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Shaders in SL?

Dorvalla Petion
Clone Brusher
Join date: 26 Dec 2005
Posts: 27
01-05-2006 05:36
Does second life support shaders? I mean textures that can cast light out or move, or are those taboo. I do mapping for JKA, and work allot with shaders for the quake3 engine and I was just wondering. I posted pic below here so you will see what I mean. See the lights? Those are casted by shaders

http://www.darthg.com/Lazarus/Lazarus_Webpage/shot0001.jpg

and if so (since i read the threat about ligths) is there a way to attach ligth to a texture, or is it about prims with a light casting script?
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-05-2006 05:53
Ah, what's currently used is Local Lighting... check for that under your Graphics Preferences, although 1) it isn't very flexible and 2) since it's primarily CPU-bound (I think) it takes a lot of horsepower, instead of being offloaded to the GPU. I hope for more "efficient" yet dreamy lighting controls in the future. To light up an object with Local Lighting, change its Material type to Light (by default it's wood, like the plywood cube you rez). It sure looks pretty, but as I mentioned, is rather taxing.
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Forseti Svarog
ESC
Join date: 2 Nov 2004
Posts: 1,730
01-05-2006 06:14
fyi: there is also a "full bright" option that will make things bright, but they won't actually cast light

we can fake a static light effect like what you show by baking/drawing it into the wall texture,

we use semi-transparent prims, often with a gradient-to-trasparent texture, to fake light beams

local lighting can't pull off something like that as far as i've seen
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-05-2006 06:18
From: Forseti Svarog
fyi: there is also a "full bright" option that will make things bright, but they won't actually cast light

we can fake a static light effect like what you show by baking/drawing it into the wall texture,

we use semi-transparent prims, often with a gradient-to-trasparent texture, to fake light beams

local lighting can't pull off something like that as far as i've seen


For, while you're at it, show Dorvalla some of your fab artistry!

I like seeing layer with semitransparent prims, but as is commonly known, a problem with that is known as "Z-plane flicker", where the system has a problem deciding what's in front and what's in back, and you get this very jittery, unblendy effect that's unsettling.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-05-2006 12:58
A material shader system is in the works for SL 2.x, from what I understand. Various Lindens have talked about it on several occasions. When it comes (and don't hold your breath for it because it will be a while), the plan is that SL shaders will work very much like those in Maya & Max, with similar implimentation. It should open up a whole new world of possibilities.
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Dorvalla Petion
Clone Brusher
Join date: 26 Dec 2005
Posts: 27
01-05-2006 16:31
From: Torley Torgeson
For, while you're at it, show Dorvalla some of your fab artistry!

I like seeing layer with semitransparent prims, but as is commonly known, a problem with that is known as "Z-plane flicker", where the system has a problem deciding what's in front and what's in back, and you get this very jittery, unblendy effect that's unsettling.


Ow yes, I would love to see what you mean. I heard this before, but never seen this anction, so could you please give me an example
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
01-05-2006 17:00
It happens when theres multiple layers of textures with an alpha channel. It kind of pops the layers in and out when you pan and rotate around it.

Regarding shaders in SL. I also sometimes use a layer of 'dirt' over a shiny surface. Its normally a texture with spots cut out with the alpha channel, so you can mimic rust over shiny metal or even broken wall tiles (the broken parts don't shine while the tiles do). Some have also used it for texture windows, where the facade is non shiny while the windows are.
Dorvalla Petion
Clone Brusher
Join date: 26 Dec 2005
Posts: 27
01-07-2006 00:48
Meaning this layer thing that the texture MUST be a TGA file? okay that's not to hard. What about windows? I seen the glass texture but is this basicly a layer with maybe 50% transparency?

Thanks for awnsering my question, is it okay if I can call one of you guys in, if something goes wrong ;)
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-07-2006 01:00
From: Dorvalla Petion
Meaning this layer thing that the texture MUST be a TGA file? okay that's not to hard. What about windows? I seen the glass texture but is this basicly a layer with maybe 50% transparency?

Thanks for awnsering my question, is it okay if I can call one of you guys in, if something goes wrong ;)


Yes, MUST be a 32-bit TGA. :)

You can use Transparency % (look for it in the Texture tab of the Edit tools) to make any texture transparent, but... it does so uniformly, which isn't good for windows with intersecting parts and such.
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