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prim brightness problem

Sym Byrd
Registered User
Join date: 12 Apr 2005
Posts: 21
11-25-2005 17:56
I use an avatar that has pink on the inside of the ears (prims), and every time those parts of the ears face the sun, the pink areas turn completely white. This didn't happen before the 1.7 update.

I tried changing the material types, but it doesn't work. Clicking the "Full Bright" checkbox with the insides of the ears selected seems to make them pink again, but won't this make them glow in the dark too?
elka Lehane
WOWAWIWA
Join date: 30 Mar 2005
Posts: 983
11-25-2005 18:04
Yes, it will.
My suggestion is simply upload a solid pink 512x512 texture, easily done, even in Paint.
Textures don't do that vs. light! Good luck!
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Dyne Talamasca
Noneuclidean Love Polygon
Join date: 9 Oct 2005
Posts: 436
11-26-2005 07:53
Yeah, it's a bit annoying.

When you take a blank white texture and tone it with pink, and then shine a white light on it, the result appears white on the lit side, rather than (as one might expect) pink.

If you fool with photoshop or 3d apps, you are probably aware of blending modes like add, multiply,etc. I suspect that there's some oddity in the way the rendering engine is dealing with these while calculating the lighting of the textures.
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Plonk
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
11-26-2005 09:43
From: elka Lehane
Yes, it will.
My suggestion is simply upload a solid pink 512x512 texture, easily done, even in Paint.
Textures don't do that vs. light! Good luck!
So that's why so many objects tend to have colors baked into the textures. I thought it was just more "I'm the Artist, I'm not going to let you Mod this!" attitude. *le sigh*.

That's really annoying, but explains a lot of the problems I've had with my own attempts at making stuff.
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
11-26-2005 10:15
From: elka Lehane
Yes, it will.
My suggestion is simply upload a solid pink 512x512 texture, easily done, even in Paint.
Textures don't do that vs. light! Good luck!


Oh jeez... a 512x512 texture full of pixels of exactly the same color?? Jeez, make it like 1x1, or 16x16, or something. I'm not sure what the smallest valid texture size is, but that's what you should use.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-26-2005 10:51
From: Lex Neva
Oh jeez... a 512x512 texture full of pixels of exactly the same color?? Jeez, make it like 1x1, or 16x16, or something. I'm not sure what the smallest valid texture size is, but that's what you should use.

Amen, Lex. I was about to say the same thing. 512x512 is way overkill for an ear. The biggest reason SL so rediculously slow is because people routinely make textures that are WAY too big. Every texture eats up a certain amount of video memory. The bigger the texture the more memory it uses. For something that's just a solid color like that, go with 32x32, the smallest size SL allows (answers your question, Lex).

Just to give you an idea of how wasteful using a 512x512 in this situation actually would be, here's some quick math for you. Every texture at 512x512 uses 256 times as much memory as a 32x32. That's right, two hundred and fifty six TIMES as much memory! Multiply that by all the similarly textured ears and other appendages on each av, as well as all the textures on surrounding objects and it's easy to understand why SL is so laggy, laggy, laggy.

I had a conversation with Lee Linden a while back in which he mentioned that the average mall in SL contains gigabytes of texture data. In some cases, it's in the tens or even hundreds of gigabytes. The average video card, however, can only process in the tens or hundreds of megabytes. Now you know why malls operate at snail speed. Video cards just choke under that much data.

I've been taking every opportunity I can to campaign for responsible texture management in SL for a long time now. This thread is as good a soapbox as any, so keep those textures small, really small. 256x256 is generally more than enough for large objects with high detail. Most of your textures should be smaller than that with the occasional 512x512 here and there. Anything bigger than 512 should be so rare it's almost a holiday when you make one. Solid color textures should NEVER be larger than 32x32.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
11-26-2005 16:26
its ll's own fault tho, most of the wisdom information comes from 3rd parties in interviewes buried in page 2 of a thread.
Seems that there should be a LL guide to SL happy textures (among other things) in their thin and lacking documentation
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
11-26-2005 22:15
From: Chosen Few
I had a conversation with Lee Linden a while back in which he mentioned that the average mall in SL contains gigabytes of texture data. In some cases, it's in the tens or even hundreds of gigabytes.
No wonder my mere gigabyte of cache doesn't go very far...

[insert whine about having a 40g hard disk for SL and only being able to use a gig of it...] :)
Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
11-27-2005 02:18
From: Osgeld Barmy
its ll's own fault tho, most of the wisdom information comes from 3rd parties in interviewes buried in page 2 of a thread.
Seems that there should be a LL guide to SL happy textures (among other things) in their thin and lacking documentation
In their defence, most of them are businessmen, software developers, customer support, etc etc etc. While LL do have content developers, they have very, very few, compared to the hundreds or thousands of residents like Chosen, Chip, Robin et al. This is where new residents should look to for their "leet skillz".

The responsibility I would put at LL's doors is to have the forum moderators sticky some of the really good resident-created FAQs out there. How 'bout it, mods?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
I know the energizer bunny is popular.... but really
08-27-2006 21:54
Anyone got a fix for this problem in the last several months? having the same issue with SL hijacking the system gamma, so that all running applications besides SL are washed out.

oddly it revert, NOT after I close SL, but rather when I open the advanced page for gamma/color settings.... without ever having actually APPLIED any changed settings...

Why exctly does SL need to modify Gamma system wide, and not window or instance specific anyways?

anyways, a PM or a response from someone that solved this would be greatly appreciated