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A little help with light

Almarea Lumiere
Registered User
Join date: 6 May 2004
Posts: 258
08-18-2004 10:37
Right now the best way to get realistic lighting effects at night is to make all of your prims "light" prims so that SL won't shade them and apply the shading yourself with textures; but this only looks good to people with local lighting off (and it's an annoyance to people with local lighting on).

A (perhaps) simple improvment would be to decouple the two functions: give us a way to stop SL from shading things without also making the prims cast light.

If we has a script call to find the amount of light falling on a vertex that would be a plus. Or is that all done on the client side?
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
08-22-2004 03:45
It's all done on the client side.

Signed.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-22-2004 12:55
This is really in the same class of mistakes as "let's not use the OS's peripheral input! Let's talk to the keyboard on our own! You know, like people did in 1980!" :)

From what I understand, it'd take a fair amount of work to seperate the emissive and shading functions, but the benefits of doing so should be obvious to everyone. C'mon, Lindens! Go for it! :)
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-22-2004 15:32
I wonder if LL had any sort of clue about where they wanted to go when they started :)
Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
08-22-2004 20:40
While you're at it, give us some special light prims. Like the lights that Blender uese. Cones, spotlights, suns, difussed lights. Basic lighting stinks.
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Huns Valen
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Join date: 3 May 2003
Posts: 2,749
08-24-2004 05:43
SL's current lighting model is about halfway between Quake 1 and Quake 2. We get colored lights, but no projectors, gobos, pulsers, etc. It would be super awesome to have these things. I wonder if they can do it.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-24-2004 15:11
From: someone
Originally posted by Huns Valen
SL's current lighting model is about halfway between Quake 1 and Quake 2. We get colored lights, but no projectors, gobos, pulsers, etc. It would be super awesome to have these things. I wonder if they can do it.


Yes, but not in real-time.

Back in the day, it took me about 10 hours to run the light stage of compiling a full Quake map. While computers have improved quite a bit, they're not ready for the challenge of doing that in real-time. Doom 3's lighting is dynamic, but it still requires a BSP tree for the maps to run. It's also very, very dark. Fewer light sources means less work on the processors.

Now, if they just did it like the current system, yeah, it seems like they might be able to do some more creative stuff there... I suspect it's rather low on the priority list though.
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