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Building with Full Bright

VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
05-27-2008 17:02
Anyone out there building with full bright on the textures because otherwise all textures look way dull?

I noticed there is a dramatic brightness difference between the raw texture (full bright) and the texture after applied to a prim. Even at Mid-day settings all textures look rather dull and I have not seen one setting of the environment that make textures look natural like they used to. Is this a bug?

Any input?


\m/
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-27-2008 17:04
Most textures look fine to me.

You are aware that full bright removes any and all non-textured shading from the item, right? It makes things look fake (To me) and I honestly hate full bright things. Most textures I see look natural and fine.

Maybe post a screenshot?
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
05-27-2008 17:09
Not a bug, you have to have the texture at just the right angle during the right time of day to get something close to full bright. For curved surfaces if can make some really nice effects, but it can make flats look dull unless you cheat with full bright. Sometimes a little bit of shine can make something look more "alive" even if it can make the texture itself seem even more dark, but that fails if you get visitors with shiny disabled :/
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
05-27-2008 17:12
This is a great example - Mid day - same texture full bright and just normal..


Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-27-2008 17:16
Ohhh..that...

Honestly, I like the difference, it's more realistic to me most of the time.

But I know what you mean. White and similar colours are rather muted unless the sun is coming almost directly onto the face. Angle that box up and you'll see it gets brighter.

The problem with fullbright is it will still look lit even after the sun goes down.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
05-27-2008 17:20
From: Keira Wells
Ohhh..that...

Honestly, I like the difference, it's more realistic to me most of the time.

But I know what you mean. White and similar colours are rather muted unless the sun is coming almost directly onto the face. Angle that box up and you'll see it gets brighter.

The problem with fullbright is it will still look lit even after the sun goes down.


I know.. I bought a no mod tree pack that had all the textures set for full bright.

and.. maybe I am gonna go into the Leaning Tower of Pisa replica business then to make stuff look cool.. ...
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-27-2008 17:24
mm...try going just *past* midday, and see if one side doesn't brighten up. The light is less than straight down then, so I believe it should help considerably.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
05-27-2008 17:26
From: Keira Wells
mm...try going just *past* midday, and see if one side doesn't brighten up. The light is less than straight down then, so I believe it should help considerably.


thanks I'll try that for the pics
Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
05-27-2008 21:49
I think the problem is that mid-day is actually one of the darkest and most shadow-filled times of the day. Let's say you have a cube. At mid-day the top of the cube is lit by the sun and by ambient light. The sides of the cube are getting zero sun and only ambient light which is set pretty low to begin with. What you get is during mid-day when you look at any building the vertical walls are all dark. If the sun is set to an hour before or after mid-day you can actually see much better.

What I find annoying is that all the easily accessible day presets are just the worst for building. Mid-day as explained above has the shadow problem. Sunrise and sunset are too dark and too orange. All the time between these presets are actually better for building but they're just a little harder to get to.
Brandi Lane
Registered User
Join date: 2 Apr 2007
Posts: 157
05-30-2008 10:14
As a rule, I avoid full bright except for things which I deliberately intend to look "lit" at night. Otherwise, having everything full bright just looks garish and ridiculous to me. I would prefer to edit my textures if I wasn't happy with how they looked and/or use a local light. Of course, when you're talking about an aesthetic, there is no right answer.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-30-2008 11:22
I've bought furniture before where some content creator thought making their item fullbright "improved it". Maybe it did, if you only see that item in 'daylight'. But in my home, where I allow the day and night cycle to take its course? At night, those items glowed as if they were radioactive. Yuck!

Every one of them got deleted from my inventory, as unusable.

The only time I will force fullbright on any prim surface is if it is SUPPOSED to be glowing, like the lightbulb in a lamp, or the flames in a fireplace.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-30-2008 11:34
From: Ceera Murakami
I've bought furniture before where some content creator thought making their item fullbright "improved it". Maybe it did, if you only see that item in 'daylight'. But in my home, where I allow the day and night cycle to take its course? At night, those items glowed as if they were radioactive. Yuck!

Every one of them got deleted from my inventory, as unusable.

The only time I will force fullbright on any prim surface is if it is SUPPOSED to be glowing, like the lightbulb in a lamp, or the flames in a fireplace.

I see way too many things with baked shadows that are full bright. The creator is thinking 'I have my own shadows and lighting baked in, I don't need SL to help' but really it looks horrid unless at specific times or done really well
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
05-30-2008 14:38
But I never did understand why the luminance reduction of simple prims is so great even in "daylight". The same applies to avatar skin which is why "personal illumination zones" have become so irritatingly popular.
Paulo Dielli
Symfurny Furniture
Join date: 19 Jan 2007
Posts: 780
05-30-2008 15:11
It would be nice if we had some kind of a slider to set the bright effect. Especially for light textures. I don't know if there's a request for it on the Jira, but I would sign it immediately, and I don't think it's so hard to implement by LL.
Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
05-30-2008 17:40
bullbright transparent 2 prim layers.
Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
05-31-2008 07:28
What I do to add depth, even on full bright is to use the grey slider when building. Slide in some grey here and there on the base prim and it makes it look a lot more realistic. For shadows and such.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-31-2008 12:47
Misunderstood, ignore this post.
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