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	<title>Lovecraft Forest &#187; SL Gadgets</title>
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	<link>http://www.lovecraftforest.com/blog</link>
	<description>Kerwin's Musings And Other Discoveries</description>
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		<title>Cool Alternative!</title>
		<link>http://www.lovecraftforest.com/blog/2008/02/23/cool-alternative/</link>
		<comments>http://www.lovecraftforest.com/blog/2008/02/23/cool-alternative/#comments</comments>
		<pubDate>Sat, 23 Feb 2008 16:58:29 +0000</pubDate>
		<dc:creator>Kerwin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[LSL]]></category>
		<category><![CDATA[SL Gadgets]]></category>

		<guid isPermaLink="false">http://www.lovecraftforest.com/blog/2008/02/23/cool-alternative/</guid>
		<description><![CDATA[  Hypatia Callisto has been using my testbed for making sculpies with Luxology&#8217;s Modo.   She&#8217;s found some minor errors in my gradients and corrected them.  She&#8217;s been kind enough to share her work with the rest of us, so here it is: http://www.rabbitroo.com/SL/testbedtorusfinalHC01.lxo.      EDIT 4/16/08: Also available as a .zip file:  http://www.rabbitroo.com/SL/testbedtorusfinalHC01.lxo.zip and here ALT: testbedtorusfinalhc01lxo]]></description>
			<content:encoded><![CDATA[<p><img title="HCTestbed.png" src="http://www.lovecraftforest.com/blog/wp-content/uploads/2008/Feb/HCTestbed.png" border="0" alt="HCTestbed.png" width="450" height="265" /> </p>
<p>Hypatia Callisto has been using my testbed for making sculpies with Luxology&#8217;s Modo.   She&#8217;s found some minor errors in my gradients and corrected them.  She&#8217;s been kind enough to share her work with the rest of us, so here it is: http://www.rabbitroo.com/SL/testbedtorusfinalHC01.lxo.     </p>
<p>EDIT 4/16/08: Also available as a .zip file: </p>
<p style="text-align: center;">http://www.rabbitroo.com/SL/testbedtorusfinalHC01.lxo.zip</p>
<p style="text-align: left;">and here ALT: <a href="http://www.lovecraftforest.com/blog/wp-content/uploads/2008/04/testbedtorusfinalhc01lxo.zip">testbedtorusfinalhc01lxo</a></p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Windlight Rendering</title>
		<link>http://www.lovecraftforest.com/blog/2007/12/29/windlight-rendering/</link>
		<comments>http://www.lovecraftforest.com/blog/2007/12/29/windlight-rendering/#comments</comments>
		<pubDate>Sat, 29 Dec 2007 20:37:58 +0000</pubDate>
		<dc:creator>Kerwin</dc:creator>
				<category><![CDATA[Forest Admin]]></category>
		<category><![CDATA[SL Gadgets]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Windlight]]></category>

		<guid isPermaLink="false">http://www.lovecraftforest.com/blog/2007/12/29/windlight-rendering/</guid>
		<description><![CDATA[Windlight is coming along nicely.   Here&#8217;s Mathue&#8217;s shot with the new test viewer from SouthWest Lovecraft Forest. ]]></description>
			<content:encoded><![CDATA[<p>Windlight is coming along nicely.   Here&#8217;s Mathue&#8217;s shot with the new test viewer from SouthWest Lovecraft Forest.<img src="http://www.lovecraftforest.com/blog/wp-content/uploads/2007/12/new_first_001.jpg" alt="new_first_001.jpg" title="new_first_001.jpg" align="absmiddle" width="480" height="288" border="0" /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mathue&#8217;s Sculpy Lamp</title>
		<link>http://www.lovecraftforest.com/blog/2007/07/10/mathues-sculpy-lamp/</link>
		<comments>http://www.lovecraftforest.com/blog/2007/07/10/mathues-sculpy-lamp/#comments</comments>
		<pubDate>Tue, 10 Jul 2007 14:26:47 +0000</pubDate>
		<dc:creator>Kerwin</dc:creator>
				<category><![CDATA[Forest Admin]]></category>
		<category><![CDATA[SL Gadgets]]></category>
		<category><![CDATA[sculpie]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://www.lovecraftforest.com/blog/2007/07/10/mathues-sculpy-lamp/</guid>
		<description><![CDATA[Mathue&#8217;s getting into Sculpies. He&#8217;s using Rokuro to make lathe sculpy for his lamp:]]></description>
			<content:encoded><![CDATA[<p>Mathue&#8217;s getting into Sculpies.   He&#8217;s using Rokuro to make lathe sculpy for his lamp:
<p style="text-align: center"><img src="http://www.lovecraftforest.com/blog/wp-content/uploads/2007/07/oil_lamp_001.jpg" width="500" height="349" border="0" title="oil_lamp_001.jpg" alt="oil_lamp_001.jpg" /></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Single Prim Head</title>
		<link>http://www.lovecraftforest.com/blog/2007/06/01/single-prim-head/</link>
		<comments>http://www.lovecraftforest.com/blog/2007/06/01/single-prim-head/#comments</comments>
