I'd like my floors to SHINE & REFLECT!
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Tami Amat
*winks*
Join date: 7 Mar 2007
Posts: 114
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06-22-2007 03:51
Well, when I chose High, Medium or Low shine to my floors, I get nothing...the same dull texture. I'm I doing something wrong?
Is there a trick I'm not catching on to?
Thanks in advance!
Tami
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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06-22-2007 04:14
The only reflection you will get is from the sky.
Horizontal surfaces particularly don't show up shiny much.
The common trick some people use is to make the floor transparent, and place a mirrored set of prims below it.
You can also use gradient textures to fake shinyness.
Scrubbing the floor a bit helps sometimes.
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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06-22-2007 04:29
Just a quick check, do you have "Enable Bump Mapping and Shiny" turned on in your advanced graphics preferences? Shiny doesn't show up without it.
But yeah, it doesn't reflect avatars.
Theres a setting hidden in some debug options to turn on dynamic reflections, but even that only reflects other prims, not avatars, and its really pretty awful, and nobody will see it because nobody has it on.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Tami Amat
*winks*
Join date: 7 Mar 2007
Posts: 114
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Thank you
06-22-2007 05:10
Yes, while I searched (after my post) I discovered the "trick" in reflections. I went to one place that had such beautiful reflections in the floor and "poof" found the duplicates under the floor! Pretty savvy trick! So, I'm working on that now. Yes, I did the debug deal and WOW...man did that ever look bad! So, I don't have that turned on anymore. Enabled the shininess and bumping, but I still see little difference. Thanks so much for the help! 
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Jake Trenchard
Registered User
Join date: 31 May 2007
Posts: 104
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06-22-2007 09:35
IMO, SL shiny and bumpy aren't worth the time it takes to toggle the setting. In other environments, I'm used to being able to turn up shiny until most of the object is obscured by white 'gleam' and use bump mappings strong enough to make a sphere into a walnut with just a plain color and some bumpiness. Maybe it's my system or settings, but, I've never seen anything but the slightest brightening from toggling shiny. I do see a change, just... not one that that is meaningful.
If there's a trick to making these settings worth bothering with, I'd love to know how.
The duplication method is how reflections are achieved in all OpenGL environments, fwiw, although the mechanics of it could be hidden from you by a 'reflection' setting that takes care of it automatically, just rendering a partially transparent duplicate of each polygon at the right angle. Distorted reflections are done by rendering the image from the point of view of the reflective object, then using that result as a texture. I'm pretty sure there isn't any way to do that in secondlife, though.
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Cat Fratica
Miaow...
Join date: 28 Dec 2006
Posts: 153
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Wrong!
06-22-2007 11:33
If you want to see nice reflective floors - go to WRONG (it's a shop) - yes of course it's done with semi-transparent floors and mirror image features below - but it is done very cleverly... best I have seen in SL  ) Cat x
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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06-22-2007 14:33
Real reflections are a ways off yet for SL. The "Dynamic Reflections" thing in the Client > Rendering options are a very rough first attempt, but the calculations are all still way off. They *do* reflect avatars. I've seen my own reflection in them. But the angle of incidence and the distance from the reflective surface was completely wrong, so when you stood where you expected to see yourself, you never could... Shiny looks best on curved metallic surfaces. It's only so-so on flat or even cylindrical surfaces. But it can be used well, if you're careful. I have a build in the Humli sim that has some nice brass handrails in it that I made. If you have shiny turned on, they really do look metallic and shiny. Without it they are just a strange shade of yellow.
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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.
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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06-22-2007 16:18
Does shiny maybe interact with full bright? If you select full bright, that object is sort of immune to shadows and lights from the sky and locally.
So, I would think Full Bright off would be the right choice.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
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06-23-2007 05:51
Go to the mall on Naughty Island. Lots of examples of the semi-transparent floor technique. Also good use of 3d baked lighting.
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