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Map questions

Zed Rankin
Registered User
Join date: 24 Jul 2006
Posts: 5
08-08-2006 19:58
what all type of texture maps does this engine support? i know bump and alpha, any others?
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
08-08-2006 21:44
Assuming you're talking about prim-based objects, I wouldn't go so far as to say bump maps are "supported". You can only choose from a list of pre-existing bump maps; you cannot import your own, which makes the feature almost useless. The only maps you can customize are color and transparency (standard RGB for color, or RGBA for color with transparency).

The bump maps for avatars can be customized, as can the various transparency maps for avatar-specific traits such as makeup, freckles, skin grain, etc., but not very fluidly. You'll find all the avatar maps in your SecondLife\Characters folder, and you can alter them if you wish, but be aware that any changes you make to them will globally affect your inworld appearance for ALL your avatars, so it's not really the best idea to screw around too much. For example, it might seem lke a great idea to add some bumps to your forhead map if you want to look like a Klingon today, but then tomorrow if you want to look human again, you're going to need to change the map again. It's not exactly convenient to go renaming files every time you change your outfit. (Not to mention that if you use more than one computer, you'll have to make the same changes on all of them every time.)

Land attributes are described by a special 13-channel mapping system, but unless you own a private island, you can't access that directly. The mainland is a bit restricted in some ways for technical reasons, and that's one of the restrictions.

Getting back to objects, LL has said that they're working on a material shader system, similar to that of Maya, which will eventually replace the limited texture system we have now. Once that's in place, I'd imagine we'll have a lot more channels at our disposal to map a variety of attributes as we see fit.

For now, the way it works is primary color and transparency are under our direct control as applied texturing, and additional uniform multipliers for color and transparency can also be applied parametrically. Shine is uniform on prim surfaces at any of 4 selectable intensity levels (high, medium, low, or off). Bump, as I said, only exists as a set of pre-existing maps. Incandescence (full bright) is purely on/off. That's basically it.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-09-2006 01:19
diffuse map only, to say it short
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Katiana Palmerstone
Second Life Resident
Join date: 24 Oct 2004
Posts: 26
reflection maps *le sigh*
08-09-2006 16:29
I'd give anything for reflection mapping, glass filters just aren't enough.