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flexible attachments and hardware lighting in 1.9.1? |
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-05-2006 00:50
Just how ARE lights calculated in linked sets (objects) anyway? If an object has 6 prims, does each prim emit a light or, I would think, just 1 light for the entire object? What about if only 2 prims are lights in the object? What about if the 2 prims aren't touching?
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Sheila Plunkett
On The Prowl!
Join date: 25 Dec 2005
Posts: 67
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04-05-2006 06:05
Yay for swishy tails, wobbly ears and cans on ropes dragged after the car on marriage! ^.^
But.. about the lighting.. 6 lights are not that many, but should be okay. the big question on my mind is: Are walls that are not set to "glass" as material (or something) finally stopping the light? Next to my house there's a pink skin shop, and it's shedding it's pink glow all over the area.. and even though I got a solid wall in between, my entire house (and the next house, so on, the entire area) is tinted pink. So, I don't use light currently not cause they slow me down, but because they're not stopped by solid objects (helloooooo, shadow!) and they are pretty random when it comes to which prims are lit and which are not (make a 20x20 cube field, put a light above it, and you get some lit cubes, others are not, heh). But! I hope that's all peachy now with HW lights, as that can as well make use of the gfx card's lighting ability and not shine through solid stuff. *meow* Sheila! |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-05-2006 06:17
Shadows are done in software, I think (hedging my bets here, sorry), and therefore may only make sense as an option if you are already doing some lighting in software (SW). |
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-05-2006 06:21
Hold on, I'm pretty sure I have seen shadows with lighting off in the current code. Or was I imagining them? |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-05-2006 06:33
what about two flexible tubes linked together to form one long one? how will they stay connected properly in the middle? |
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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04-05-2006 09:37
Yay for swishy tails, wobbly ears and cans on ropes dragged after the car on marriage! ^.^ Here's hoping for the future, though! _____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden |
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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04-05-2006 12:13
Lights will be something completely new. Each prim will have the option to be a light which will enable a set of light properties. If you make all 6 prims in a link set a light, then yes it will use all 6 lights.
As for jewelry - ALL existing light objects will become 'full bright' and will no longer be lights. Additionally the color and range (and fall off and cut off) of light emitted from a Light is no longer related to the actual size, shape or color of the Light object. These will all be completely seperate settings. It will be possible to set exactly how far the light from a Light will reach, for example, rather than being determined as a function of the size of the light object. The max range for light to reach will be 20m - no more 10mx10m pink wall turning your whole plot pink. Beatfox: I have faith in the creativity of our residents, even with only individually floppy pieces. Tails are an interesting example because they could be given fur like properties by having many floppy pieces attached to a rigid form. Rotating or moving that rigid form could produce interesting (nice?) results that could look more fluid than it actually is. _____________________
- Kelly Linden
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-05-2006 13:03
ALL existing light objects will become 'full bright' and will no longer be lights. This object wants to animate your avatar. Allow? ( Yes ) ( No ) |
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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04-05-2006 13:09
ALL existing light objects will become 'full bright' and will no longer be lights. Okay, I personally don't have a problem with that. However, I suspect others might... especially those who may have purchased light-based items from a creator who is no longer active on SL. This does kinda fall into the "breaking existing content" category, if I'm reading this right. EDIT: On second thought, you may be doing the right thing. Most users don't seem to turn on local lighting in the first place, and the sheer number of light objects that currently exist in a lot of areas inworld could potentially eat up the 6-light HW limit pretty fast. Perhaps it is better to start fresh, then. Beatfox: I have faith in the creativity of our residents, even with only individually floppy pieces. Tails are an interesting example because they could be given fur like properties by having many floppy pieces attached to a rigid form. Rotating or moving that rigid form could produce interesting (nice?) results that could look more fluid than it actually is. Still, that doesn't affect my view that linkset flexibility would provide a far greater range of possibilities than what's currently being implemented. I had hoped this was the functionality being provided when I first found out about flexi-prims, and I know I wasn't alone. This is most definitely something a ton of folks would appreciate.Someday? Pretty please? ![]() _____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden |
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Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
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04-05-2006 13:22
Kelly, couple of questions:
1. With the lights, can we set these new properties by script, meaning we can change the settings for the light automatically? Or are these just interface settings? For instance, could I change the color of a light via. script. 2. With the floppy prims, can you actually set a prim to stick to a certain 'floppyness' and stay that way, or does it have to be a moving kind of a thing? I'm thinking that if you could set it to a certain, fixed static floppy state, it would actually prove a useful tool for creating different shapes in all types of building. _____________________
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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04-05-2006 13:49
1. With the lights, can we set these new properties by script, meaning we can change the settings for the light automatically? Or are these just interface settings? For instance, could I change the color of a light via. script. 2. With the floppy prims, can you actually set a prim to stick to a certain 'floppyness' and stay that way, or does it have to be a moving kind of a thing? I'm thinking that if you could set it to a certain, fixed static floppy state, it would actually prove a useful tool for creating different shapes in all types of building. _____________________
- Kelly Linden
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-05-2006 13:54
With the floppy prims, can you actually set a prim to stick to a certain 'floppyness' and stay that way, or does it have to be a moving kind of a thing? I'm thinking that if you could set it to a certain, fixed static floppy state, it would actually prove a useful tool for creating different shapes in all types of building. |
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Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
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04-05-2006 14:30
Kelly, thanks for the reply. It's a shame about number 2 - it would be like giving us several different new prims all at once, judging from the video that Torley made. Even if the implentation is client side, you could still get the client to keep a certain shape in the overall floppyness spectrum I'd presume. Maybe it's something to think about. I can just imagine what organic shapes it would allow us to make. Hey, we could even put flat invisible prims in front of the floppy ones to stop people going through builds, so it wouldn't matter that they're phantom either.
