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Improved lighting III

Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
03-28-2006 18:04
Torley, thanks for the quick reply to this thread. However, I was actually referring to the shading model SL's lighting in general uses, not the way local lighting is calculated. If you take a look at my original post on the subject, you'll see what I'm getting at. Can we expect to see such "brighter-than-texture-values" effects at some point in the foreseeable future?
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-28-2006 18:30
O gosh, I'm SO sorry for the misunderstanding, Beat! Those are NICE visual examples in your original thread. Please let me check once more...
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Steve Linden
Linden Lab Employee
Join date: 31 Dec 1969
Posts: 23
03-29-2006 09:45
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.