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Light Alterations

Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-23-2004 09:05
Ok, LL. Seriously, this including Light into the Materials thing? It ain't working.

Here's what you need to do:
  1. Remove Light entirely from the materials selection. This selection thing should be ONLY for physics related alterations to a prim.
  2. Add Light Emitting as a check box. This should NOT make a prim "shadowless". Some people (one of my neighbors, for example) has made the walls of his entire house out of pure white Light prims, simply because the shadowless look is one he likes better than the shadowed one.
  3. Add a Self-Lit checkbox. This makes the prim "shadowless" much like my neighbors walls WITHOUT creating a light source.
  4. Tweak and include the Debug mode's Light Glows effect, and make a checkbox for it next to the Light Emitting option. Have you ever actually SEEN this effect? My GOD, it's amazing! Sure, it's SLIGHTLY buggy, showing up through the walls of my build, but WOW! I made a particle based fire, stuck a tiny light inside it, and turned on Light Glows and the REALISM of it was quadrupled! Wow! And some other places' look incredible with Light Bloom on too! My neighbor's house is not one of them. Of course, Light Glows will be a seperate option much like Local Lighting is.


Please?

Oh, and while you're at it could you get Obj <-> Obj communication too?
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
10-23-2004 18:40
Or just turn local lighting off, and get a much faster SL.

LF
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-23-2004 22:31
From: Lordfly Digeridoo
Or just turn local lighting off, and get a much faster SL.

LF


But I don't want a faster SL at the cost of lighting. Local Lighting works fine the way it is. I'm not complaining about the performance hit of having it on. I'm asking that it simply make a bit more sense is all.