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The Full Bright Feature I'm So Excited!

Ellie Edo
Registered User
Join date: 13 Mar 2005
Posts: 1,425
09-17-2005 08:48
Thankyou, all. Now I have it clear. I have some changes to make in some of my objects. Maybe if enough of us do this, local lighting will become viable even for the poor old Mac population. Assuming such an object is indeed fully illuminated (though not radiating) even at night.

I'd like to support the idea of a wholesale, one-off server switch of all "light" objects to the new option. But lets face it, it simply isn't practical. It would kill every genuine light in SL which didn't have a script to switch it back on.
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
09-17-2005 11:26
From: Ellie Edo
I'd like to support the idea of a wholesale, one-off server switch of all "light" objects to the new option. But lets face it, it simply isn't practical. It would kill every genuine light in SL which didn't have a script to switch it back on.

They do remain lit at night. The attached photos were taken after forced sunset WHICH WORKS for me for the first time EVER in 1.7!

ahem

The one off isn't practical because a number of the light polluting objects are owned by accounts that maintain their tier payments but haven't logged for months. I know of a few sim polluting builds whose owners haven't logged in over a year. Some are life accounts whose land ownership and builds are sacrosanct. We wouldn't want those effects spoiled with no hope of them being reestablished. That would be wrong.

Well then again...lemme think about this.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-17-2005 11:33
I like Flip amig0's suggestions about the Full Bright.

I can't figure out why there's a checkbox for me... seems misplaced, UI-wise, and unintuitive. I closed my eyes and saw a bad aura come out of that box! :O

So yes, please, have Full Bright in materials, along with the other proposed threads... oh goodies Flip posted to Hotline. This should be good. :)
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
09-17-2005 11:53
I'll repost here what I posted in the other thread:

I think Full Bright is fine where it is. It doesn't make sense to have it as a Material type, because it isn't really. Plus when Materials eventualy become of more actual use, it'll be confusing. Such as, wood is wood and makes the wood sound. What if I want a Full-Bright wood material type? I'd be screwed! So I think it's actualy better to have it in the Textures so you aren't stuck with a material type when you want a Glass that's Full-Bright. [Ok I changed that part from the other forum post]

As for your second suggestion [turning all Light to Full-Bright or simply to Wood when 1.7 updates], YES, please yes! Eltee suggested this in IRC awhile ago too and I thought it was a fantastic idea.

Some people may be annoyed/pissed but screw em! :p

As someone who has Local Lighting on all the time I can tell you that the grid is just FULL of un-needed light spam. I'd love to see that go away. But honestly, most people A) Won't know what Full-Bright is. B) Won't care. C) Won't know to use it because they don't run with Local Lighting on. D) All of the above. So forcing people to take it into consideration would be a great thing.

Also giving a notice when you first select Material - Light, like a little pop up that says something to the effect of "Alot of Light objects can adversly effect the area and residents around them. Please consider using Full-Bright under Texture instead." Because honestly I can see alot of people going RIGHT back and changing the crap to Light without know/caring about Full-Bright.

Correction/Addition... it should only do this for Modable items. So people don't get screwed with an item they have and can't fix it.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-17-2005 12:00
One question: is there any merit to having a Full Dark option as the counterpoint to Full Bright? :)

(I don't mean totally black, but a prim that never gets illuminated under any circumstances.)
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Jonquille Noir
Lemon Fresh
Join date: 17 Jan 2004
Posts: 4,025
09-17-2005 12:03
From: Torley Torgeson
I like Flip amig0's suggestions about the Full Bright.

I can't figure out why there's a checkbox for me... seems misplaced, UI-wise, and unintuitive. I closed my eyes and saw a bad aura come out of that box! :O

So yes, please, have Full Bright in materials, along with the other proposed threads... oh goodies Flip posted to Hotline. This should be good. :)


Having it in Materials won't give the option to only have it on one side of a prim like Textures will.

Leave it in Textures. Neither Bright nor Light should be materials.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-17-2005 12:06
From: Jonquille Noir
Having it in Materials won't give the option to only have it on one side of a prim like Textures will.

Leave it in Textures. Neither Bright nor Light should be materials.


Sorry—I upgrade my earlier opinion, I agree this is the more flexible. :)
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
09-17-2005 12:16
Hmm, Full Darkness... might be nice for in-door stuff?

I dunno, I'll think about it. :)
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-17-2005 12:24
From: Oz Spade
Hmm, Full Darkness... might be nice for in-door stuff?

I dunno, I'll think about it. :)


Now that you mention it, what you said reminds me of an experiment Starax did involving a simulated darkened indoors. It was done with shading. Conceivably, "Full Darkness" could make this easier for creepier atmospheres, even when the sun is out and shining.

Esoteric creations... alien artifacts? :)
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Damien Fate
Goofy designer
Join date: 6 Nov 2003
Posts: 634
09-17-2005 12:29
From: Torley Torgeson
Now that you mention it, what you said reminds me of an experiment Starax did involving a simulated darkened indoors. It was done with shading. Conceivably, "Full Darkness" could make this easier for creepier atmospheres, even when the sun is out and shining.

Esoteric creations... alien artifacts? :)


Full Light is just as good as full darkness :) If you do a dark, almost black texture on a full-light prim it should look that way night and day.

Right?
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
09-17-2005 12:31
From: Torley Torgeson
One question: is there any merit to having a Full Dark option as the counterpoint to Full Bright? :)

(I don't mean totally black, but a prim that never gets illuminated under any circumstances.)

But that...is...Fullbright. :confused:

Fullbright makes your texture look just as bright as it does if you open it in Photoshop. It isn't made brighter than it really is, or darker, so it isn't actually illuminated at all. The name is a misnomer. Fullbright == Fulldark == no additional illumination.

If you want your textures to look dark even during the day, put the shading in the texture and set it Fullbright.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-17-2005 12:34
Whoa... that just blew my mind. @_@

Full brightness as the same as Full darkness!

Only in Second Life!!!

Thanxies. :D
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
09-17-2005 12:38
Full-Bright is kinda a bad name for it. Maybe "Not Effected By Lighting" or... something... less wordy. Bright kinda implys like, lightness, when really it's the opposit, it's un-lighted.

I'm confused. :confused:
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-17-2005 12:42
I'd say Static but that may be too nondescriptive.
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Damien Fate
Goofy designer
Join date: 6 Nov 2003
Posts: 634
09-17-2005 12:48
Static works for me.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
09-17-2005 13:01
Static makes me think of... Static. :p Like snow crash, or your radio going chcchchhchcckkckchkchchckchckh. Yeah.
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Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
09-17-2005 13:15
From: Jonquille Noir
When I played with the Brightness on the preview, that's the main thing I wondered about was the lag.

Will this be less laggy than having an object set to Light.
To the best of my understanding, it will not contribute at all to lag as the lag from light prims results from having to calculate where their light is cast. Indeed, if my undestanding is correct, this might result in (possibly immesurable) less lag as all it is doing is saying "please do not apply ambient darkening to this texture" which happens for almost all textures under almost all lighting conditions.

I'm trust I'll be corrected here if mistaken.
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
09-17-2005 13:18
From: someone
static
* cringes in horror at memories of the 15 different meanings of this word in C++ *

Thanks for the nightmares. :p
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