world to be seen by Oculus Rift users we hear a bit more about building things to real life scale. It is a good idea and has many benefits.

Babe @ Lost Eden - 2014
Babe @ Lost Eden – 2014

What we aren’t hearing much about is how to avoid making visitors sick, simulator motion sickness. I suppose many think that the Oculus Rift people will take care of such problems. The Oculus people are certainly putting thought and engineering into building a system that will avoid giving people simulator sickness. But, they advise those building for Oculus headsets to make sure they can keep their frame rates above 60 FPS…

I suspect the majority of Second Life users seldom see 60 fps. I know with my Quad Core and GTX560 I seem to get 25 to 50 FPS most of the time. If I am in a crowd, it is more like 8 to 12. 

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