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local lights does not work

Jim Gustafson
Registered User
Join date: 6 Feb 2007
Posts: 84
02-28-2008 14:13
I just found while shooting a scene for my machinima, that local lights did not work properly. The strange thing is: If if select the object, it will show the light from all selected objects. If I don't select them, the light will go away.

After some testing, I found that local lights seem to work only if my avatar is near the objects that are emitting light. That means, I cannot film from a position outside the set. That is really bad for large dolly shots, and even still shots can only be done if my avatar is in the same room as my actors.

Is there anything I can do about that? I am using the latest windlight viewer.

Thanks

Jim
Robustus Hax
Registered User
Join date: 4 Feb 2007
Posts: 231
02-28-2008 19:14
From: Jim Gustafson
I just found while shooting a scene for my machinima, that local lights did not work properly. The strange thing is: If if select the object, it will show the light from all selected objects. If I don't select them, the light will go away.

After some testing, I found that local lights seem to work only if my avatar is near the objects that are emitting light. That means, I cannot film from a position outside the set. That is really bad for large dolly shots, and even still shots can only be done if my avatar is in the same room as my actors.

Is there anything I can do about that? I am using the latest windlight viewer.

Thanks

Jim



Yup I noticed this too, and I also noticed weird lighting bugs when going into Joystick Flycam.
Kahiro Watanabe
Registered User
Join date: 28 Sep 2007
Posts: 572
02-29-2008 04:44
Is not a weird issue, is a technical limit:

"" Under the current lighting system, the world is lit by the sun and moon and up to 6 object-based point lights (depending on preferences). Hopefully SL will support spot/cone light sources (and negative, or dark, lights) someday. It's important to design lighting systems in such a way as to reduce the chances of other users' lights turning off and on due to their distance from the camera. ""

http://rpgstats.com/wiki/index.php?title=Lighting

The light limit you can see at once is 7 and sun light is counted. So if you have more than 6 lights you will not see at least one.
Lucien Franciosa
Registered User
Join date: 10 Apr 2007
Posts: 2
number limit
02-29-2008 11:49
the previous message is right, there are a limited number of local lights supported by SL. this is not really an issue for most people walking along, they see what is near them, but for those of us doing shoots...we tend to stand a distance away (out of frame) and alt click on the subject to zoom in.. .the lights near where our avatar is standing are the ones 'lit' the ones where we are zoomed in are not.

only practical answer is to turn off all lights except the ones you are interested in. this includes your face light if you have one.
Pyewacket Bellman
Nitwacket
Join date: 14 Oct 2006
Posts: 49
Local Lights
03-05-2008 07:28
I was wondering about this too - since I've recently been having the same problem. Dragged the face lighter out of the inventory - unlinked - and then spent a half hour trying to find where the tiny prims had gotten to:)

Does anyone know if the face lighter counts as one or four lights?
Thanks!
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MacGhost
AWM Mars
Scarey Dude :¬)
Join date: 10 Apr 2004
Posts: 3,398
03-05-2008 08:38
There is a Windlight Friendly version of Face lights... has some cool effects and do not dazzle, or make the wearer look like a lighthouse as they move.
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Jim Gustafson
Registered User
Join date: 6 Feb 2007
Posts: 84
03-05-2008 09:02
where do I get that?
AWM Mars
Scarey Dude :¬)
Join date: 10 Apr 2004
Posts: 3,398
03-06-2008 03:15
From: Jim Gustafson
where do I get that?

I forget exactly where, but if you IM me inworld, I'll drop you the info.
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Protagonist Losangeles
Registered User
Join date: 7 Nov 2007
Posts: 29
Try this
03-06-2008 03:49
If you need to keep a particular light on an avatar, but have realised that facelights don't hold all the answers there is a simple solution.

First go to a sandbox and rez a prim... a cube or sphere is fine.

Right Click it for EDIT

Go to the FEATURE tab and check the box that says "light"

then push the radius and intensity to the max.... leave the fall off at zero.

Then go to the Texture tab and add a "Totally Clear" texture (if you don't have one you can also add a glass texture and push transparent to the maximum.

You've now created an object that emits light.

Now... instead of rezing the object in the world, you Right Click it and choose wear.

Once it appears on the avatar, right click the LIGHT CUBE and hit EDIT

You can now position the cube at the angle and distance you want from the avatar... and because it's pushing out the maximum amount of light, you can place the object out of shot.

You now have a light source you can place at any angle... whose luminance you can adjust by playing with the INTENSITY, RADIUS and FALL OFF settings... but which will always remain a constant distance from your avatar.

it can be as subtle or as gross as you chose... you can also change the light colour easily, to create effects or to match the ambient light.

