Features Tab - Edit/Build Mode

This page covers the Features tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type: Physics Shape type selects between different “physical” representations of the object. The physical representation is different to the visual representation. The latter is (perhaps obviously) what you see, whereas the physics shape is what you collide with. It is important in determining whether you walk through, around or over an item, and importantly, it pays a very key role in determining where an item drop/dragged into the viewer will actually be placed.
    There are 3 possible options, but not all are available to all objects and in some cases cannot be used in certain circumstances.
    • None: Physics type None is only available for child prims of a linkset. It disables the physics processing for these prims and crucially, removes their physics cost (see later) from the LI calculation.
    • Convex hull: A convex hull is a mathematical term, stop wait…come back…., seriously, it's ok. It just means “the shape I get if I cover this object in plastic wrap”. The convex hull is, therefore, an approximation of the shape of an object. It does not support holes on objects and a wall containing a doorway with a convex hull physics shape will not let you pass through. The plastic wrap analogy holds good for pretty much all such examples. Convex hull is available for all objects but can force a prim to cost more than 1LI. This is the default for Mesh.
    • Prim: This is without the doubt the most confusing name in the list. The “prim” physics shape is generally only seen on Meshes. It actually tells the region to use the objects custom physics shape, a dedicated shape that the creator of the object decided was a good and appropriate shape for the object. A “prim physics” shape allows the creator to specify exactly which parts of an object you can collide with and which parts you walk through, allowing them, for example, to open up doorways but keep windows impassable, if they so choose. Unfortunately, many creators are neglectful in this selection and the prim physics shape is often not very useful. The reason for the name is clearer when considering that this is the default mode for traditional prims and reflects a physical shape that matches the visible shape of the prim closely.
  • Material: (Only applies when the object is physical.) The notional real-life material that behaves most like this object. It affects the friction and bounce of an object in collisions, as well as the default sounds made. *Important: This has nothing whatsoever to do with the texturing “materials”.
  • Gravity: (Only applies when the object is physical.) Affects the way that an object interacts, 1.0 is earth standard gravity (i.e. 1g) a negative value will cause a physical object to rise.
  • Friction:
  • Density:
  • Bounciness: (Only applies when the object is physical.) These three override the defaults implied by the “Material”.

To the right of Physics Shape Type is an eye icon. Clicking this switches in and out of physics view. Physics view will show the object's physics shape in a colour that reflects the physics cost.
The physics cost is not normally used for prims, but becomes important if a prim is linked to a mesh, or has any modern feature such as a bump map applied to it. A low physics cost will be a passive blue, moving through a worrying orange to an angry red. If you plan to link a prim to a mesh or use any other modern feature it is worth checking this quickly to avoid your Land Impact (LI) from sky rocketing. See this blog post for more details.

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences → Graphics → General → Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Lighting and Shaodws enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.
See this page for documentation on Firestorm 5.0.7 (52912) and earlier.
  • toolbox_features_tab.txt
  • Last modified: 2018/05/25 15:42
  • by miro.collas