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Shininess restrictions.

Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
12-28-2008 05:55
Hi all, turkey dinner's worn off so I'm back to Blendering. :)

Can anyone confirm what the controlling factors are for applying shiny attribute to an object?
I've imported two adjacent vehicle components (door and wing) from Blender with their associated texture maps which were created from images extracted from the same side view photo. When I get inworld to test them the rear wing accepts shininess whereas the door doesn't. The only difference between the two is that the door which won't go shiny has a quarterlight window with transparency made using apha channel.
So I guess I'm asking does transparency prohibit shiny?
Any way round it if this is the case short of separating out the window and making it a component on its own?
Thanks.

Drifter
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
12-28-2008 07:16
From: Drifter Dreamscape
So I guess I'm asking does transparency prohibit shiny?

Yes it does.
From: Drifter Dreamscape
Any way round it if this is the case short of separating out the window and making it a component on its own?

Not really. If prim count is more important than the transparency, then a mob style blacked out window, or textured reflective glare are your only options.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
12-28-2008 07:17
From: Drifter Dreamscape
So I guess I'm asking does transparency prohibit shiny?

Yes, transparency prohibits shine. A surface in SL can either be transparent or shiny, not both.

The only exception is the invisiprim texture, which doesn't actually use real transparency. It exploits a bug, which reverses the draw order for certain things. It won't do you any good for what you're trying to do, though, so it's not really relevant.

From: Drifter Dreamscape
Any way round it if this is the case short of separating out the window and making it a component on its own?

Nope. If you want the opaque parts to be shiny, they need to be separate surfaces from the transparent parts.


EDIT: Domino beat me to it by one minute. :)
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Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
12-28-2008 08:20
Thanks guys. Guess I head towards the scrag end of the year with another hurdle to be overcome somehow.

From: Domino Marama
If prim count is more important than the transparency, then a mob style blacked out window, or textured reflective glare are your only options.


Nice thought, but I can't see any self respecting mobster wanting to tootle about town in an MG Midget so black windows aren't quite the thing. :D