Jump to content

Beev Fallen

  • Content Count

  • Joined

  • Last visited

Community Reputation

26 Excellent

About Beev Fallen

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. what arton posted, plus 'hacky' normal map for the liquid and whole bunch of place-specific projectors:
  2. I can tell there are some issues with sun shadows rendering, and also with how projector's 'ambient' parameter affects objects. not sure if it's worth trying to make a new JIRAs on these issues. so, have anyone noticed the sun bleeding BAD throught the walls in EEP?
  3. great news, I tested and I confirm speculars are back to pre-EEP behaviour good job Lindens, it took awhile, but it's finally fixed! yay!
  4. well deny this, diffuse is plain RGB 128 128 128, specular is plain RGB 128 128 128 if you can't see the difference on specular intensity - you probably should train your eyes more
  5. I am 99% sure that the problem with the weak speculars on Sunset/Sunrise is due to differences in sun power calculation on that sun angle (can i put it like that? not a graphics engineer) in EEP, so, if Linden Labs were tweaking speculars using Sunset preset, they actually might get it worse. Try yourself - move the sun position a little bit up in Sunset EEP - you can see how powerful speculars get if sun rises a bit up above the horizon. If i was the one who's in charge of fixing this, I would slightly change both Sunset/Sunrise EEP presets (5 'clicks' up above the horizon) to keep the o
  6. speculars on EEP remain broken. many creators noticed their speculars look twice more intense. the problem is known since EEP introduction with first official viewer EEP-releases, multiple JIRAs created, promised to be fixed, JIRAs closed, bug is not fixed yet. now with Firestorm update it goes gridwide. have anyone noticed avatars looking like plastic now? please submit your comment in JIRA here: https://jira.secondlife.com/browse/BUG-229822
  7. necroposting... because why not building with prims in 2020!
  8. i actually see much more 'expected' kind of behaviour and definition on normal maps in the examples that Beq provided... so we will see here i cropped the regular cube prim part from the Beq's screenshot, to me it looks like heaven with fixed version:
  9. i actually have no right words about the job you guys, @Beq Janus , @polysail , have done here. it's mindblowing to me, the final result. IT IS MIND-BLOW-ING. i have no idea how this wasn't seen for ages. the SL is going to change when you release this. thank you guys for your brilliant investigation and time spent and all that work.
  10. nothing is baked in the video i posted. the test asset is made by a skilled body rigger. check yourself, the asset box is here: http://maps.secondlife.com/secondlife/Hangars Liquides/32/224/128 upd: [4:51 AM] xxxx:its very easy to calculate vertex normals on the fly [4:51 AM] xxxx: by just averages [4:51 AM] xxxx: every 3d modeling software does it in realtime as you model [4:51 AM] xxxx: and so does the default avatar in second life
  11. did you ever notice this happens to your mesh body or head? no matter the slider position, your 'parts' shaded identical. on minimum or maximum slider position, you get the same shading of your nose or breasts or whatever other parts. this is a major flaw (or bug?) in rigged mesh shading in Second Life. if you're using Second Life NOT with a shadowless WL presets like CalWL, this affects your avatar for years. you never get your unique face or body shape shaded right, the shading always looks like the default shape. please consider spreading this information and c
  12. oh i see, that really happens if "alpha mode: blending" is used (which isn't a good practice).
  13. i would rather check what's going on your uploaded diffuse texture. also, i see no reason for normal map like that to have the alpha channel. alpha channel in normal map controls the glossiness variation, why do you need that for a lace, does the lace have parts with sharp reflection and parts with rough reflection?
  14. It is not just lower intensity, it works in a different way. In Pre-EEP Glossiness controls the sharpness of the specular reflection, pretty linear from 1 to 255. In EEP... I have no idea what is going on, to me it looks broken.
  15. I agree, the reflection from the sun is WAY weaker in EEP. In pre-EEP you can easily see that glowy-bright reflection from the sun when setting specular to the max values, you can't see that in EEP, on the same WL. So, we have twice more intense speculars for the local lights, and twice less intense specular reflections from the sun. ?! I can confirm that, tested with several avatars, the issue is here.
  • Create New...