Hikaru Yamamoto
Oldbie
Join date: 10 Mar 2003
Posts: 895
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07-14-2007 05:14
Is there any way I can disable shadows on an object?  Enabling light used to work but i didn't want it to give off light, and now it seems nothing works. This is an object with a texture and no color.
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Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
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07-14-2007 05:26
Enable "full bright", not light.
btw, you generally get much better responses if you post's title is at least vaguely related to the question. I'm fairly certain that everyone considers their own questions important, after all.
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AWM Mars
Scarey Dude :¬)
Join date: 10 Apr 2004
Posts: 3,398
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07-16-2007 06:42
I didn't consider this an important question at all LOL.. I was just curious as it didn't have OMG HELP!!!!.. or SOMEONE SAVE MEEEEEEEEEEEEE! lol...
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Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
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07-16-2007 08:38
Next time you have an important question:
Put the subject in the title, for goodness' sake!
It's good manners to make life easy for those you wish to help you. It's bad manners to expect others to work harder to help you, and to bother people who aren't the least bit interested or knowledgable in the subject.
Show us you actually care about those who would help you, and spend 30 seconds thinking of a good post title. Otherwise, you waste the time of many, many others.
Thanks, Jeff
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
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07-16-2007 08:43
Hmmm...I imagine full-bright may not be what you're looking for. Full-bright makes the object/texture look like it's illuminating.
I don't think there is a way to stop a prim from being affected by local/world lighting (other than full-bright).
Perhaps you could full-bright an object, and then tone down the ambient color on it. That may work, but that also may mute some of your texture (which you're not using anyway, so it could work in this instance).
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
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07-16-2007 08:47
From: Michael Bigwig Hmmm...I imagine full-bright may not be what you're looking for. Full-bright makes the object/texture look light it's illuminating. I don't think there is a way to stop a prim from being affected by local/world lighting (other than full-bright). Perhaps you could full-bright an object, and then tone down the ambient color on it. That may work, but that also may mute some of your texture (which you're not using anyway, so it could work in this instance). Yes, full bright objects tend to look dull in the day and glowy at night... although! If you are *really* concerned about the look of an object, you could script it for day/night textures - texture swap based on time. Total control!
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