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Shiny glass texture

Vanya Rennahan
Precaching.............
Join date: 29 Dec 2006
Posts: 94
01-04-2008 08:35
Alooo

Does anyone know where I can get a decent shiny glass texture....I want one that looks like real glass and has drawn on shine/reflection on it.

OR if you can show me how to make one that would also be great. I know PS quite well, I just suck at adding shine and highlights to things...maybe someone can give me a useful tip on how to make it look natural.

I found some quick RL examples...

http://www.feldmanfurniture.com/pmidimages/%7b3B702A25-042E-485B-B663-F67D7E019F7B%7d.jpg

http://www.4myrooms.com/images/Lamps/ls1475ssblu.jpg

Thank you in advance! ^^


<3 Vanya
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-04-2008 09:58
If you'd like to know how to make such textures yourself, ask away, and I (and others) will explain. However, since you seem to be looking for something already made by someone else, this post should be in Products Wanted, not here. This forum is for education, not for shopping. That's why its title says Texturing Tips, not Shop Here For Textures, and why its description says "discuss techniques", not "shop here for textures".

The Products Wanted forum, however, does say "Looking for a certain object, script, etc? Post your request here." Since you're looking for a certain item, post your request there, not here.

Happy to help you learn here if you want, but shop over there.
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Vanya Rennahan
Precaching.............
Join date: 29 Dec 2006
Posts: 94
01-04-2008 13:09
Edited my above post.

:)

Vanya
Hunter Stern
Web Weaver
Join date: 7 Oct 2004
Posts: 377
01-04-2008 14:19
to achieve such a look it's really very simple if you are using a simple base texture. I use a
high shiny metal and set it to about 34 transparency and then adjust the repeats and offsets accordingly to the highlights and shadows within the texture.

The more detailed or complex way of doing it involves layers. one layer being semi opaque but solid, the next layer would be noise, the next, would be hand painted (feathered) highlights and gradients.

you can also superimpose actual pictures of what you might want to act as the highlight reflection set to 87% opacity in a layer to achieve more depth.
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Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
01-05-2008 18:41
From: Hunter Stern
to achieve such a look it's really very simple if you are using a simple base texture. I use a
high shiny metal and set it to about 34 transparency and then adjust the repeats and offsets accordingly to the highlights and shadows within the texture.


Ummm... Hunter? Are you actually doing this? And if so, what client are you using please?

Or do you mean that you're using a texture that is drawn to look shiny, as opposed to using the "shiny" attribute?

In the default client, and the Release Candidate, this is not possible. Any amount of Transparency disables the "Shiny" attribute.

The only way to get both transparency and SL Shiny on a surface in these clients is to use a script. (If anyone wants it, let me know, and I'll be happy to drop a copy on you.)

I don't know what's possible in Windlight, since I haven't been using it.
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Hunter Stern
Web Weaver
Join date: 7 Oct 2004
Posts: 377
01-05-2008 19:42
Standard client of SL I tested. The examples I gave are (as anything is in SL) an illusion to the eye. I will state this however of my test findings.

I recreated a wire mesh (like you see with Ctrl+R, for wireframe rendering) template of 512X512, and placed it on a cube inworld. I then went to adjust the horizontal and Cert. repeats to 5.000X5.000 andthe ffect that came out was one where the lines them selves went to an negative scale or atleast 0.001 making the texture appear like a large alpha plaid design or weave.

When turn the camera certain gradients would follow making it apear like a solid but clear cube (hence shiny clear). I wish I had taken pics now of it but was un aware that it was a bug until I relogged. but before i relogged, Perfomance Tester ironically had shown up right neam me, so I'd assume the sim I was in was having odd reading at that time.

as far as setting the 'Shiny' attribute on (Low,Med or High, which really looks 'wet' or TOO shiny at times), it is not possible to achieve unless you are using an Invisaprim texture (script) and setting to high shine, but then you lose anything behind it that is 32 bit. The only other solution is to paint super imposed highlights into place (imo). My assumption was that the OP was asking for something seen similar in an eye reflection for example.

If there is a better way please add to it.
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