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Coby Foden

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Everything posted by Coby Foden

  1. http://maps.secondlife.com/secondlife/St. Martin/251/248/23 Windlight (in Firestorm): Places Bentham
  2. There were already few earlier posts about them. Like Abnor stated, they are used to check that there's wide enough waterway for boating along the coast.
  3. Calas Galadhon - always beautiful place to visit and explore. Or just sit down, relax and enjoy the nature views.
  4. Early morning at camper. Starting the day with grapes and "some" champagne. Oh well... 🤷‍♀️ 🤪
  5. I went for a walk in Bellisseria camper regions.
  6. (Psstt... I didn't know that Elvis has second life - in Second Life. 😃 Now I know. User name: ElvisAronPresley Lisa. He performs several times per week.)
  7. I like the day cycles. It makes things more interesting looking to me than some fixed day setting. Fixed noon setting is definitely the worst light setting what a place can have. Most often I just use the region settings. If the region default setting is not nice looking then I use something else. For some specific tasks I change the lighting to suit the task (such as when taking snapshots for example).
  8. Riding the PODs as they are back in full operation. Yay! ❤️ 😃
  9. I wonder, did I dream that just recently I had a pod drive? 😴 🤷‍♀️ Either I dreamed, or Prok's statement is false. 😛 Pods are great easy way to explore mainland regions. I still use them for that purpose when I'm not in the mood to use my own vehicles.
  10. If a prim is not twisted and "tortured" a lot then adding materials does not change the LI. But in some cases the LI can increase lot, really lot. One of the worst prim shapes is a torus. When it's twisted lot and materials are added then bad things will happen with crazy high LI. Here's one example. This twisted torus prim was a beast. Without materials 1 LI. Materials added, new LI calculation took effect and it went over 300 LI.
  11. There are three kinds of textures which can be added to an item's surface. • Diffuse map - (this is the one which is commonly known as "texture") • Normal map - (this gives the bumpiness effect) • Specular map - (this gives the dynamic shininess which changes it's appearance with lighting conditions) In the old times we had only the diffuse map available. Later LL added normal map and specular map, these two are the materials. The materials (normal map and specular map) can be added to any SL object type: prim, sculpted prim and mesh. To see the material effects Advanced Lighting Model [AKA: ALM] must be enabled in the viewer. Why to use materials? The short answer is that they give additional reality and beauty to an object - if they are properly used.
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