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Improved lighting IV

Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
04-13-2006 11:29
In response to this thread:
From: Steve Linden
We have in the works a more advanced materials system that will give users control over specular properties (i.e. allow a material to reflect light other than its base color, so a red texture could appear white when close to a white light). I hope to have it out some time this summer, but no promises, we have a lot on the schedule right now.
Although I do look forward to the implementation of specular properties for objects, this isn't quite what I had in mind with my original post.

If you take an outdoor photograph, you'll notice that non-white surfaces can approach white (or even appear pure white) in direct sunlight. This is not due to specularity, but rather the photographic medium's (be it film or digital) maximum exposure level being approached or exceeded. Take a look at this screenshot from Trees of Pangaea (powered by SpeedTree) to see a simulation of this effect. Notice how parts of the well in the foreground and the tree trunks in the background approach white due to the sunlight. Their texture values are basically multiplied (with no cap on the R, G, and B components (except maximum value, of course)) according to how much light is falling on them.

Is there any possibility of seeing this type of shading in SL in the future?
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
04-13-2006 17:22
I am going to let Steve know about this post, Beat.
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Steve Linden
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Join date: 31 Dec 1969
Posts: 23
04-13-2006 17:33
The short answer is that eventually, yes, you will be able to determine how white a material gets when saturated with light.