I hope number one does get finalised before 1.9.1 because we could do some really neat things if we could control it by scripting. BTW on breaking existing lights, this change breaks a lot of my content from the first 6 months or so I was here. But, to be honest, this sounds like it was required and I'm all for that if we get less laggy and more control and realism in lighting. Just wanted to say that, as in the past I've often grumbled about anything and everything here ![]() _____________________
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
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04-05-2006 15:30
This is neat and all but I am interested in how these new additions will effect the general performance of SL. For the first two days, there will be massive login issues. After that.. lag.. lag.. lag..lag.. Computers will squeal in pain and fry. But I must have the glow!!!! I have to have the power of the glow!!!! _____________________
DiamonX Studios, the place of the Victorian Times series of gowns and dresses - Located at http://slurl.com/secondlife/Fushida/224/176
Want more attachment points for your avatar's wearing pleasure? Then please vote for https://jira.secondlife.com/browse/VWR-1065? |
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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04-05-2006 15:50
Should an "ATI RADEON X800 GTO x86/SSE2" support the hardware lighting option?
Where should the option appear? _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-05-2006 15:56
Should an "ATI RADEON X800 GTO x86/SSE2" support the hardware lighting option? Where should the option appear? I'm guessing they'll put the option in the graphics settings, since that's where the lighting setting is at the moment. I'm really not bothered where they put it though. |
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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04-05-2006 16:11
Thaank you for working on hardware light, sorly needed as it does make SL look alooot better
Theres sooo many light objects all over SL especially older sims thats been untouched for awhile uses light aalll over the place, rendering impossible to use LL in current state, well ok so its broken everywhere now but still on lone sims you can run with LL on barly ![]() Will the "set light" be a option in build or could we do it in script instead, right now its easy to set anything "light" and forget you ment "full bright" , but then again if hardware light works alot better it'll be permanent on and youd notice if you accidentally set something "light" when you ment full bright. |
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
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04-05-2006 16:50
Sorry Lordfly - I don't detest everything. I'm just fed up with the results of LLs policy of allowing developers to waste time on 'Ooooh - Shiny!' when there are FAR more serious issues that need fixing, preferably WITHOUT breaking too many other features for a change. SL without "ooh shiny!" is just another text-based MUSH. Shiny, pretty stuff *is* serious. _____________________
Red Mary says, softly, “How a man grows aggressive when his enemy displays propriety. He thinks: I will use this good behavior to enforce my advantage over her. Is it any wonder people hold good behavior in such disregard?”
Anything Surplus Home to the "Nuke the Crap Out of..." series of games and other stuff |
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-05-2006 16:57
Lights will be something completely new. Each prim will have the option to be a light which will enable a set of light properties. If you make all 6 prims in a link set a light, then yes it will use all 6 lights. Additionally the color and range (and fall off and cut off) of light emitted from a Light is no longer related to the actual size, shape or color of the Light object. These will all be completely seperate settings. It will be possible to set exactly how far the light from a Light will reach, for example, rather than being determined as a function of the size of the light object. The max range for light to reach will be 20m - no more 10mx10m pink wall turning your whole plot pink. Another option is to add a separate light source object that doesn't count against prim counts and can't be seen (except in edit mode, of course). As for jewelry - ALL existing light objects will become 'full bright' and will no longer be lights. |
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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overbrights?
04-05-2006 17:44
Will the new lighting allow overbright textures? With our current lighting system, textures are never lit to a value greater than their RGB values, while blank colored prims can show overbright, "bloomed" coloration.
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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04-05-2006 18:14
could LL instantly change every cube in the world into a TAURUS? _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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04-05-2006 18:25
I'd just like to know what cards can and can't handle it. I'm using a GeForceFX 5500 256MB AGP. While I can run ripple water it runs slow as hell so I wondering what the minium card spec would be to not take a performance hit that would drop me to 5 or less fps.
