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fullbright or not?

Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
04-10-2009 15:57
I like full bright, it gives me control of what the build looks like no matter what the lighting conditions.

I've been reading about people who don't though, so I thought I'd have a go at non fullbrighting a build..

yes, some parts look lovely depending on the time of day - most of it looks either washed out or a variation of whatever colour is supposed to represent the time of day.. i.e. that orangey colour for sunrise and the purple for midnight.

my question is, how many people actually *like* non fullbright buildings? does anyone actually build them that way?

any advice? the best i can work out is to put a low shine on some surfaces to try to keep some of the texture showing, I also made a couple of prims light sources to try to even it up a little.

tbh though I can't see the point.

So, what am I doing wrong? :(
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Ordinal Malaprop
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Join date: 9 Sep 2005
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04-10-2009 15:58
People make entire buildings fullbright?
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Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
04-10-2009 16:03
It depends on what I am working on. For interiors I tend to full bright all the textures and photoshop in my own lighting. That way the SL sun cannot mess up the desired effect and everyone basically sees the same thing no matter what time of day they have their clients set to.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-10-2009 16:07
I despise full bright. Unless it's glowing, it should not look bright. If a light is on, the bulb can be full bright, but otherwise I quite simply will NOT use it unless I can mod it to no longer be full bright. I keep getting hair that's full bright, and I have to fix it so that when the sun sets my hair isn't still as bright as if the sun was on it.

When furniture or objects are full bright, and not mod-enabled, I can't use them anywhere. Why the hell would my sofa be glowing when nothing else is? If an entire build is full bright, then my avatar looks out of place. It just doesn't look right.

There are very, very few exceptions, mostly just including art (Which is intended to be seen under a specific light for proper colours and whatnot, since an art studio really would have lights set up to keep it bright) and lights.

It probably doesn't help that I've created my own environment settings, with lighting designed to make the world look right to me. My avatar looks smooth, things are bright where they should be and dark where not, and so on.
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Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
04-10-2009 16:07
I don't build buildings, I essentially build furniture.

Although the very first house I had here I bought and absolutely hated the way the walls would change colour. at that stage I didn't know about fullbright and it drove me crazy trying to work out just what was happening.

I soon ditched that house and haven't owned one since, so I have no idea what people like or don't like or the current trends.

All I know is that my latest piece looks rubbish to me. Hence the question.
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Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
04-10-2009 16:10
From: Keira Wells
I despise full bright. Unless it's glowing, it should not look bright. If a light is on, the bulb can be full bright, but otherwise I quite simply will NOT use it unless I can mod it to no longer be full bright. I keep getting hair that's full bright, and I have to fix it so that when the sun sets my hair isn't still as bright as if the sun was on it.

When furniture or objects are full bright, and not mod-enabled, I can't use them anywhere. Why the hell would my sofa be glowing when nothing else is? If an entire build is full bright, then my avatar looks out of place. It just doesn't look right.

There are very, very few exceptions, mostly just including art (Which is intended to be seen under a specific light for proper colours and whatnot, since an art studio really would have lights set up to keep it bright) and lights.
I use full bright quite a bit and it does not produce a glow or emit light. it just overrides the SL lighting engine. I have achieved quite natural looking results using full bright. Now if i make a picture full bright and hang it on a wall that is not, it will look silly and lit up.
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Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
04-10-2009 16:17
From: Couldbe Yue
I don't build buildings, I essentially build furniture.

Although the very first house I had here I bought and absolutely hated the way the walls would change colour. at that stage I didn't know about fullbright and it drove me crazy trying to work out just what was happening.

I soon ditched that house and haven't owned one since, so I have no idea what people like or don't like or the current trends.

