ShanieceLaBelle Posted November 6, 2019 Share Posted November 6, 2019 I'm using LAQ head with Tweenster mesh body. The skin is exactly the same from head to foot. The image on the left is midday noon. The image on the right is midday morning or evening around 5 or 6 o'clock where the skin blends in perfectly. Most all noon time sky setting make my head appear darker. Is it because the mesh polygons are different? I use the Ivy head with Maitreya also, that doesn't happen using that combination. Link to comment Share on other sites More sharing options...
ShanieceLaBelle Posted November 7, 2019 Author Share Posted November 7, 2019 I guess I'll never know. Thanks SL Link to comment Share on other sites More sharing options...
Alwin Alcott Posted November 7, 2019 Share Posted November 7, 2019 39 minutes ago, ShanieceLaBelle said: I guess I'll never know. Thanks SL you'r welcome! impatience rarely gives good results... this isnt support but a resident/resident forum, sometimes it takes a while before you get answers. But to your question, it's a lighting problem. Often a different windlight setting will improve it. For example one of the non shadow settings like "Nam's optimal skin and prim" 3 Link to comment Share on other sites More sharing options...
Angelina String Posted November 7, 2019 Share Posted November 7, 2019 I guess the reason why you don’t get an immediate answer to this is because there is no easy answer. Why different 3D model textures ends up having different behaviour in different light settings is a mystery even to the creators, it looks like... Since I do not create content for SL, I cannot give you a list of the material properties involved, but from my experience with other 3D created stuff I would guess it comes down to refraction/reflection values etc...given/set for the individual meshes... In other words, tech stuff I and most users here don’t have a clue about, sorrry Link to comment Share on other sites More sharing options...
Syo Emerald Posted November 7, 2019 Share Posted November 7, 2019 6 hours ago, ShanieceLaBelle said: I guess I'll never know. Thanks SL Are you going to pay us to answer more quickly and put all our time on finding a solution? No? Then people don't owe you something. 😏 Generally speaking, seams between differnt objects happen all the time and it seems like they can't be avoided completely, when two objects are made by different people. As you already noticed, different light settings have a huge impact. So using a set of decent windlight settings is usually the go-to solution, as they make SL look prettier anyway. 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted November 7, 2019 Share Posted November 7, 2019 Simple answer: The seam exists because the head and body are separate objects. The back of the head is in shadow because it's the under-side of the head and light is above. The neck/shoulders are bright because they are the top-surface of the body and light is above. The head does not cast a shadow onto the body unless you have dynamic shadows enabled. 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted November 7, 2019 Share Posted November 7, 2019 The seam is for the same reason that Bride of Frankenstein wore a ribbon to cover her neck-seam. 1 Link to comment Share on other sites More sharing options...
Scylla Rhiadra Posted November 7, 2019 Share Posted November 7, 2019 I wonder about things like materials, too: they can make a difference in how an object reacts to different kinds of light. I don't use either LAQ or Maitreya, but is it possible that something like a "glow" setting is impacting on one, but not the other? Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted November 7, 2019 Share Posted November 7, 2019 (edited) 3 hours ago, Scylla Rhiadra said: I wonder about things like materials, too: they can make a difference in how an object reacts to different kinds of light. I don't use either LAQ or Maitreya, but is it possible that something like a "glow" setting is impacting on one, but not the other? Not really. Materials don't create a glow (luminosity) in any situation, unless you meant how reflective of light (glossy) it is. In the right screenshot above, the light is coming from behind the camera and hitting the back directly, causing more intense lighting while hiding the seam because both the surfaces of both objects that we see are receiving light from the same direction. Edited November 7, 2019 by Wulfie Reanimator Link to comment Share on other sites More sharing options...
Bree Giffen Posted November 7, 2019 Share Posted November 7, 2019 The noon sky is the worst lighting you can ever use in SL. Nobody looks good under it. Use a windlight setting with less shadows set to an earlier or later time like 6am/pm. I haven't played SL under a noon sky in years. Link to comment Share on other sites More sharing options...
animats Posted November 7, 2019 Share Posted November 7, 2019 Do you have both parts set to the same alpha mode? Try "Alpha Blend" for both. 1 Link to comment Share on other sites More sharing options...
Maitimo Posted November 7, 2019 Share Posted November 7, 2019 This happens becauae you are using the default Noon sky, which is crap, in the same sense that the default avatar duck-walk without any additional AO is crap. You probably wouldn't be seen dead in public without a proper AO. Likewise, the default Noon sky should never be seen dead on your screen. Switch to something like Nam's Optimum Skin & Prim. Or, if you're on the official viewer without a lot of extra windlight options, make your own using the environment settings. Choose low (dark) Sun/Moon light and high (bright) Ambient light. And you will see no more shadows like that on your neck 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted November 8, 2019 Share Posted November 8, 2019 /me scrubs your neck with soap and a brush 1 Link to comment Share on other sites More sharing options...
Peony Sweetwater Posted November 8, 2019 Share Posted November 8, 2019 And if you really want some technical background to this problem, check out “the secret life or normals” videos on the Machinimatrix page: https://blog.machinimatrix.org/blender/start-here/ Link to comment Share on other sites More sharing options...
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