What is it with light...
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
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11-27-2004 16:50
Guys, how do I get light to work?
I want to make a lamp. Easy, huh? I make a round ball, make it white, and make it "light". The ball seems to shine while I move it in the edit mode. But, once I stop editing it... it stops shinning. It's just a white ball... no light. What am I doing wrong???
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The difference between you and me = me - you. The difference between me and you = you - me. add them up and we have 2The 2difference 2between 2me 2and 2you = 0 2(The difference between me and you) = 0 The difference between me and you = 0/2 The difference between me and you = 0 I never thought we were so similar 
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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11-27-2004 17:00
From: Marker Dinova Guys, how do I get light to work?
I want to make a lamp. Easy, huh? I make a round ball, make it white, and make it "light". The ball seems to shine while I move it in the edit mode. But, once I stop editing it... it stops shinning. It's just a white ball... no light. What am I doing wrong??? That's really strange, Marker. It's easier to see the effect of Light in nighttime, and with Local Lighting turned on if possible. You aren't confusing this with the yellowish "select object" glow, are you?
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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11-27-2004 17:01
The amount of light emitted by an object with the light attribute set is controlled by the size of the object. A small object won't put out much light at all. If you're trying to light up a room, a small lamp won't do it. Use a small object for looks, use a big invisible prim set to light to produce the actual light. This technique looks bad for people who have the "glows around lights" option enabled though.
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 My other hobby: www.live365.com/stations/chip_midnight
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Damien Fate
Goofy designer
Join date: 6 Nov 2003
Posts: 634
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11-27-2004 17:02
It's probably too small (the light part)  What you can do, is make a larger prim 'light' and make that prim invisible, so that it has more of a light effect and looks the same as an actual object. But, lighting in SL sucks anyway so dont worry 
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Mirada.smartHUD - The new way to control your avatar and the world around you - In Mirada, Hairspray (22,63,51) or find me in world!You want me to be Semi Serious? Well that's ok, I'm almost half semi serious 50% of the time.
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Damien Fate
Goofy designer
Join date: 6 Nov 2003
Posts: 634
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11-27-2004 17:02
Uh yeah, what chip said (he beat me to it)
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Mirada.smartHUD - The new way to control your avatar and the world around you - In Mirada, Hairspray (22,63,51) or find me in world!You want me to be Semi Serious? Well that's ok, I'm almost half semi serious 50% of the time.
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
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11-27-2004 17:05
Hmmmm... the small thing makes sense. I'll try it out. They should allow you to specify the "luminisence" of light objects... Then again, they should also allow you to specify the "mass" of objects, so you can have a little heavy object that reacts to applied force accordingly when set to physical. 
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The difference between you and me = me - you. The difference between me and you = you - me. add them up and we have 2The 2difference 2between 2me 2and 2you = 0 2(The difference between me and you) = 0 The difference between me and you = 0/2 The difference between me and you = 0 I never thought we were so similar 
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
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By the way...
11-27-2004 17:09
When you say to make it "invisible", you mean a complete alpha texture... or some hack the community has come up with?
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The difference between you and me = me - you. The difference between me and you = you - me. add them up and we have 2The 2difference 2between 2me 2and 2you = 0 2(The difference between me and you) = 0 The difference between me and you = 0/2 The difference between me and you = 0 I never thought we were so similar 
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Damien Fate
Goofy designer
Join date: 6 Nov 2003
Posts: 634
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11-27-2004 17:19
just a fully alpha texture 
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Mirada.smartHUD - The new way to control your avatar and the world around you - In Mirada, Hairspray (22,63,51) or find me in world!You want me to be Semi Serious? Well that's ok, I'm almost half semi serious 50% of the time.
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Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
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11-27-2004 18:02
From: Marker Dinova Then again, they should also allow you to specify the "mass" of objects, so you can have a little heavy object that reacts to applied force accordingly when set to physical.  Changing the composition type of the object changes its density, and thus its mass. Metal objects weigh more than wood. I often hollow out objects so they aren't so heavy too.
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Some people are like Slinkies... not really good for anything, but they sure bring a smile to your face when you push them down the stairs.
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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11-27-2004 19:04
I have noticed that the 'light output' of objects will dramatically increase when I move them in edit mode, although this is an intermittent thing.
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- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
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11-27-2004 20:12
From: Cross Lament I have noticed that the 'light output' of objects will dramatically increase when I move them in edit mode, although this is an intermittent thing. That's exactly what I've been experiencing! Thanks guys... your advices have helped me alot. I just wanted to know if I had any configuration problems, and now I have a full blown solution to my problem!
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The difference between you and me = me - you. The difference between me and you = you - me. add them up and we have 2The 2difference 2between 2me 2and 2you = 0 2(The difference between me and you) = 0 The difference between me and you = 0/2 The difference between me and you = 0 I never thought we were so similar 
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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11-28-2004 00:22
From: Cross Lament I have noticed that the 'light output' of objects will dramatically increase when I move them in edit mode, although this is an intermittent thing. When you're editing a "light" object, the lighting is calculated by your graphics card -- it's much faster that way, but less accurate. Once you stop editing it, SL switches over to its internal lighting model, which is more accurate and can handle more lights.
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perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
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Upshaw Underhill
Techno-Hobbit
Join date: 13 Mar 2003
Posts: 293
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11-28-2004 12:19
From: Marker Dinova When you say to make it "invisible", you mean a complete alpha texture... or some hack the community has come up with? Actually yes there is a way to make it completely invisible with a quick bit of scripting: Create this in your Script inventory not in the object, then in edit mode choose select Individual, drop into any prim that needs to be invisible. default { state_entry() { llSetAlpha(0.0,ALL_SIDES); llDeleteInventory(llGetScriptName()); } } (uncompiled since I'm at work but it all looks right) L8r, UU
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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11-28-2004 23:53
My experience is that script will give you 95% transparency on all sides of the object.
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perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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11-29-2004 10:46
From: Carnildo Greenacre My experience is that script will give you 95% transparency on all sides of the object. Actually, llSetAlpha() has been changed recently, and will allow full 100% transparency (llSetAlpha( 0.0, ALL_SIDES)). The transparency setting available in the texture editing window is still limited to 95%, however.
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- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
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Alicia Eldritch
the greatest newbie ever.
Join date: 13 Nov 2004
Posts: 267
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12-03-2004 12:45
From: Cross Lament Actually, llSetAlpha() has been changed recently, and will allow full 100% transparency (llSetAlpha( 0.0, ALL_SIDES)). woot! That resolves something I have been thinking about.
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