All I know is that my latest piece looks rubbish to me. Hence the question.
Me personally, I do not like furniture that is full bright because most buildings do not use full bright so the furniture would appear lit up compared to the surroundings.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-10-2009 16:30
I only use fullbright for three things:

1. If I'm baking lighting into my textures, then they have to be fullbright, or the baked lighting effect will be ruined. For me, that means anything sculpted is always fullbrighted, since all my sculpties get full texture bakes. For things made of regular prims, I'll usually bake lighting for interiors, and use in-world lighting for exteriors (with faux shadows added where appropriate). In RL, interior lighting is controlled and usually static, while exterior lighting is chaotic and dynamic. I see no reason not to do the same in SL.

2. I almost always make signs fullbright, so they can be easily read at any time of day.

3. Anything that is itself a light source, such as a flame, a light bulb, a neon tube, etc., should always be fullbright.


That's really it. Fullbrighting a whole build without baking lighting/shading into it pretty much destroys the point of putting it in a 3D world environment in the first place.

If you don't care about realism, though, then do whatever you want.
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Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
04-10-2009 16:31
it's interesting...

I just took it down to the ground and tried it out again (my workroom is around 4000m) and it looks completely different when it's outside and in its intended surroundings.

now i can see the attraction. up in the skybox though it was completely hideous
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-10-2009 16:39
From: Felix Oxide
I use full bright quite a bit and it does not produce a glow or emit light. it just overrides the SL lighting engine. I have achieved quite natural looking results using full bright. Now if i make a picture full bright and hang it on a wall that is not, it will look silly and lit up.

I didn't mean that it did. I mean that unless the object is glowing (Via windlight Glow) or emitting light (Via the light characteristic) it generally shouldn't look like it is.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
04-10-2009 16:40
Honestly, no. Turn fullbright off on all of your stuff. Really.
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Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
04-10-2009 16:50
From: Chosen Few


If you don't care about realism, though, then do whatever you want.


but surely in rl you don't stumble around in the dark? Pretty well everyone I know has lighting which illuminates their rooms and makes all walls and furniture appear very close to daylight. Unless of course they have dimmers to set a mood.

so are you talking about sl realism or real life realism here?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
04-10-2009 16:53
Lighting in SL illuminates objects, including furniture.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-10-2009 16:56
From: Couldbe Yue
but surely in rl you don't stumble around in the dark?


Well in fairness, there's really no stumbling around in the dark in SL either. It's not like your screen goes black when the sun goes down. The "moonlight" is awfully bright. All objects can be seen clearly.

From: Couldbe Yue
Pretty well everyone I know has lighting which illuminates their rooms and makes all walls and furniture appear very close to daylight.


Right. That's why I said I DO fullbright interiors, with faux lighting baked into the textures. Did I not make that clear in my earlier post?

Here are a couple of examples:





Those rooms look the same at all times of day. The exterior structures the are inside of, though, do not.


From: Couldbe Yue
so are you talking about sl realism or real life realism here?


Both. :)
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
04-10-2009 16:58
Is it on fire? Incandescent? Radioactive? Supposed to be a rear-illuminated sign? Then use fullbright.

Anything else, in a building, or furniture, or almost any sort of prim construct, is an instant NO SALE in my book. Buildings don't glow at night. Neither do book cases, Tansu Chests, rugs, prim plants... I have seen all of these set as Fullbright, and the effect is that at night, it looks dead wrong.
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
04-10-2009 17:03
Fullbright is a give and take. If you're making furniture for sale for other people to use, basically, don't. Their homes won't be fullbright, they won't lock their clocks at a daylight setting to make everything match a fullbright item. So, mostly, they will not be satisfied with the product. (^_^)

Fullbright is the setting to place a rejection of all light and shadow. That way, bright textures appear to light up and dark textures appear to have the extreme of darkness. When handled properly, an entire fullbright build can look very attractive. But, this is only true if the textures were very carefully created and consistent from the largest building element to the smallest item of furniture. At the same time, the effect is best controlled when the sunlight setting is equally controlled. So building in an estate sim where you can lock the daylight setting would yield the best results. (^_^)

