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An Anti-Light

Thistle Decatur
Registered User
Join date: 25 Aug 2006
Posts: 77
09-10-2006 22:55
Can we please have a way to make darkness. An un-light or an anti-light. I'm working on a cave right now and have had to resort to almost-transparent phantom prims and fog.
Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
09-11-2006 01:30
Mmm...anti-light...I like =p
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Nargus Asturias, aka, StreamWarrior
Blue Eastern Water Dragon
Brown-skinned Utahraptor from an Old Time
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
09-11-2006 02:42
IMHO this is what a black light should do, currently if you want true darkness you'd need to buy your own sim and force midnight all the time and use lights outside to put daylight back in.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-11-2006 09:11
You can get pretty close using a blackout box.
Ghoti Nyak
καλλιστι
Join date: 7 Aug 2004
Posts: 2,078
09-11-2006 10:50
If you're in a private sim and can control these... so some assortment of...

1: Blackout box
2: Set sun to always midnight
3: Build below water... especially if its a private sim and you can set the water VERY deep... it gets REALLY dark down there!

The only problem with #3 is you'll get people tleporting in to visit who are wearing Swimmers, and will instantly start to 'swim' to the roof. :)

-Ghoti
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-11-2006 12:03
I'm not sure why you'd need to be in a private sim to use a blackout box.

From: Ghoti Nyak
The only problem with #3 is you'll get people tleporting in to visit who are wearing Swimmers, and will instantly start to 'swim' to the roof. :)
This last is why I asked the maker of the swimmer for an API to let builders define "enclosed" underwater volumes. His response was somewhat confusing, but he seemed to think that publishing any information about how his script worked or even how to communicate cooperatively with it would lead to people being "griefed". As if suddenly starting to float to the "surface" while all around you are standing on the floor wasn't more than enough of a problem for his customers.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
09-11-2006 20:50
From: Haravikk Mistral
IMHO this is what a black light should do, currently if you want true darkness you'd need to buy your own sim and force midnight all the time and use lights outside to put daylight back in.


Black light by definition is absence of any light. Meaning 0 effect on the environment.

Whats being suggested is known as 'negative light' and is very common in 3D software lighting to make cheat shadows. So basically, you can set the intensity to a negative number (instead of zero) to cause light subtraction.
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
09-12-2006 00:47
From: Cottonteil Muromachi
Black light by definition is absence of any light. Meaning 0 effect on the environment.

Whats being suggested is known as 'negative light' and is very common in 3D software lighting to make cheat shadows. So basically, you can set the intensity to a negative number (instead of zero) to cause light subtraction.



Actually "Black light" is a generic name for a light source within the UVA band (320–400 nanometers)
Minerva Montale
Registered User
Join date: 27 Feb 2006
Posts: 18
09-12-2006 01:01
The issue is the need for prims that can be used to make shadow to prevent daylight or other light sources from penetrating spaces but at the same time that would allow local interior light sources to create a more realistic dark effect. Something as simple as a checkbox to make the prim impervious to light like any real object would. This would also help the problem of using light sources inside objects causing all sides of a prim to be lit no matter what side of the object the light was on. This is completely unnatural.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
09-12-2006 01:25
From: Newgate Ludd
Actually "Black light" is a generic name for a light source within the UVA band (320–400 nanometers)


This was in the context of lights within SL. Not about real world UV flourescent lights. Someone else can argue that a black light is a device used by african americans to light their cigarettes if they followed the same logic.
Thistle Decatur
Registered User
Join date: 25 Aug 2006
Posts: 77
09-14-2006 09:06
From: Minerva Montale
The issue is the need for prims that can be used to make shadow to prevent daylight or other light sources from penetrating spaces but at the same time that would allow local interior light sources to create a more realistic dark effect.


Do we have shadows in SL? I can't log on right now and I can't remember, but I don't think we do. It would be great, but imagine all the extra processing you'd need to do to calculate the shadows from all light sources. Next thing, people would be using shadow prims willy-nilly and we'd all be lagged out.
Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
09-14-2006 10:20
Um...I think they've removed that 'feature' a few versions ago because they were very buggy and lag. It was per-client config though, not per-object :P
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Nargus Asturias, aka, StreamWarrior
Blue Eastern Water Dragon
Brown-skinned Utahraptor from an Old Time
Rowan Carroll
She's So Unusual Shoes
Join date: 4 Mar 2006
Posts: 94
09-15-2006 12:51
The new light feature light goes through all objects, walls, people, prims, ground.. in accordance to it's settings.. radius and intensity and falloff.. the only real "shadows" I see are the foot shadows.. which drive me bonkers when trying to take pics of shoes on my feet.. because they sorta hover 6 inches off the ground..