FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
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09-16-2005 08:45
Cross posted from here: /120/19/61789/1.html#post644882Does it seem counterintuitive to anyone else to have this under TEXTURE instead of material? Everyone is trained to set material to light (UGH) to make it "full brightness". I'd recommend the following: (1) Put "full bright" under Material as "Light (Full Brightness)" (2) Change "Light" to be "Light (Ray Casting Source)" Change all current light materials grid-wide from "Light (Ray Casting Source)" to "Light (Full Brightness)", as I believe WAY over 50% of objects set to "Light" merely wish the "Full Bright" effect, and not to create horrid, client-side lag. Then let people who have a real need for light objects change the material back to "Light (Ray Casting Source)". This would allow us to turn local lighting back on without fear. Also, create a pop up when someone tries to set an object to "Light (Ray Casting Source)" saying, "Light sources create a significant amount of lag for people with Local Lighting on. Unless you wish this to be a light source, it is highly recommended that you set the material to be Light (Full Brightness)." with an option to "Not show this message again." Do those minor changes, and I'd actually turn Local Lighting back on!  -Flip
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-06-2006 20:14
I agree with this except for the arbitrary changing of ALL "light" prims to "full-bright" (which should be renamed to "prelit" since that is the industry-standard term, is shorter, and cooler-looking, I think). I would like to be excluded from having my lit objects converted to full-bright/prelit since *I* know the difference and know how to optimize light efficiently, unlike 95% of SLers (yes, I'm a bit egotistical in this respect but I've been working with 3D lighting since the 1997 with Active Worlds).
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Yedwab Linden
Linden Lab Employee
Join date: 7 Feb 2005
Posts: 25
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04-17-2006 20:21
I believe the current plan is to convert all current Light materials to full-bright textures. I know Eep that you'll be inconvenienced and I apologize, but by your own admission 99% of the lighting in-world is currently crap, either a light where the creator intended a full-bright or a whole linked set marked as a Light instead of just the light bulb... In any case since it will be less painful overall to go back and create true lights.
And Flipper, if you're worried about UI, there are a lot more UI changes for textures/materials coming in the future, and I'm sure it'll be much more intuitive when we get it all sorted out.
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