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Shayna Korobase
Registered User
Join date: 8 May 2007
Posts: 454
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06-14-2007 10:47
I have a few skyboxes that I would like to blend better with the sky as to make them a little harder to see. Does anyone know a good trick on how to get this effect? Thanks 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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06-14-2007 11:35
From: Shayna Korobase I have a few skyboxes that I would like to blend better with the sky as to make them a little harder to see. Does anyone know a good trick on how to get this effect? Thanks  The best trick I can imagine would be to place a particle generator below it that spawns something similar to Linden Clouds. Anything you try to do with textured prims will change appearance drasticly with lighting conditions, and will never match the sky well.
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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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Calveen Kline
In pursuit of Happiness
Join date: 5 Jan 2007
Posts: 682
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06-14-2007 16:05
Change texture to blank, change color to light blue, play with the shine and full bright.
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Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
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06-14-2007 17:14
Why not make the outer textures transparent........or very light blue and opacity turned way down? Won't do much for anything you have inside your skybox though. 
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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06-14-2007 18:16
look up take a picture of the sky, place that picture on the skybox -LW
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Sadako Shikami
Registered User
Join date: 2 Oct 2006
Posts: 52
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06-14-2007 18:50
my vote is for the blank/light blue/high shininess ... it'll reflect ALL skies any time of the SL day.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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06-15-2007 07:36
I tried taking a snapshot of the sky and using that on the outer surfaces of a skybox. The problem is that as time passes, the sky changes color and brightness, but the prim can't change with it. Worst case example, a snap taken at noon, viewed at midnight - you have a bright blue square showing in the night sky.  Prims simply DO NOT react to light the same way the SL sky does, and the new Windlight sky system so far makes that even worse. Partially transparent textures? Same problem. Any part that is visible can't match the variable changes that the sky makes. Nor can any "reflective" setting actually reflect the sky around the build in a way that will do any good. Invisiprims? Nope. Won't work for masking all types of textures. A bunch of the prims will still show. A significant section of my home is in a skybox that I would just as soon have be completely invisible if you're not inside it or looking from above at the rooftop gardens. The best I have managed so far is to use the sky-shot trick and live with the fact that it only works right when the client is forcing a sunrise sky.
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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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Hunter Stern
Web Weaver
Join date: 7 Oct 2004
Posts: 377
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06-15-2007 09:58
Ceera, you could actually make a prim change its hue with a script that calls for a transition to the time much like a clock script would be set. infact the free night/day lamps have a script that has the basis for this tpe of transition ofcourse witha little tinkering and calibrating the transitions it could be achieved.
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Soen Eber
Registered User
Join date: 3 Aug 2006
Posts: 428
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06-15-2007 23:15
Why not use social engineering?
A skybox might be fun to look at and poke around. A badly constructed pile of plywood prims wouldn't. If I saw an ugly pile of newbie prims floating in the sky I wouldn't think twice of looking further.
If I didn't want to be bugged I'd build an outer scafolding of badly built megaprims, with alpa texture on the inside so i cnould see out.
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