prim and system skirt matchup
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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01-11-2009 20:38
I've noticed that when I have a prim skirt with glitch pants the skirt is usually a lot lighter in color than the pants. The prims and pants look like they are using similar textures.
What I've found is that when I edit the skirt the base color is white and changing that to light gray it then matches the glitch pants in terms of brightness and everything looks great. The light gray I choose is the one in the default SL texture palette.
I was just wondering if others see this or if it's just on my computer.
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Amaranthim Talon
Voyager, Seeker, Curious
Join date: 14 Nov 2006
Posts: 12,032
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01-11-2009 20:55
I had noticed of course and when it did not compliment the result, I had been adjusting the texture outside- I will try your way- thanks 
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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01-11-2009 21:29
From: Bree Giffen I've noticed that when I have a prim skirt with glitch pants the skirt is usually a lot lighter in color than the pants. The prims and pants look like they are using similar textures. ...... I was just wondering if others see this or if it's just on my computer. I think everyone sees it. I have never heard a good explanation, but colors on prim attachments are always a bit different than colors "painted" on the avatar. Some of the difference may have to do with the way light hits panels on a prim skirt and some may have to do with skin tone bleeding through "painted" clothes. I really don't know. We all figure our own work-arounds to get colors to match as well as we can. Your method is as good as any.
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Siddean Munro
Artist!
Join date: 21 Apr 2007
Posts: 113
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01-12-2009 02:56
It's something to do with the way light shines off white prims compared to tinted prims. I make clothing, and I will use the exact same technique and colours to create the system layers and the prim textures, and I always have to tint the prims to match the system layers once the item is put together in world. So yes, it's most people using a current windlight client. Althought I think the latest release candidate solves the problem.
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Heather Rau
Registered User
Join date: 7 Feb 2007
Posts: 100
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01-12-2009 08:52
Unfortunately, this problem is exacerbated by the change in light color, intensity, and angle during the SL day cycle. You will find in many cases that the right "tint" applied to a prim to make it match a worn texture for one light is wrong in another light.
I think the issue has multiple causes. I'm pretty sure that the avatar surface has a different reflectivity properties than your basic prim. Also, if the angle of incidence for a light source is different, then the apparent lightness of the surface is going to be different as well.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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01-12-2009 08:56
If you want to darken your attachment prims, it's probably best to use a tint in SL and not bake it into the texture. In the released viewer, the skin and clothing layers are automatically tinted by the viewer to 80% gray, so doing the same with your attachments should get you close. But beginning with the 1.22 viewer the skin will no longer be tinted (you can see it in the RC now), so you'll want an easy way to undo it. More details in http://jira.secondlife.com/browse/VWR-8012
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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01-12-2009 09:02
From: Heather Rau Unfortunately, this problem is exacerbated by the change in light color, intensity, and angle during the SL day cycle. You will find in many cases that the right "tint" applied to a prim to make it match a worn texture for one light is wrong in another light.
I think the issue has multiple causes. I'm pretty sure that the avatar surface has a different reflectivity properties than your basic prim. Also, if the angle of incidence for a light source is different, then the apparent lightness of the surface is going to be different as well. The skin did receive different lighting pre-Windlight but they removed that. But the gray stuff mentioned above stayed in, so it was still weird. With 1.22 it should work in a somewhat sane way, finally!
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Heather Rau
Registered User
Join date: 7 Feb 2007
Posts: 100
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01-13-2009 11:29
OH. MY. GOD.
It's going to be fixed. *Happy Dance*
Or, it's going to be different. I'll believe the "they should be the same" statement in the bug fix trail when I see it.
But now the dark side....
Why did it take such a long time for such a basic flaw to get fixed? It's obviously such a simple thing (yes I fully understand that there is more to it than that. That changing the code took 50 seconds and testing to see that it was the right change took 50 hours...), but the degree of user experience, and SL commerce that is impacted by this is almost immeasurable. And that was *clear* as soon as the bug was well illustrated, as it was in the bug tracker.
One other way to look at it. Now every clothing designer (myself included) is going to have to go back and "re-fix" all of their products that they kludged as a work around to this bug. How many impacted clothing products were created between when this bug was first beautifully diagnosed and logged on July 1 08 and today? Thousands upon thousands thousands. I would venture to say that each month that went by represented 1000 aggregate person hours of additional time that now needs to be invested to adjust products to accomodate this change. I'm also going to venture that my figure is grossly conservative.
That said, I'm still happy it's happening.
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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01-13-2009 11:32
It's fixed in the RC... I've already rolled back the touch'a gray I put in many of my puffy-sleeve outfits. (^_^y
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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01-13-2009 21:17
Sounds great! Can't wait for it to hit the regular client!
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Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
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01-13-2009 22:14
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