Mirrors!
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Nate Tripp
Stupid and clueless
Join date: 12 May 2006
Posts: 26
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02-11-2007 20:34
From: Argent Stonecutter They're not disabled. You have activate "RenderDynamicReflections" in the "Client->Debug Settings" option. They're not disabled, they're broken. LL seems to have screwed up the code that activates and updates the reflective shader in-game, and having not fixed it, they removed the option from the menu. Enabling it from Debug Settings makes the cubemaps pure white, and then when you disable it, it works for a second, then goes back to the old shiny shader. Funny how the reflectiveness works, yet you can't even use it. Well, not that funny. I loved the feature, and am confused and upset, as there have been 3 or 4 First Look viewer updates since it's stopped working and it looks as though they haven't even attempted to fix it.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-12-2007 08:24
From: Nate Tripp Enabling it from Debug Settings makes the cubemaps pure white, and then when you disable it, it works for a second, then goes back to the old shiny shader. This is not consistent. I had that problem before 57575 on Windows, but it's worked for me since then.
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ChristopherBest Daviau
www.GigantiCo.net
Join date: 5 Mar 2007
Posts: 31
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03-10-2007 22:33
I'm stumped.
I'm able to see reflections on reflective surfaces quite well, and amazingly I don't notice a performance hit, but I do not know how to create them myself. I have the "shiney" menu in my "Build" palette, but it certainly does not create that effect, and I cannot find anything called reflection, or anything of the sort on any menu anywhere.
Pleas eexplain WHERE/HOW you actually set this property.
Thank you.
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Ashrilyn Hayashida
Registered User
Join date: 6 Jul 2006
Posts: 103
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03-11-2007 05:14
Currently (as of the last first look viewer I tried, next to latest), there are no separate "shiny" and "reflective" options in the edit window. The way it currently works is when you have RenderDynamicReflections enabled in your debug settings, then anything shiny will also be reflective. Though in the last FL viewer I tried, the effect is rather simpler, and I was only able to see anything resembling anything in the surface of a sphere. I didn't see anything that looked reflective on a box.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-11-2007 20:06
You can't *set* this parameter on a prim anywhere yet.
Read the message I posted from the developer list in the "How Mirrors Work" thread.
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Marine Kelley
Your cutest PITA
Join date: 19 Nov 2006
Posts: 111
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03-14-2007 01:52
Maybe I'm stoopid, but when I turn dynamic reflections on, all shiny objects start reflecting the world around... except me. I'm not a vampire (last time I checked), so it's weird, especially seeing the pics Suzeanne posted. My video card is a nVidia 7600GS btw.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-14-2007 08:10
From: Marine Kelley Maybe I'm stoopid, but when I turn dynamic reflections on, all shiny objects start reflecting the world around... except me. That's normal. The reflections are not very accurate, and they're based on the view from a single fixed camera. To see yourself in a mirror you have to focus on that mirror then zoom in close to it so the fixed camera moves so it's between you and the mirror.
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Marine Kelley
Your cutest PITA
Join date: 19 Nov 2006
Posts: 111
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03-16-2007 03:26
Thank you for your reply Argent, unfortunately I've tried zooming and panning all over the place, with a box mirror and a sphere mirror, and even tried looking at it in mouselook. Still no avatar in the mirror (the world, yes, it even looks pretty good in the spherical mirror, due to the actual environment texture not being remapped). I'll do some tests later ...
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-16-2007 12:12
Marine: which verson are you using?
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FireFox Bancroft
Registered User
Join date: 30 Jul 2004
Posts: 134
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03-17-2007 13:15
From: Ravanne Sullivan Setting the color to black gets rid of the "foggy" look if you're making a mirror. Thats because unlike the old "shiny" code, it doesn't darken the texture anymore and you retain texture detail especially if you are using bump-mapping as well. For those of you who use the high level of shiny on your object this may or may not be ideal for you if you rely on the texture darkening (in my opinion darkening the texture looks lame anyhow when shiny was enabled) and it may reveal subtle flaws in your designs, if thats the case you are more than welcome to go back to the official SL client if you enjoy the ugly shiny effect. I also have this working fully in my D3D HAL client. However since mine uses video hardware memory it has a smaller footprint on your physical memory, which is a good thing yes?
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-17-2007 17:58
Firefox: the "reflection" effect is not going to replace the current "shiny" in any official client. It's going to be turned into a new prim parameter when and if they do that.
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FireFox Bancroft
Registered User
Join date: 30 Jul 2004
Posts: 134
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03-20-2007 17:57
From: Argent Stonecutter Firefox: the "reflection" effect is not going to replace the current "shiny" in any official client. It's going to be turned into a new prim parameter when and if they do that. Well it does right now, and I haven't seen anything official on how, or if, it will be implemented.
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Jimmio Rodriquez
Registered User
Join date: 11 Jul 2006
Posts: 8
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Just A heads up....
04-09-2007 03:53
This Mirror feature is also in the normal client.... and I have a question, are those balls just high shine?
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