The problem is that shinyness really overrides the colours of the texture giving it a drab/liquid metal look rather than being shiny.
Example of no shinyness vs high shinyness:

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Eata Kitty
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08-31-2005 04:53
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Karandas Banjo
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08-31-2005 04:57
I think it was meant to be a fix for the "high shinyness turns anything black". But instead now high shinyness turns everything white
![]() Shinyness really shouldnt affect colour at all |
Huns Valen
Don't PM me here.
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08-31-2005 11:06
This is a bug. This has got to be a bug. Tell me this is a bug.
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elka Lehane
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oh - my - god TT_TT* cries
08-31-2005 14:00
Okay, I am happy to see I am not alone who realised the new *shiny* is so WRONG!!!!!!!!
And, if it is going to be this way, I might as well not be in SL much anymore, because honestly, all I do is build and dress up, that's my fun, and now, WHERE IS MY SHINY BLACK, GIVE IT BACK TO ME! waaahhh no more fun! Okay let's explain in details. It's only been 12 minutes I am in test grid, but 1st thing I noticed was how weird my prim attchments were looking. Sort of greyish. See, the thing I like the most (in color terms) is solid black. AND even more, solid black with shiny set to maximum... I use it for most of my jewels, shoes, etc etc etc. This used to be so cute, with the shiny reflect of the sun on it and all. NOW, I rezzed a cube, made it solid black, and then used the shiny effect. YUCK! O.o It's now plain silver. Where has the black gone? HELP!? I hope this can be done like it used to be, or a LOT of avatar makers and such people like me will be very sad and/or mad. I included a picture of a solid black prim in normal and test grid. See for yourself. The 3 pictures that show normal grid one shows you how different the prim looks depending on the sun direction and cam direction, was sooo realistic. The 2 others for tes grid show you how not-black-anymore the prim becomes. It's plain grey, for low, and silver, for high. Bleh!!!! My friend made me notice how for pure white, it's much better. Well! It's cool but... White and black are total opposites. I guess it was an evidance... if you fix white, you screw up black. Meh u_u What is going to happen with that? I ask you, Linden people. I am very, very worried. Thank you. -elka _____________________
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elka Lehane
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08-31-2005 14:09
Okay hum, someone posted attachment pictures, but it seems I do not have the permission. Blah. Why?
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Karl Greenstein
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08-31-2005 14:32
Wow, that looks horrible. I love to use shiney in my builds as well. This will discolor them to the point of not even looking anywhere near what they used to and should look like. That better not be going in the final build of 1.7....
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Fa nyak
>(O.o)<
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08-31-2005 14:34
is seems they changed it from the extreme of white shiny things looking wrong and black shiny looking good, to the OTHER extreme where white shiny looks right and black shiny looks wrong. i think maybe they should find a middle ground between the two so that both look *kinda* right?
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Torley Linden
Enlightenment!
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08-31-2005 14:37
I haven't taken a close enough look at the "new shiny", but it looks more drab than any sort of shine to me. I mean, the old style knocked colors down a notch, and I very much like the new 1.7 smooth sky gradient, but the shiny? I don't like.
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Sezmra Svarog
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08-31-2005 14:47
I love the new gradient for the shiny effect, I really wasn't a fan of the "sunny yellow reflection".
However, yes, the drabness that comes with shinied textures is a bit of an overkill. They may have to experiment with this a bit, and hopefully they will, and maybe we can get a happy medium. _____________________
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Oz Spade
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08-31-2005 15:10
Eehhh.
How about basing shinyness on material type? Such as.. Metal - Chromy shiny (1.6) Plastic - Whitey Shiny (1.7) Wood - Er? etc. You know... like ACTUAL materials? Dunno how feasable that would be. For now though it'd be nice if there was either an option, or revert it to 1.6 style. _____________________
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Keknehv Psaltery
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08-31-2005 15:32
This is horrible. They have broken existing functionality, which is NOT tolerable.
So, now most airplanes will look like crap. Most gadgets will look like crap. Most jewelry... SET IT BACK! _____________________
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Kelly Linden
Linden Developer
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08-31-2005 15:55
Eata Kitty that is a cool comparison screen shot. For completeness I was wondering if you could get a similar shot around the same time of day from Agni and post it here?
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elka Lehane
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oh hum O.o shrug
08-31-2005 15:56
I love the new gradient for the shiny effect, I really wasn't a fan of the "sunny yellow reflection". However, yes, the drabness that comes with shinied textures is a bit of an overkill. They may have to experiment with this a bit, and hopefully they will, and maybe we can get a happy medium. Mmh, I didn't think that there might be a possibility some people did NOT like the sun shine effect. I guess they can't please everyone all at once u_u tough decision. So I think this is actually the best idea: For now though it'd be nice if there was either an option, or revert it to 1.6 style.. A lot of programs and such in real life use that kind of option. Maybe two *run 1.6 shiny version* and *run 1.7 shiny version* buttons could help everyone be happy and satisfied. elka _____________________
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Lost Thereian
Bleh.
