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Lighting problem~

Katryna Jie
Registered User
Join date: 24 Jun 2007
Posts: 187
10-07-2007 03:10
Hi everyone, I've been building a bit, and installed a light downstairs. Upstairs is half-open, so doesn't need a light.

Anyway.. I set the light up and all, then I went upstairs..only to find that the light is also shining through the floor into the room above.

How do I fix this?
Echo Dragonfly
Surely You Jest
Join date: 22 Aug 2004
Posts: 325
10-07-2007 05:17
As you noticed, objects in SL do not stop light. If you made the light yourself, or have mod rights, you can reduce the radius of the light, which in turn also reduces it's radius downstairs as well.

Taken from the knowledge base:
From: someone
Color - Self-explanatory. Click on the square and change it to anything you'd like. Changes take place immediately. This will also affect the color of the prim itself (set under the Texture tab).

Intensity - Also easy to use. 1.000 is full brightness, and lower numbers are good for dim ambiances like candlelight.

Radius -Measured in meters and covers the distance the light spreads. The maximum radius of 20 m is suitable for a spotlight in a big room, while smaller ones are appropriate for more subtle effects.

Falloff -Think of this as the shape of the light's edges. 0.000 means the lightwill be lit completely within its radius, while 2.000 means the center will be bright, but the intensity will quickly drop and provide a fainter presence outwards. 1.000 is in the middle and provides a balanced falloff.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
10-07-2007 06:01
In general, the only thing you can do is to move the light source further from the ceiling or change the radius or falloff rate for the light.

SL does not support any way to block or direct light with prims. I think it's actually more an Open-GL issue than SL itself. But any local lighting source that is close to a wall or ceiling will also illuminate the other side.

Same goes for SL's sunlight and moonlight. The SL Sun will illuminate every area, even if it is ten levels underground, beneath a 4 story tall building!
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
10-07-2007 11:02
I'm curious, does anyone know if llSetPrimitiveParams( [PRIM_CAST_SHADOWS, TRUE] ); has any effect on this?
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
10-07-2007 14:27
From: Void Singer
I'm curious, does anyone know if llSetPrimitiveParams( [PRIM_CAST_SHADOWS, TRUE] ); has any effect on this?
I suspect that may be a new property for once Windlight becomes part of the full server/client environment. It's not a parameter I have seen before, and the LSL Wiki says nothing about it other than that it has to do with prims casting shadows. In the current client, having prims cast shadows is impossible, so it must relate to a new feature of Windlight.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
10-07-2007 23:23
::shrugs::
wasn't sure... I thought it'd beed added before they started playing w/ windlight, but my memory is fuzzy
Katryna Jie
Registered User
Join date: 24 Jun 2007
Posts: 187
10-08-2007 01:03
thanks for your help guys... I'll keep it in mind for the next build.. this one has been thrown on the backburner for now, as I have something else I'm working on. ~_~

The boat ended up being the wrong kind of boat anyway.. ~_~ So it's got to be re-designed from top to bottom.