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Does anybody know where i can find the Second Life texture used for reflective water?

Vengeance Ethaniel
Registered User
Join date: 25 Aug 2008
Posts: 12
12-31-2009 15:16
I'm trying to find the texture as i am experimenting with making mirrors. Does anybody know where i can find it or if it's already in my inventory?

Many thanks
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
12-31-2009 15:39
From: Vengeance Ethaniel
I'm trying to find the texture as i am experimenting with making mirrors. Does anybody know where i can find it or if it's already in my inventory?

Many thanks


I don't think it's your inventory, but the key for the water texture is : 2bfd3884-7e27-69b9-ba3a-3e673f680004

found via : http://lslwiki.net/lslwiki/wakka.php?wakka=clientassetkeys

If you use a script to apply that texture to a prim it will not carry over the ripple or reflection effects to the prim, so there's no way (that I know of) to get a reflection, ripple effect, or anything cool onto a prim like this.

However, for what it's worth, you can do the inverse- set the parcel media texture to this key via script, and then you can replace the water texture with a movie or still image, but the way it tiles makes it hard to use this, and also tuning down ripple and trying to make a clear reflective floor this way really highlights inaccuracies in the way the reflection is rendered.
Vengeance Ethaniel
Registered User
Join date: 25 Aug 2008
Posts: 12
12-31-2009 15:43
From: Logan Bauer
I don't think it's your inventory, but the key for the water texture is : 2bfd3884-7e27-69b9-ba3a-3e673f680004

found via : http://lslwiki.net/lslwiki/wakka.php?wakka=clientassetkeys

If you use a script to apply that texture to a prim it will not carry over the ripple or reflection effects to the prim, so there's no way (that I know of) to get a reflection, ripple effect, or anything cool onto a prim like this.

However, for what it's worth, you can do the inverse- set the parcel media texture to this key via script, and then you can replace the water texture with a movie or still image, but the way it tiles makes it hard to use this, and also tuning down ripple and trying to make a clear reflective floor this way really highlights inaccuracies in the way the reflection is rendered.


How do i use that key though? =-/
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
12-31-2009 17:45
Paste the following script in a prim(but as you'll see it is just the blue underlying texture with no reflection or ripple effect) :


default
{
state_entry()
{
llSetTexture("2bfd3884-7e27-69b9-ba3a-3e673f680004",ALL_SIDES);
}
}
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-31-2009 18:03
you can still do a mirror by planting a whole house sideways on the water and then scaling down the ripple effect... there's videos of it.
ETAL
http://www.youtube.com/watch?v=0wzN0jaDOzM

to get a decent video with the effect you need to use either a scripted camera as is used in machinima production, or the flycam controls.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-01-2010 06:14
From: Vengeance Ethaniel
I'm trying to find the texture as i am experimenting with making mirrors. Does anybody know where i can find it or if it's already in my inventory?

Many thanks
The software that runs Second Life does not support true reflective surfaces on prims. They tried once and got it right, but apparently the computation requirements were too high. I've seen pics of tests of that method, but seldom with more than one reflective surface. They tried a second time and botched it, with angle of incidence and apparent distance to surface both way off. I experimented with that when it was available in the Client as an optional setting, and it never worked right at all.

The current ripple reflections in Linden Water are a special case - allowed as only one side of one planar surface in the whole sim (the water plane), and probably not as accurate or detailed as you might imagine, with the ripples hiding the imperfections. If you limit the possibilities like that, the computation requirements are manageable. But imagine what it would take to calculate the reflections if ANY prim surface in a sim was capable of being reflective. Imagine thousands of mirrored surfaces, all reflecting their surroundings and each other. Sim performance would grind to a screeching halt. Other 3D Rendering applications that produce static images, and which allow multiple reflective surfaces, show a huge increase in rendering time requirements for each reflective surface in the image, and for the number of reflective bounces allowed in the ray-tracing needed to calculate what happens when one mirror is visible in the reflective surface of another.

When you see a build in SL that has what appears to be a reflective floor surface, what you are seeing is a duplicate of the actual room or building, mirror-flipped upside down. So for every prim you see "reflected", there's actually an upside down prim below floor level, that you're seeing through a translucent floor. Note that you can't show avatar reflections this way, since the builder has no way to clone each visiting avatar and reproduce them below the reflective floor.

There is one trick that can make what appears to be a "dressing mirror", in which an avatar can "see their own reflection". You build a structure that has a dressing table, chair and mirror. Script it so the person can sit on the chair, and then use scripted commands to do things like brush their hair, or wave at themselves. But what it does is when you sit, it takes over camera controls, and pivots the camera to a position BEHIND the mirror. On that side of the mirror (hidden inside the furniture or in a recess in the wall) is a left to right mirror image duplicate of the dressing table. The camera looks out into the room through the frame, and sees the seated avatar, as well as the room behind them. But this trick is only something the seated person sees. Anyone not on the chair sees nothing in the mirror. And the seated person doesn't see their own reflection reversed, so the part of their hair is on the wrong side, and the room behind them is not reversed.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.