		<pubDate>Fri, 01 Jun 2007 17:14:03 +0000</pubDate>
		<dc:creator>Kerwin</dc:creator>
				<category><![CDATA[SL Gadgets]]></category>

		<guid isPermaLink="false">http://www.lovecraftforest.com/blog/2007/06/01/single-prim-head/</guid>
		<description><![CDATA[Ina Centaur has been busy making Sculptured Prims with great success! Here&#8217;s a one prim head Ina developed: And more detail! Beautiful work, Ina!]]></description>
			<content:encoded><![CDATA[<p>Ina Centaur has been busy making Sculptured Prims with great success!   Here&#8217;s a one prim head Ina developed:</p>
<p><img src="http://www.lovecraftforest.com/blog/wp-content/uploads/2007/06/InaHead1.png" alt="InaHead1.png" title="InaHead1.png" border="0" height="275" width="500" /></p>
<p>And more detail!</p>
<p><a href="http://www.lovecraftforest.com/blog/wp-content/uploads/2007/06/InaHead2.png" onclick="ps_imagemanager_popup(this.href,'InaHead2.png','332','395');return false" onfocus="this.blur()" rel="lightbox[81]"><img src="http://www.lovecraftforest.com/blog/wp-content/uploads/2007/06/InaHead2.png" alt="InaHead2.png" title="InaHead2.png" border="0" height="395" width="332" /></a></p>
<p>Beautiful work, Ina!</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Beaking it Down</title>
		<link>http://www.lovecraftforest.com/blog/2007/05/31/beaking-it-down/</link>
		<comments>http://www.lovecraftforest.com/blog/2007/05/31/beaking-it-down/#comments</comments>
		<pubDate>Thu, 31 May 2007 19:10:42 +0000</pubDate>
		<dc:creator>Kerwin</dc:creator>
				<category><![CDATA[LSL]]></category>
		<category><![CDATA[SL Gadgets]]></category>

		<guid isPermaLink="false">http://www.lovecraftforest.com/blog/2007/05/31/beaking-it-down/</guid>
		<description><![CDATA[Hello again! I&#8217;m back from a brief jaunt to the East Coast. While I was away, I&#8217;ve had a couple of requests to break down further the steps for using my little Sculpted Prims maker. So, I&#8217;m going to try to detail what you need to do, step by step, with the test bed. Download [...]]]></description>
			<content:encoded><![CDATA[<p>Hello again!   I&#8217;m back from a brief jaunt to the East Coast.   While I was away, I&#8217;ve had a couple of requests to break down further the steps for using my little Sculpted Prims maker.  So, I&#8217;m going to try to detail what you need to do, step by step, with the test bed.</p>
<p style="text-align: center"><img src="http://www.lovecraftforest.com/blog/wp-content/uploads/2007/05/SculpieTest.png" alt="SculpieTest.png" title="SculpieTest.png" border="0" height="289" width="400" /></p>
<ol>
<li> Download my testbed from my site.  The current version is here: <a href="http://www.rabbitroo.com/SL/SLtest4.lxo" title="Testbed 4">http://www.rabbitroo.com/SL/SLtest4.lxo</a>.  Store a backup copy in case you need a fresh copy later.</li>
<li>Open it up in Modo 203.  I have not tested it in earlier versions.   You should  should see my little test vase in the window.   For the sake of this exercise, I&#8217;ll be referring to Modo&#8217;s default layout, so if you&#8217;re  a little new to Modo, you should set your layout to match by going to the Layout menu and selecting Layouts -&gt; &#8220;201 Default Layout&#8221; or similar.</li>
<li>In the item list, select the &#8220;Mesh&#8221; item.</li>
<li>Switch to polygon  mode (the &#8220;3&#8243; key) and double-click on my vase to select all the polygons.   Hit the delete key</li>
<li>Model your own object or paste in your own object by using copy and paste commands from the &#8220;Edit&#8221; menu.   Scale to suit (I like to see that the grid size is 10mm)</li>
<li>Let&#8217;s assume that you have your object in place by one means or another in step 5.   It&#8217;s time to make a Spherical UV map of the object.   This will be the hardest step, so I&#8217;m going to try to make it as simple as possible in steps 7 through 15</li>
<li> In the upper right, next to the Item List, is a tab for the Vertex Map List.   Select this tab, and then unfold (click on the triangle) the the item labled UV Maps.</li>
<li>Delete any UV maps already in the list by right-clicking and selecting &#8220;Delete.&#8221;</li>
<li>Create a fresh map by clicking on the &#8220;(new map)&#8221; item under UV maps.   Name it &#8220;Spherical&#8221; and make sure the type is UV Map.</li>
<li>We are going to switch Layouts again to make it easier to work with UV Maps, to do this go to the layout menu and and select Layouts-&gt;&#8221;UV Edit&#8221;  Your screen will dominated by a window for the UV Map next to the toolbar on the left and a smaller window for the object in the upper right.</li>
