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Making area very Dark

Gruntos Baxter
Registered User
Join date: 15 Jan 2007
Posts: 20
03-22-2007 09:19
There are lots of post on lighting up areas but I want to do the opposite. I would like to turn down lights in a cave making it very dark and unaffected by the sun position outside.

Any ideas?

I did try a black light LOL!
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
03-22-2007 10:14
Unfortunately, that is very hard to do, if not impossible.

There is no true "shadowing" in SL, so there is no way to distinguish inside lighting from outside lighting. All polygons are lit the same, based on their normals and the current position of the sun. You can approximate it by using darker textures in the cave (or setting the color to darker shades of gray), but avatars will still be fully-lit. It would be nice if the lighting system did subtractive lighting (IE, median gray/color being "no additional ambient", and darker meaning "less ambient than normal";), but that's not the case.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
03-22-2007 11:39
You can use lots of big, phantom prims or a particle system with a translucent black texture to fake darkness to some extent.
AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
I did it as follows.
03-22-2007 20:00
Make your cave as the hollowed out inside of cubes or cylinders. Then set the texture of just the inside surface to black. You can have a script to turn the texture back to white to simulate turning on a light in the cavity. Objects in the cavity will have their own "glow" so if you want them to be lost in the dark too, they will need a script that sets their texture color to black.
Magellan Egoyan
Registered User
Join date: 27 Jan 2007
Posts: 16
underwater
03-24-2007 16:37
I've noticed that underwater light behaves differently than above... in fact, I've been trying to figure out how to light underwater areas more effectively. I've been told one can create underwater areas with similar properties, but I haven't yet figured out how... no doubt someone else does :). Still, this might be a useful area to follow up on...
Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
03-24-2007 19:31
Methods I've seen for 'dark' areas:

1--Own a sim and make it night all the time
2--Use many semi-transparent phantom prims
3--Use a particle-system emitting large 'black fog' particles that reduce visibility
4--Set textures to black or very dark

And yea...for some reason...black lights don't do so well at 'darkening' rather than lighting. I wish they did :(
_____________________
--AeonVox--

Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
Gruntos Baxter
Registered User
Join date: 15 Jan 2007
Posts: 20
03-26-2007 07:18
Many good ideas I will play
thanks