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
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04-05-2006 18:25
I'd love to join, but you're several thousand kilometers away and in another country, and your employment page states "Authorized to work in the US" as a job requirement. >/ Couldn't I telecommute? I'm only 3 hours ahead and I sleep like I'm 6 hours behind. >D Lights will be something completely new. Each prim will have the option to be a light which will enable a set of light properties. If you make all 6 prims in a link set a light, then yes it will use all 6 lights. I don't think this is a particularily good idea picking an arbitrary testing number. You're assuming that we residents are reasonable human beings and won't go overboard on light sources for things we create. What about all the low rider cars that MUST have running board lights? That's at least six lights there (two headlights, two tail lights, and two to x(?) under carrage lights). I believe the amount of lights that are hardware rendered should be a user definable choice in preferences. So if we only want to have hardware render three lights, we can, and if we want to see what our bleeding edge cards can do we can set it to fifty. As for jewelry - ALL existing light objects will become 'full bright' and will no longer be lights. Multitool: Feynt Mistral has offered to give you a kiss. This object wants to animate your avatar. Allow? [ Yes ] [ Yes ] Additionally the color and range (and fall off and cut off) of light emitted from a Light is no longer related to the actual size, shape or color of the Light object. These will all be completely seperate settings. It will be possible to set exactly how far the light from a Light will reach, for example, rather than being determined as a function of the size of the light object. The max range for light to reach will be 20m - no more 10mx10m pink wall turning your whole plot pink. Sadly that rules out large area lights, like miniature suns or large glowing space ships that would require a larger than 20m distance. But I can understand that choice. Perhaps you can let users choose a distance up to 127m away and then give a choice in the client preferences to limit how far a light source can project light locally? That way you can allow people to make their mini suns or spotlights and no one who wants to see a light go farther than 20m, 30m, or even 60m is happy. Also to really rule out the pink wall turning your plot pink issue you'd have to support raytracing. I, personally, would love it if my apartment would not light up on the back end of the room when there's a prim wall in the way blocking sunlight. It helps prevent the pain of digital hangovers. >3 On the topic of flexible prims, I eagerly await the chance to make a flexible tail. I'm hoping I can affect it with scripts so I can at least try to simulate realistic animal behaviour. I'd also love it if two flexible prims could be attached end to end to do subtile movements (the tip of a tail twitching, as is all too common amongst cats). Also, would flexible prims be a suitable replacement for joints, at least client side, so that a new set of wind chimes could be made that appear to dangle and dance about? _____________________
I dream of a better tomorrow in SL!
You should too. Visit, vote, voice opinions. Support CSG! Tell LL how much it would mean to subtract one prim from another! Prim Animation! Stop by and say something about it, show your support! |
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Sheila Plunkett
On The Prowl!
Join date: 25 Dec 2005
Posts: 67
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04-06-2006 01:24
The max range for light to reach will be 20m - no more 10mx10m pink wall turning your whole plot pink. *faints with joy* Thanks! You make the kitty happy! *purrs* |
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Sheila Plunkett
On The Prowl!
Join date: 25 Dec 2005
Posts: 67
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04-06-2006 01:46
Sadly that rules out large area lights, like miniature suns or large glowing space ships that would require a larger than 20m distance. But I can understand that choice. Perhaps you can let users choose a distance up to 127m away and then give a choice in the client preferences to limit how far a light source can project light locally? That way you can allow people to make their mini suns or spotlights and no one who wants to see a light go farther than 20m, 30m, or even 60m is happy. Also to really rule out the pink wall turning your plot pink issue you'd have to support raytracing. I, personally, would love it if my apartment would not light up on the back end of the room when there's a prim wall in the way blocking sunlight. It helps prevent the pain of digital hangovers. >3 It'd also help if lights would just stop on parcel borders, so the neighborhood club won't "pollute" my house with it's lights ^.^ But yes, in the end we really need the ability to have objects block lights, cause shadows, have directional spotlights instead of just omni lights and the like. Graphics-wise SL is a good step behind the current possibilities of modern gfx cards, but I know it's hard to also keep the players that don't own high-end cards and that due to the world's dynamic nature you can't do tricks like other games do.. namely, shadow maps and such. Still, to give us a really good visual experience we'd need: - Hardware Lighting with at least 20 light sources, omni and spot-lights, configurable with color, fall-off and an option to (sometime in the future when gfx cards are so fast) make it volumetric. The light needs to cast shadows and must be stopped at at walls. Walls should have a property that determines how good or bad light would shine through them. - Ability to cut out intersecting prims to create new forms (intersect a sphere with a cube to get a sphere with a cube-shaped hole in it, the like). - procedural blobs (procedural only to limit data traffic and server storage) - while at it, procedural textures. - and while we're there.. layered textures on AV's and prims, with photoshop-esque options on how the layers are combined (multiply, color tone, negatively multiply, the like) with each layer beeing configurable regarding texture repeats/position/transparency/color, etc. - Better trees. Really. Go license the SpeedTree engine. - Better physics. Havoc2? - Custom bump-mapping textures. - Shiny object surfaces should not just be shiny.. they should reflect the surroundings. Mirrors, anyone? ^.^ - Some basic way to make use of some pixel- and vertex shader effects. - Rigging for Linksets so one can create animations for them (as in creating a bone structure, the floppy prims are a nice start, but not anywhere near real rigging, tho I am thankful for the floppyness, heh). And, first of all: Better ground textures. I look at the water, then look at the grass next to it, and I shiver. The ground textures SL uses are from the stone ages ^.^ (WoW has nice textures plus a highlight layer that is combined with the normal ground texture using some kind of vertex or pixel shader). *meow* Sheila! |