If anyone remembers Privateer Space... Aley used fullbright to simulate lit surfaces a lot in order to reduce rendering lag caused by dynamic lighting. Her texture art was perfectly suited to the effect. (^_^)

Really. Those are the controls that need to be in place for fullbright to look good. Otherwise, any items set with it will clash with their surroundings and create a considerably disappointing visual. (^_^)y
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Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
04-10-2009 17:22
From: Chosen Few
Well in fairness, there's really no stumbling around in the dark in SL either. It's not like your screen goes black when the sun goes down. The "moonlight" is awfully bright. All objects can be seen clearly.



Right. That's why I said I DO fullbright interiors, with faux lighting baked into the textures. Did I not make that clear in my earlier post?

Here are a couple of examples:





Those rooms look the same at all times of day. The exterior structures the are inside of, though, do not.




Both. :)
Yes this was exactly what i was talking about. I try to do the same with my interiors to achieve a controlled look that will not change with the position of the sun.

Very nice work btw Chosen.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-10-2009 17:29
From: Chosen Few


1. If I'm baking lighting into my textures, then they have to be fullbright, or the baked lighting effect will be ruined. For me, that means anything sculpted is always fullbrighted, since all my sculpties get full texture bakes. For things made of regular prims, I'll usually bake lighting for interiors, and use in-world lighting for exteriors (with faux shadows added where appropriate). In RL, interior lighting is controlled and usually static, while exterior lighting is chaotic and dynamic. I see no reason not to do the same in SL.

I didn't think about this... with some sculpts, I will have them as fullbright due to baked textures, however, not all of them. I try not to bake true shadows into my objects, just ambient occlusion and loose shadows, so that I can leave them without fullbright and have them behave properly.

If it looks too dark, or bad, though, I will certainly make it full bright to fix it. I always leave my creations as mod/copy, though, so that others can change it if they like.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
04-10-2009 17:42
For me, there is only one thing worse than full bright building exteriors, and that is full bright trees. Either of these utterly ruin the night. Inside, it's a completely different matter.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-10-2009 17:48
From: Drongle McMahon
For me, there is only one thing worse than full bright building exteriors, and that is full bright trees. Either of these utterly ruin the night. Inside, it's a completely different matter.

Agreed! It astounds me that so many trees are full bright. What is the reason!?
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
04-10-2009 21:46
Aside from a full bright Christmas tree I saw once, I don't think I've ever seen a glowing tree that I liked. Full bright on most things generally turns me off. It's like staring into headlights. On a tree it's obscene.
Lord Coalcliff
Sl Addicted
Join date: 28 May 2006
Posts: 88
04-14-2009 21:02
I agree with all the comments about full bright on building exteriors, but when the sim is midnight you cant see anything.. I have a nice shopping district that I think looks fine during the day but when the sim is night people cant see anything. I have made the interior walls full bright and they look good from outside looking through the doorways and windows.
For the exteriors I am planing to go full bright but to control it with some grey color tones over the textures to stop the washed out look.
I also noticed the direction the walls face effect the tone or shade effect of the texture on the prim.
Anyone have better solutions?
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-14-2009 22:15
From: Lord Coalcliff
I also noticed the direction the walls face effect the tone or shade effect of the texture on the prim.

That's because it's actually working based off of sun/moon position, clouds, haze, ambient light, etc. Just like RL, things aren't solidly lit all the way around.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-15-2009 05:32
From: Lord Coalcliff
Anyone have better solutions?

How about turning up your nighttime brightness setting? You should be able to see just fine at night.
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
04-16-2009 02:38
Until LL improve the lighting sytem so you can have more than 6 lighbulbs on at a time, I find Full bright good for stuff like vendors etc, otherwise you have to pull out a torch or yank the sun into the midday position to see them properly.
I suppose the facelight 5000 brigade never have this problem :)
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