|
Apollo Narcissus
Registered User
Join date: 11 Nov 2006
Posts: 3
|
01-04-2007 14:11
Is there a way to group or identify textures on different prims so that they receive the same lighting? For example, I make smaller objects (but not tiny) by linking a few small prims. I want them to all have the same texture, but it's quite irritating when they all end up as different colors because of the lighting. It's just sort of ridiculous when I have two prims where one prim overlaps the other by just a bit (one prim unnaturally sticks out of another prim), but the prim sticking out is completely white and the other is darkened. They're in the same spot!
I still want the general lighting so I don't want to full bright them. There must be some (easy)way...
|
|
Cory Edo
is on a 7 second delay
Join date: 26 Mar 2005
Posts: 1,851
|
01-04-2007 14:17
I'm gonna go out on a limb here and say that there isn't. (If I'm wrong please someone correct me, cause I'd like to know how to do this too.) The lighting affecting a prim is generally caused by the sun/moon position, which in addition to being constantly changing (unless you own a sim and set the sun position to be static), is also subject to a visitor's personal client settings - I usually have my client set to Noon most of the time, for example. So there's no real way to guarantee that all faces of a prim will be lit exactly the same all the time for everyone...unless you use Full Bright, which you already said you're trying to steer away from 
_____________________
www.electricsheepcompany.com
|
|
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
|
01-04-2007 14:32
Full bright can be very effective if you pre-bake all your lighting and shadows into your textures. It's time consuming, but if you put really good baked lighting effects on every surface, you can turn full bright on for everything, and then you'll never have to worry about what the sun, moon, or any local lights are doing.
If you want to see an example, check out the interior walls in my Klingon Bird of Prey (Indigo, NW corner). The transporter walls are finished, so they can give you a pretty good idea. The bridge walls are about half finished, but there's enough there for you to see what I mean. All finished parts are full bright, and you'd never know it.
The technique is not practical in all situations, of course, but for interior spaces it can be very effective.
Beyond that, as Cory said, there's no way to control how things get lit.
_____________________
.
Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
|