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08-31-2005 16:08
Eehhh. How about basing shinyness on material type? Such as.. Metal - Chromy shiny (1.6) Plastic - Whitey Shiny (1.7) Wood - Er? etc. You know... like ACTUAL materials? Dunno how feasable that would be. For now though it'd be nice if there was either an option, or revert it to 1.6 style. This is really what we need.... I was thinking the same thing. Just because an object is shiney doesnt mean it has to look metalic... I mean wood has a nice glare which would be awesome in sl ...and also I wish there was a shine for transparent objects (water, glass, etc.) - or maybe a specific choice for water, glass? ...I notice the default water in sl has kind of a surface shine _____________________
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Torley Linden
Enlightenment!
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08-31-2005 16:09
Here's a really kooked-up idea.
Instead of having 4 settings for shiny (including OFF), why not have a PERCENTAGE like Transparency is? _____________________
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Torley Linden
Enlightenment!
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08-31-2005 16:11
...and also I wish there was a shine for transparent objects (water, glass, etc.) - or maybe a specific choice for water, glass? ...I notice the default water in sl has kind of a surface shine There IS a trick for "transparent+shiny" involving invisiprims... I've seen it done before. Hmmm. Any inworld examples people recall? Only prob is it also makes, uh, avatars seen through it invisible, so not the most ideal. _____________________
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Buck Weaver
Unsolicited Onterator
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08-31-2005 16:18
I complained a lot when alpha was ruined about a year ago, but that also fell on deaf ears. I used to be able to zoom in real tight on alpha objects (things like trees and neon signs that I used to make) but now when I do they bleed away and appear to melt.
If the above screenshots are indicative of the new shiny, then I say leave it as it is. _____________________
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SteveR Whiplash
teh Monkeh
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08-31-2005 16:38
New shiny = Glaring, white-out look
![]() Old shiny = Deep, clear coat look ![]() If you want to call something "shiny", the new one makes more sense. But given the option between the two, I'll take the old "shiny" any day of the week! Now, if you want to give us both, I'd be happy with that, but don't break the look of old objects in the process. _____________________
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Keknehv Psaltery
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08-31-2005 17:41
Perhaps have it on a scale... like the Ph balance.
Very white shiny white shiny kind of white shiny not shiny kind of black shiny black shiny very black shiny Then we could have both worlds... any ideas? I'm mainly opposed to this new shiny because this will make current objects look weird. _____________________
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Csven Concord
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08-31-2005 19:03
Depending on how I interpret Shiny, it either makes sense or doesn't. Technically, the result I get going from Low to High (an increasingly dark texture) jives with what happens if I render in Maya. But if there's a Light (prim) source what happens? will it reflect a brighter texture (I just crashed and didn't get a chance to test that)?
It would be nice to get some usage clarification. How is it supposed to work in SL? |
Enabran Templar
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08-31-2005 19:42
I blame the new shiny on the new sky. Have you looked at the sky? Looks much more diffuse -- even natural. But the side effect of this is that the shiny doesn't look nearly as crisp as it used to. My understanding of how shiny works is that it makes a distorted version of the sky as a dynamic highlight on the shiny prim surface. Is that right? Does that explain the ugly?
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Oz Spade
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08-31-2005 20:01
Here's a really kooked-up idea. Instead of having 4 settings for shiny (including OFF), why not have a PERCENTAGE like Transparency is? Oooo, nice. As I understand it though Shiny is like a texture or something. But I'd love that. _____________________
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Byron McHenry
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Join date: 21 Sep 2004
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08-31-2005 20:54
There IS a trick for "transparent+shiny" involving invisiprims... I've seen it done before. Hmmm. Any inworld examples people recall? Only prob is it also makes, uh, avatars seen through it invisible, so not the most ideal. i have a pic of transparnet shiney im me in world if you want it |
Keknehv Psaltery
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08-31-2005 21:27
Actually, I think shiny is a shader, not a texture.
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Lost Thereian
Bleh.
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08-31-2005 22:20
There IS a trick for "transparent+shiny" involving invisiprims... I've seen it done before. Hmmm. Any inworld examples people recall? Only prob is it also makes, uh, avatars seen through it invisible, so not the most ideal. Oooo, I didn't know this script could be used to enable a transparent shine ....but yes it does make avatars, trees, and any alpha textures invisible .... :\ _____________________
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