System Vegetation (Content Creation): Difference between revisions
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''[[Opensimulator]]: [[OpenSimulator Content Creators Home|Content Creators]]: Models: System Vegetation'' | ''[[Opensimulator]]: [[OpenSimulator Content Creators Home|Content Creators]]: Models: System Vegetation'' | ||
Some practical tips how and why to use system vegetation on Opensimulator. See the [[System vegetation]] in the documentation section for more detailed information about the asset type. | |||
System vegetation is a special form of procedural models intended to create plants with a lower streaming cost than those made from prims, sculpts or mesh. The models are generated by the viewer, mostly from predefined values and data stored in two xml files that are included in the viewer download package. Only a few parameters are delivered from the server. This of course means that the load the plants put on the servers is all but negligible. This is however not quite true for the viewer. System vegetation is always farily simplistic and not likely any serious stress to any modern client computer. But even so, neither the code nor the mesh generated are well optimized. | System vegetation is a special form of procedural models intended to create plants with a lower streaming cost than those made from prims, sculpts or mesh. The models are generated by the viewer, mostly from predefined values and data stored in two xml files that are included in the viewer download package. Only a few parameters are delivered from the server. This of course means that the load the plants put on the servers is all but negligible. This is however not quite true for the viewer. System vegetation is always farily simplistic and not likely any serious stress to any modern client computer. But even so, neither the code nor the mesh generated are well optimized. | ||
The main problem with system vegetation, however, is that it's way outdated. It was developed as early as 2002 and apart from the addition of one more ground coverage option it has never been updated. A lot has changed to computer graphics since then and although system vegetation isn't completely irrelevant most of the variants do not meet the expectations to visual quality people tend to have today. | The main problem with system vegetation, however, is that it's way outdated. It was developed as early as 2002 and apart from the addition of one more ground coverage option it has never been updated. A lot has changed to computer graphics since then and although system vegetation isn't completely irrelevant most of the variants do not meet the expectations to visual quality people tend to have today. | ||
== Variants == | == Variants == | ||
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* '''Grass 4''' An "autumn variant" of Grass 0/Grass 2. Bigger and with reddish-brown colors | * '''Grass 4''' An "autumn variant" of Grass 0/Grass 2. Bigger and with reddish-brown colors | ||
* '''undergrowth_1''' Small alder(?) shrubs. | * '''undergrowth_1''' Small alder(?) shrubs. | ||
== Creating System Vegetation == | == Creating System Vegetation == |
Latest revision as of 01:24, 13 June 2023
Opensimulator: Content Creators: Models: System Vegetation
Some practical tips how and why to use system vegetation on Opensimulator. See the System vegetation in the documentation section for more detailed information about the asset type.
System vegetation is a special form of procedural models intended to create plants with a lower streaming cost than those made from prims, sculpts or mesh. The models are generated by the viewer, mostly from predefined values and data stored in two xml files that are included in the viewer download package. Only a few parameters are delivered from the server. This of course means that the load the plants put on the servers is all but negligible. This is however not quite true for the viewer. System vegetation is always farily simplistic and not likely any serious stress to any modern client computer. But even so, neither the code nor the mesh generated are well optimized.
The main problem with system vegetation, however, is that it's way outdated. It was developed as early as 2002 and apart from the addition of one more ground coverage option it has never been updated. A lot has changed to computer graphics since then and although system vegetation isn't completely irrelevant most of the variants do not meet the expectations to visual quality people tend to have today.
Variants
There are two basic kinds of system vegetation "Trees" (really any single plants) and "Grass" (really any multi plant ground cover).
Trees
A system tree is a single plant and there are 21 variants. Most of the names are self-explanatory:
- Pine 1
- Oak This is not actually an oak at all but a small maple with orange autumn leaves.
- Tropical Bush 1 Looks like some sort of palm shrub.
- Palm 1
- Dogwood
- Tropical Bush 2
- Palm 2
- Cypress 1 Not really a cypress. The texture used for the foliage is from a cypress but the canopy shape is typical for genereic hardwood trees and not like any common type of cypress.
- Cypress 2 Not really a cypress. The texture used for the foliage is from a cypress but the canopy shape is typical for genereic hardwood trees and not like any common type of cypress.
- Pine 2
- Plumeria A seriously oversized flowering shrub.
- Winter Pine 1
- Winter Aspen
- Winter Pine 2
- Eucalyptus
- Fern
- Eelgrass
- Sea Sword
- Kelp 1
- Beach Grass 1
- Kelp 2
Not all "trees" have trunks and branches but for those that do, they are made from twisted cylinders with collapsed ends and nine vertices around the circumference. Foliage is made from several pairs of crossed panels.
In Second Life system trees are assigned a random size when rezzed, on opensim the nominal size is always 4x4x4 m. The actual size is smaller than the nominal one, for some variants considerably smaller. The plants can be resized in-world. In Second Life max size is 10x10x10 m on opensim it's the same limit as other objects (configurable in the server but 256x256x256 m as default).
Grass
A piece of system grass consists of 32 flat panels with a picture of some sort of vegetation on them. The panels will always be aligned with the system terrain and can not be moved vertically. Nor can the panels be resized; changing the vertical (z axis) scale has no effect and changing the horizontal (x and y axis) scale will change the distance between the panels.
There are six (really only five) system grass variants:
- Grass 0 Yellowish-green grass with straws.
- Grass 1 Dense cluster of poorly masked grass.
- Grass 2 For most practiucal pruposes identical to Grass 0. It uses the same texture but is slightly bigger.
- Grass 3 Similar to Grass 1 but lighter color and bigger.
- Grass 4 An "autumn variant" of Grass 0/Grass 2. Bigger and with reddish-brown colors
- undergrowth_1 Small alder(?) shrubs.
Creating System Vegetation
Technically it's very easy to create new system vegetation variants although since there is no documentation it make take a bit of trial and error, especially to figure out the exact UV mapping for the tree foliage.
To add your new plant(s) to your viewer, simply add the data to the appropriate xml file and it will show up both it the list of options in the build window and in-world. However, it will only show up in viewers that has the same modified xml files so this is not recommended unless it is for a private place with no visitors. If a viewer comes across a variant it doesn't recognise, it will render it as a Pine 1 for trees or Grass 0 for grass.