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self illuminated textures

Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
11-06-2003 16:57
This has been suggested a few hundred times before but it's worth throwing out there again (and again and again). We really need to be able to make textures look as though they're illuminated without having to make it a light, or emit light into its surroundings. Pretty please?
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Jericho Powers
Hero Without A Cause
Join date: 31 Dec 1969
Posts: 166
11-06-2003 19:19
Seconded.
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Gibson, thereabouts.
Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
11-06-2003 19:55
Thirded... Definately would cut server strain.
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
11-07-2003 07:04
Casting light doesn't strain the servers, but it does strain the end user's video card. (And it can be a very ugly side effect.)

FOURTHED.
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Matina Appleby
Snow Princess
Join date: 24 Mar 2003
Posts: 281
11-07-2003 07:25
Fifthed! So VERY fifthed!
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Bap Garcia
Junior Member
Join date: 3 Oct 2003
Posts: 7
11-08-2003 02:56
Sixthed.
Ryen Jade
This is a takeover!
Join date: 21 Jun 2003
Posts: 1,329
11-08-2003 09:03
seventhed.... is that even a word?
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
11-11-2003 03:44
Eighthed.
Ryen Jade
This is a takeover!
Join date: 21 Jun 2003
Posts: 1,329
11-11-2003 13:02
Bump....comeon, i want someone to say tenthed!
Oedefe Silverman
Registered User
Join date: 3 Oct 2003
Posts: 54
11-11-2003 13:46
Textures do this when acting as a particle... we're partway there!
Neil Protagonist
FX Monkey
Join date: 11 Jul 2003
Posts: 346
11-12-2003 00:35
My heart would explode with joy!

*poof*



-Neil
Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
11-12-2003 06:25
I don't get it...what does that mean?

Sounds like a light tax dodge to me!

Naughty! :eek:
Neil Protagonist
FX Monkey
Join date: 11 Jul 2003
Posts: 346
11-23-2003 23:48
What that means is that a surface can be fully illuminated without lights being involved, so a surface looks like it looks when its a light but its not casting light, it would be the same thing as the luminosity setting in a 3d application. The uses for this are huge, I am currently in dire need of it. The build I am working on doesnt look right without it and with all the prims as lights the taxes would be well in excess of 5K/wk for lights alone. This is a feature that would greatly enhance the look of sl while also helping the framerate, so double plus good. :)

-Neil
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
11-24-2003 00:11
nthed!!!
Eddie Escher
Builder of things...
Join date: 11 Jul 2003
Posts: 461
11-24-2003 06:15
Tenthed! Totaly endorse this product/service!
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Eddie Escher
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
11-24-2003 07:58
For those that may still be confused, if you have the Local Lighting option turned off, there would be no difference between a normal light and the type proposed here.

With the Local Lighting option turned on, the light prim will always be at full brightness and it will cast a glow in the color of the light object on all nearby surfaces ("nearby" being determined by the size of the light prim). With that option turned off, the light prim will just always be at full brightness.

This proposal is to get the ability to set a light to NOT use Local Lighting even if the client has it turned on. That way, if someone wants a large purple wall inside their disco to glow, they can keep it from shining purple light on all their neighbors. The wall would just be visibly bright. And if they want some SMALL, invisible purple lights inside the building to light the dancers, they can do that, too.
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
11-24-2003 08:49
A simpler way to think of it is this... a fully self illuminated texture would completely ignore SL's lighting engine and always display as it would look if you opened it in photoshop. It wouldn't act as a light at all, or be effected by them in any way. It would just always display at full brightness and without tint from surrounding light sources or the sun.

Avoiding light tax is only part of why this would be good. It would be incredibly useful any time you want an illuminated object like a sign that doesn't need to light up the surrounding area, but just needs to stay visible in the dark. It would also be a godsend to those of us playing with baking textures in other 3d apps where the lighting and shadows are part of the texture and only look right when they aren't being altered by SL's lighting. You should only have to make an object a light and incur light tax when you actually want it to emit light into the surrounding area.
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Drathor Kothari
Elder Dragon
Join date: 14 Nov 2003
Posts: 84
12-10-2003 12:42
That is pretty much what we are asking for... the ability to turn OFF shading on an object. So it will always be rendered at it's full intensity.

Lots of things need to LOOK bright but don't actually need to cast light.

it would very much improve teh appearance of peopel with local lighting turned off, and improve performance of those who do have it enabled.