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Looking for textures...

Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
01-15-2008 14:20
I saw in a skybox that had a floor texture with shadow on it from the window.. I was wondering where I can find textures like that, that does some shadow on the floor.. I tried textures R Us but can't find it there..

thx
Namssor Daguerre
Imitates life
Join date: 18 Feb 2004
Posts: 1,423
01-15-2008 14:24
You won't find them here either. We don't sell stuff or give textures out here. Try Products Wanted.

If, on the other hand, you want to learn how to make one yourself, you can ask people here how they do that.
Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
01-15-2008 14:29
From: Namssor Daguerre
You won't find them here either. We don't sell stuff or give textures out here. Try Products Wanted.

If, on the other hand, you want to learn how to make one yourself, you can ask people here how they do that.


that doesn't help me but thx
Jolly Heron
www.ideashape.cn/
Join date: 18 Apr 2007
Posts: 71
01-15-2008 23:13
I also want the answer. Cheers!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-16-2008 00:23
then you should also ask in the products wanted forum ::eyeroll::
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Madeliefste Oh
Designer
Join date: 10 Aug 2007
Posts: 67
01-16-2008 05:44
Maybe it's another technique used for this particular case, but most shadows on floors I have seen are done like this:

The windowprims are build twice, one on the normal place, and one upside down under the floor. The floor is made a little transparent (guess about 5 or10%).
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
01-16-2008 07:21
first of all you have to know how the shadow will look, then you draw that simple pattern up in a graphics program, the you make a alpha texture and attach it to a flat alpha prim and lay it on the floor
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
01-16-2008 09:21
From: Madeliefste Oh
Maybe it's another technique used for this particular case, but most shadows on floors I have seen are done like this:

The windowprims are build twice, one on the normal place, and one upside down under the floor. The floor is made a little transparent (guess about 5 or10%).


Could you do it the oppsoite way?

Build window.
Build floor.
Figure out where shadow would be.
Make a very transparent prim the size of the shadow.
Put that just above the floor on the spot where the shadow would be.
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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
01-16-2008 11:45
Some people use modelling programs to do this, but I've found the following method pretty useful and adequate in most situations (mind you i can't log in to check the UI right now - some of what i describe might be a bit off):

1) View your wall from the side you want to face the light. Angle your camera based on the exact positions you want light to be cast *from*

2) Take a snapshot, but instead of using full colours, change your options to depth. This should give you a flat colour for your wall.

3) Save snapshot to hard drive. Open file in graphics program.

4) Select flat colour representing your wall, inverse your selection, delete everything else. Convert what is left to your shadow colour - I usually just make it white so I can tint the shadow as I prefer depending on lighting situation.

5) Create alpha channel, save as TGA, upload.

6) Apply texture to prim, adjust colour tint and opacity as necessary.
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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
01-16-2008 11:49
From: Madeliefste Oh
Maybe it's another technique used for this particular case, but most shadows on floors I have seen are done like this:

The windowprims are build twice, one on the normal place, and one upside down under the floor. The floor is made a little transparent (guess about 5 or10%).


Are you sure you aren't referring to reflections and not shadows? also - any slightly transparent floor means alpha issues for prims and attachments that are used in its vacinity. Furniture using glass, prim attachments like skirts using alpha... all of these things end up being affected by even the slightest transparency in a floor... this can be quite annoying, since in the case of the skirts, it means one can see one's legs (which in most cases is unintentional).
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
01-16-2008 12:01
From: Madeliefste Oh
Maybe it's another technique used for this particular case, but most shadows on floors I have seen are done like this:

The windowprims are build twice, one on the normal place, and one upside down under the floor. The floor is made a little transparent (guess about 5 or10%).


This is for reflections...and unless you plan on ruining everyone's alpha attachments or clothing, I suggest you use it sparingly. My android's magic is completely revealed on a 'reflective' alpha floor.

To the OP: You are talking about shadows from windows? What do you mean? Do you mean a basic shadow under an object...or a shadow that is the exact shape of the object, casting a shadow from the exact direction of the light source? Like this:



You can achieve the above by positioning the camera the direction of the light source in SL...then take a screen grab, and open it in PS. Here, you will take the shape of the object only, and create an alpha from it--depending on which surface it is cast from, you'll have to take different screen grabs and mix them, or use the same one for each cast (floor matching the wall).

Of course, you can do this all in a 3d application like Maya...you can recreate the actual object in your 3rd party modeling program...then set up the surfaces the object will cast on...set up your light where it is in SL (the dominant one)...then render from each view the shadow will be cast on (each face may require a different viewpoint render)...it is best to tell your 3d application not to render the actual model...just its shadows. Then, steal this shadow information (texture) and manipulate it in PS to be later placed in SL. It's a long process...but has the best results.

See an example of self-shadowing here:



What do you mean?? Do you mean, light coming through the window is casting the structure of the window itself, like this:



If this is the effect you're looking for...you can create this in Photoshop...follow the alpha texture tutorial on this forum to achieve that...it's not hard.
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Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
01-16-2008 20:29
something like this...

http://www.slexchange.com/modules.php?name=Marketplace&file=images&ItemID=233378
Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
01-16-2008 21:13
Ecks - in many cases those are custom done for each build.

Two people in this thread have already explained how to do this. It's really a rather simple process. Please read the replies to this thread!
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
01-16-2008 21:48
Well, looking at those skybox pictures Ecks, I don't think the window and floor textures are specific to that one build, but to that type of build - any build with a wall of windows. It looks to me like the window wall is a set of alpha textures, through which you can see an NYC diarama behind. The floor is matching normal floor textures with shadows of the window frames put in as described in previous posts, made to simulate the sun coming from a certain direction. So the builder created these textures such that he could make many different builds with walls of windows and different scenes outside, all with simulated light coming from the same place.

I guess Ecks is looking to buy a set of window/wall textures with matching floor textures that have shadows. Haven't seen any sets like that, but then I'm not a professional builder. And, Ecks, as previously pointed out, this is the texturing forum, so naturally people are going to tell you how to build the textures, not where to buy them.

Good luck.
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