The great thing about this is you can make it in about twenty seconds... it's free and all you need to do to find it for editing or positioning, is to turn on the "High light transparent"

Because it's fairly large, you won't loose it.

The only practical limitation is the transparent texture, actually isn't... so, on wide shots your lamp may become visible... you just have to frame round this issue.
Pyewacket Bellman
Nitwacket
Join date: 14 Oct 2006
Posts: 49
Lighting
03-06-2008 09:05
You're a scholar and a gentleman (woman?), Protagonist - for not saying "light the thing properly - you dumb twit!"

Many thanks!

Pyewacket
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MacGhost
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
03-06-2008 09:44
AWM, if you could post the info about a Windlight-friendly face light, you won't have 10 of us bugging you :)

I have heard a rumor that Bare Rose has one, but I don't know how good it is.
.
AWM Mars
Scarey Dude :¬)
Join date: 10 Apr 2004
Posts: 3,398
03-07-2008 04:42
Drat, I dropped one to Jim lastnight when I got online.. I'll get the info over the weekend and post it here.

The one I have and gave out, uses several light sources that compliment Windlight, its fully adjustable with light intensity, which lights are on (face, head, body, sides etc), colour of the light and individual intensities, even the spread/distribution of light.

I got a load for our models and actors, for use in our shows and movies. They work equally as well in the standard client. I think they sell for about 300L$
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Brandi Lane
Registered User
Join date: 2 Apr 2007
Posts: 157
03-07-2008 07:38
From: Pyewacket Bellman
I was wondering about this too - since I've recently been having the same problem. Dragged the face lighter out of the inventory - unlinked - and then spent a half hour trying to find where the tiny prims had gotten to:)

Does anyone know if the face lighter counts as one or four lights?
Thanks!


A face light uses as many local light sources as it uses. Most of them use a single light source which is attractive from the standpoint of a 6 light total budget, but unappealing from a lighting standpoint. Some use as many as 8 (yes, don't laugh.. I have counted body lights with 8 light sources even though only 6 can possibly work). Mine uses 2 lights, is windlight optimized, and allows for 3 settings.

/1off
/1low
/1med
/1high
/1help

This is a freebie available in my shop. Enjoy

(grrrr, my shop has no prims left... please hold while I figure something else to do)
Tom Reddevil
Registered User
Join date: 12 Nov 2006
Posts: 2
Local Lights
03-13-2008 08:56
Hi guys I'm starting on animation and image composition at SL, I got some questions:
How SL works (7 sources right?) local lights? per land? region?
if an avi goes to a place with 6 light sources which light will be turned off?
places light or avi light?
Who got the highest priority?
Is this decision up to client or server render?

thank you!
Infrared Wind
Gridologist
Join date: 7 Jan 2007
Posts: 662
03-23-2008 06:06
Thanks Kahiro...I just ran into this problem on a vehicle
I'm working on and it was driving me bonkers!

From: Kahiro Watanabe
Is not a weird issue, is a technical limit:

"" Under the current lighting system, the world is lit by the sun and moon and up to 6 object-based point lights (depending on preferences). Hopefully SL will support spot/cone light sources (and negative, or dark, lights) someday. It's important to design lighting systems in such a way as to reduce the chances of other users' lights turning off and on due to their distance from the camera. ""

http://rpgstats.com/wiki/index.php?title=Lighting

The light limit you can see at once is 7 and sun light is counted. So if you have more than 6 lights you will not see at least one.
RamessesIII Pharaoh
Registered User
Join date: 7 Nov 2006
Posts: 23
Local lighting black land below water line
04-14-2008 05:06
THis also effects land below the waaterline, turning it black twith local lighting turned on, turn it sun and mooon only and it's fine.
Blaze Nielsen
Registered User
Join date: 24 May 2005
Posts: 276
Make yourself an invisible avatar
04-14-2008 07:41
After some testing, I found that local lights seem to work only if my avatar is near the objects that are emitting light. That means, I cannot film from a position outside the set. That is really bad for large dolly shots, and even still shots can only be done if my avatar is in the same room as my actors.

Is there anything I can do about that? I am using the latest windlight viewer.

Thanks

Jim[/QUOTE]


If you're invisible, you wont be in the shot and will activate local lighting:)
Jim Gustafson
Registered User
Join date: 6 Feb 2007
Posts: 84
04-14-2008 07:46
thanks Blaze, meanwhile I use the /hide and /unhide animation that will move my avatar under ground. So at least I can use the lights on static sets without dolly shots in flycam-mode.

Jim