A Sculpted Prim (or Sculptie) is a Second Life 3D primitive object whose shape is determined by a texture. Second Life ( abbreviated as SL) and its sister site Teen Second Life are Internet-based 3D Virtual These textures are called Sculpt Textures or Sculpt Maps. Sculpted prims can be used to create more complex, organic shapes that are not possible with Second Life's prim system.
A Sculpt Texture or Sculpt Map is a standard RGB texture where the R (red), G (green) and B (blue) channels are mapped onto X, Y, and Z space. Sculpt Textures are similar to normal maps, but instead of encoding surface normals they encode surface positions. In 3D computer graphics, normal mapping is an application of the technique known as Bump mapping. They are also similar to displacement maps, but instead of a single scalar distance we have three values — one each for the X, Y, and Z coordinates. Displacement mapping is an alternative computer graphics technique in contrast to Bump mapping, Normal mapping, and Parallax mapping, using a ( procedural Sculpt Textures are also very similar to parametric (e. A parametric surface is a Surface in the Euclidean space R 3 which is defined by a Parametric equation with two parameters g. NURBS) surfaces. Non-uniform rational B-spline ( NURBS) is a mathematical model commonly used in Computer graphics for generating and representing curves and surfaces See Sculpted Prims: Under the Hood article for details.
Sculpted prims work with UV maps. UV mapping is a 3D modeling process of making a 2D image representing a 3D model Instead of making an object with a certain, very distinct shape, it is possible to take an object with a very generic shape and use the texture file to tell it where to move vertices. That way the polygon count stays low and things still look good.
For more technical details see the links below.
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As of July 25, 2007, serious limitations on Sculpties include the following.