<li>Select the &#8220;Create Map&#8221; tool from the upper Left.  The tool properties will appear in the lower left and you will select &#8220;Spherical&#8221; from  Projection Type Setting, &#8220;Y&#8221; for the Axis Setting and &#8220;Automatic&#8221; For the Settings.   Don&#8217;t fool with the other things if you don&#8217;t know what they do, because you&#8217;re more likely to confuse yourself.   Click once in the UV map and your object&#8217;s map should appear.   Don&#8217;t worry if it looks like a tangled ball of string at this point&#8211;it&#8217;s supposed to look like that for what we&#8217;re doing.   If it looks nice and flat, all the better since it means that your object has good topological parallels to sphere which will make a nice shape as a sculpie.  (Spheres and Cylinders will look the best.)  Hit spacebar to accept your new map.  You now have a basic Spherical UV Map.</li>
<li>To better fill up the UV space, we&#8217;re going to clean up the map a little.   Select the &#8220;Fit UVs&#8221; tool and when the dialog pops up uncheck anything that is checked, especially &#8220;keep proportions&#8221;.   Your map will try to fill up the upper right quadrant of the UV space</li>
<li>If you&#8217;re very lucky (e.g. your object was shaped like a sphere or cylinder) your UV map probably fills up the square space quite nicely.   If it doesn&#8217;t, it&#8217;s best to do some cleanup of the UV map so that it covers the whole positive UV space (e.g. from 0 to 1 +U and from 0 to 1 +V).   To do this we&#8217;ll be selecting either vertexes or edges (e.g. use the &#8220;1&#8243; key or the &#8220;2&#8243; key select points or edges in the vertex map.)   The next step is only necessary if your UV map&#8217;s edges don&#8217;t fill up the square very well.</li>
<li>To start with select points (or edges) along the left side UV map that would, if stretched to the left make a nice left edge of the UV square shape.   With these points selected, use the tool on the left under &#8220;UV Align&#8221; that looks like a green arrow pointing to the left at a vertical line of points and edges.   When clicked. your selected points will jump to the left.   Next, select the points along the top edge that would make a nice top edge to the map.   Use the tool that looks like a green arrow pointing up.  Repeat this process to make a clean right edge and bottom edge, using the right pointing align tool and the down pointing align tool respectively.</li>
<li>Congratulations, you&#8217;re done making the spherical the UV map&#8211;again, don&#8217;t worry if the center looks confusing and there are overlapping polygons&#8211;this will get sorted out automatically when  we make the map.</li>
<li>Switch back to Modo&#8217;s default layout for now by selecting Layouts -&gt; &#8220;201 Default Layout&#8221; or similar.  Use polygon selection mode (the &#8220;3&#8243; key) and double click on your mesh to select all its polygons.   With the &#8220;M&#8221; key, make sure the objects material is set to &#8220;Default&#8221;</li>
<li>We&#8217;re now going to make sure the special textures to make a sculpie fit your object.   Next to the tab in the upper left that says, &#8220;Tool Bar&#8221; is another tab that says &#8220;Render Settings&#8221;.   Select &#8220;Render Settings&#8221;</li>
<li>In the upper right, make sure the &#8220;Item List&#8221; is showing.  In the list, there are three texture controls (called <em>texture locators</em> in Modo parlance.)  They are named &#8220;Texture: Red&#8221;, &#8220;Texture: Green&#8221;, and &#8220;Texture: Blue&#8221;.  Click on each of these items, and under &#8220;Render Properties&#8221; click the Autosize button once.   This will fix your texture locators for your object.</li>
<li>Now we&#8217;re ready to bake out a sculpie texture.   Click on the top node of the shader tree that says &#8220;Render&#8221; and check that the Frame width and Frame Height are each 64 pixels (if you haven&#8217;t changed anything in my testbed, that&#8217;s what it will be.)</li>
<li>From the Render Menu, select &#8220;Bake&#8221;   It will very quickly make a little 64&#215;64 pixel render.   That&#8217;s it!   This little splotch of color is your sculpie texture.   Save this (I usually save these as a TGA file, but other format will work) and upload into SL.   Create an object and make sure the type is sculptured prim.   Use this little 64&#215;64 texture and your object should snap into shape!</li>
</ol>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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