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Some Lights Don't Work...Why?

Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-17-2007 11:49
Hello residents,

I've noticed a strange anomaly (well, I've always noticed, but in this case it must be remedied) that irks me to no end...

When I create a light, or a prim that acts as a light (feature), it will work just fine until other lights are placed near it. These new lights don't illuminate as they should. However, strangely, when you RMB>edit said light, it will illuminate properly.

See image below:



All four corner lights should be illuminating at the same radius and intensity...but two of them are not.

Can this be fixed? I know I'm not the only one this happens to because this occurs on multiple rigs. Any help?

Thanks in advance.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
10-17-2007 11:57
Isn't there a limit to how many lights you can have at once? Does your avatar have light sources as well?

**Edit**
I found this in the knowledge base...

"Why six realtime lights, as mentioned above? Because the OpenGL specification which SL uses allows for eight lights in a scene. Specifically in this case: six lights, one for the sun/moon, and one for the backlight representing reflected light. Static (non-moving) lights will be "baked" so you can still see the effect they have on the area. For this and more behind-the-curtain details, please see the related technical document."
Love Hastings
#66666
Join date: 21 Aug 2007
Posts: 4,094
10-17-2007 11:57
Isn't there a local light source count limitation? I thought I read somewhere that it was 6 in some defined area...

Love.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
10-17-2007 12:01
You have a limit of six "local lights" that can be effective at any given moment. Usually that will be the six that are closest to you. Older video cards may support even fewer lights at once.

I thiunk it's possible that some really high-end cards may allow more, but 6 to 8 sources may be an OpenGL limit.

If you use more than one prim with the "Light" property set, it eats one possible light source for each prim! So a torch with three anomated fire planes should be made so as to only have one of those planes actually casting light.

I presume that is you, on the left by the bleachers? It looks like I see at least 5 lights on-screen that are casting some sort of visible glow. The sixth may be closer to you, but off-screen in that picture.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
10-17-2007 12:01
It's my understanding only 6-8 hardware lights will be illuminated at any given time, no matter how many are in the area. How the viewer decides which to illuminate, i'm not sure, maybe the ones that are closest to your AV. The only solution is to have fewer lights.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
10-17-2007 12:02
hehe, cross post
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-17-2007 12:09
Great thanks...yes, it's the 6 closest to your AV.

Bummer, because I NEED ALL the lights to be on...lol. Hmmm....must find a work-around.

Thanks guys.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
10-17-2007 12:19
From: Michael Bigwig
Great thanks...yes, it's the 6 closest to your AV.

Bummer, because I NEED ALL the lights to be on...lol. Hmmm....must find a work-around.

Thanks guys.


I've hadda deal with dis with my light show as well, as I wanted each mantle light to provide the lighting. Unfortunately, dis was so not possible, so I have invisible light balls providing the illumination for each area, an simply let it go at dat.

Mari
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
10-17-2007 12:35
I've seen some good results using particles as lights. Set the Emissive mask on them so they 'generate' their own light. It doesn't exactly cast light the way that the point light source property does in a prim, but it manages to look pretty good.

-Atashi
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-17-2007 12:36
From: Darien Caldwell
hehe, cross post


What do you mean?
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
10-17-2007 14:10
One way to 'fake lights' is with shading on your textures

alot of ppl make the floor textures darker on two edges and lighter towards the catty corner to give the illusion of light in the center of the room that fades off towards the walls
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Persephone Milk
Very Persenickety!
Join date: 7 Oct 2004
Posts: 870
10-17-2007 14:15
Michael, also note that this is also a avatar-relative experience. Exactly which lights appear on will vary from person to person. So there no way to really be certain which lights a person will see.

This is complicated by the fact that so many people are now walking around with hidden prim attachments to light up their face and body. These lights count toward the six, so a person with several invisible lights attached to them may never see all of the lighting work you have done.

:(
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
10-17-2007 14:22
From: Michael Bigwig
What do you mean?



Ceera and I posted nearly the same answer at the same time. :)
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