edit: test was with local lighting turned off. turning local lighting on makes it worse.

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Are prims shadowed by their size? |
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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01-12-2005 20:12
What the heck is up with the "shadows" option? It appears that when you have "shadows" enabled, prims are lit (shadowed) based on their size. Here is a pic of two prims placed side by side. The same blank white texture is on both. They're made of the same "material." The pic was taken at noon (with force sunset). The sun was directly behind me in the shot. The smaller prim is obviously lit differently. That's silly.
edit: test was with local lighting turned off. turning local lighting on makes it worse. ![]() _____________________
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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Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
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01-12-2005 21:41
You're looking at a linear color gradient. Both prims start and end at the same color values, but interpolate the values over different distances. Thus at the same height above their bases they will have different brightnesses.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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01-12-2005 23:06
What the heck is up with the "shadows" option? It appears that when you have "shadows" enabled, prims are lit (shadowed) based on their size. Here is a pic of two prims placed side by side. The same blank white texture is on both. They're made of the same "material." The pic was taken at noon (with force sunset). The sun was directly behind me in the shot. The smaller prim is obviously lit differently. That's silly. edit: test was with local lighting turned off. turning local lighting on makes it worse. ![]() What you're seeing is a hiccup in the lighting model used by SL. Lighting is calculated at the corners of the prims, and then linearly blended between the corners. This is a very fast way of calculating it, but produces incorrect results -- for a flat surface, a linear blend is only an approximation of the correct shading. _____________________
perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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01-13-2005 02:30
Yeah, lighting is pretty poor in SL.
I've seen it in new version of EQ .. looks really really good. Like the shadow of the bars as they lay over objects in their path. Can't wait to see better lighting in SL. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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thanks!
01-13-2005 09:37
Thanks all for the explanations. I hope SL gets better lighting soon.
![]() _____________________
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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Alan Edison
Ty Zvezda
Join date: 28 Jun 2004
Posts: 420
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01-13-2005 09:45
sometime when 2 shiny obejcts the same siz beside each other have a different gradient changing point. new lighting would be great in sl
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Ty Zvezda
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