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Found 11 results

  1. Hello all. I had a concern about creating mesh hair... I've actually been making hair for a long time in SL (since 2007), but the hair I've made before was either with sculpties or mesh but in anime/toon style with no alpha (Think of Sims 4 hair). So I've never before really had to deal much with alpha-textured hair... but now that I'm trying to get into making mesh hair with realistic alpha that can work for the realistic mesh faces to give the soft/wispy hair look... I'm having issues and would like some advice from anyone who makes hair or otherwise deals with alpha bugs on mesh. I have attached two photos at the bottom, one where the problem is clearly visible, and the other where the problem does not exist... and the problem has to do with the lighting in-world. There is a glitch that if you use the advanced lighting model and stand near certain kinds of lighting like spot lighting, the alpha ends of the hair will mismatch the rest of the hair by being more dimly-lit than the non-alpha or alpha-masked parts of the hair… The difference becomes more and more pronouonced as the "Ambiance" of the lighting goes up (this photo shows it under a spotlight with Ambiance of 1.0). The only fix I could find was to either not stand near spot lights… disable local lights/advanced lighting model temporarily… or make a copy of the hair and using “edit linked objects” or “select texture”, select the alpha part of the hair, and switch the texture’s alpha mode to “Alpha Mask” with a “Mask cutoff” of 125. But, I am trying to figure out if there's a way around this, because it's honestly kind of unreasonable to expect customers to just avoid areas and not complain or feel ripped-off (even though the hair is a group gift, but I want to learn for future hair I will want to make/sell, and update a fix for this one). And while setting the alpha mode to "Alpha Mask" does solve it, it makes the hair look too sharp like it's wet, which I am trying to avoid. >.< And while other hairs I have worn by other creators which has plenty of alpha (such as Dura or really any hair store!) also have some degree of glitching in spotlights, it's not as bad or obvious as with my hair. Unfortunately, I don't have hair creator friends to ask for advice, so I'm posting here. If there's any tips for how you make hair with alpha, that manages to: A: not suffer from the alpha bug where the strands bleed through each other, and... B: not suffer so obviously from the spot lighting in SL. I'd be very grateful. Thanks in advance. --- Inside a regular home in region windlight: Inside the same home with flatter windlight, and facing away from the spot light source:
  2. I'm finding it weird, my Alt account, as seen on the right, is showing lighting properly, but my main account is not showing it at all. What could be causing this? These screen shots are taken at the exact same time on the exact same PC. Both screens open at the exact same time, but the one of the left won't load up the lighting correct. The account on the right has signifcantly lowers inventory, that's really the only difference. What the HECK!
  3. In features you can make an object create light, I have been trying for some time to find a way to control the light so that it doesn't go through objects (i.e. Floors if it's a ceiling light, walls if it's a street light, and even cove lights which are only supposed to light up the side of wall they are directed at.) I've been playing for almost 12 years and I never looked to deep into it because traditionally we used glow and a secondary object with a gradient or shadow texture. In hopes of finding a better solution I was told to post here and I hope y'all can help or at the very least tell me there really is no way to control the light function and I will start learning to bake multiple textures(light on & light off)
  4. Hi! Is it possible to animate light texture option (next to light color window) in the features tab (advanced lighting) with SCRIPT and how? Not flickering or intensity stuff, I want to use animated "gif" texture.
  5. Hi, I meet a strange phenomena that change my head lighting as on the attached view. My graphics setting is beetwen High and Ultra and this trouble happen when "Advances Lighting Model" option is checked. I'm using a face light but it's same when I take it off. It's happen only in some area but often on dance floors maybe because lights is different. I tryed with 5 other head demos (Catwa, Lelutka, Slink, Genesis, Starlust) and didn't get any trouble with. Skin shinniness setting is off. Is someone encountered the same issue?
  6. Hi there. I hope I posted this in the right place. I'm just wondering if someone can help me out. I've been using a customised texture on my avatar 2.0 body for a long time now, but just recently, I've noticed that under certain lighting, the shading is all strange. some of my body parts pick up the colours cast by lights in the room, whereas my body won't, and appears a different shade than the rest of my parts. be it lighter or darker. I've tried to fix the problem, by grabbing my texture from the Cache, then creating a new file in photoshop, then re-uploading it. but that didn't work. I tested my avatar with the standard avatar 2.0 texture, and that seems to look totally normal. but if I pull that texture from the cache, then re-upload that, it acts the same as my texture. I'll include some screenshots so you can see what I mean. If someone could help me out, I'd really appreciate it. this is driving me nuts! xD
  7. Hello! I have a question. I'm building a boat and there must be a refrigerator with a door with lighting on/off when door is open/close. I want to add such a lines to script, but I do not know where. Advise please! THANK YOU! LINES TO ADD: /////////////////ON llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,<1.0, 1.0, 1.0>,1.0,15,0.750, PRIM_GLOW, ALL_SIDES, 0.4]); ///////////////// OFF llSetPrimitiveParams([PRIM_POINT_LIGHT,FALSE,<1.0, 1.0, 1.0>,1.0,15,0.750, PRIM_GLOW, ALL_SIDES, 0.0]); DOOR SCRIPT (For vehicles) //------------------------------------------------------ // Timeless Linked Door Script by Timeless Prototype //------------------------------------------------------ // The latest version of this script can always be found // in the Library section of the wiki: // http://www.secondlife.com/badgeo/ // This script is free to use, but whereever it is used // the SCRIPT's permissions MUST be set to: // [x] Next owner can modify // [x] Next owner can copy // [x] Next owner can transfer // [x] Allow anyone to copy // [x] Share with group //------------------------------------------------------ // USAGE INSTRUCTIONS FOR EVERYDAY USE: //------------------------------------------------------ // Say the following commands on channel 0: // 'unlock' - Unlocks all doors in range. // 'lock' - Locks all doors in range and allows // only the permitted users to open it. // To open the door, either Touch it, Walk into it or // say 'open' or say 'close'. //------------------------------------------------------ // USAGE INSTRUCTIONS FOR BUILDERS: //------------------------------------------------------ // 1. Copy and paste this script into the door prim and // change the settings (see further down). // 2. The door prim must be linked to at least one other // prim (could be linked to the house for example). // 3. The door prim MUST NOT be the root prim. // 4. Use Edit Linked Parts to move, rotate and size the // door prim for the closed state. // 5. When ready, stand close to the door and say // '/door closed' (this records the closed door // position, rotation and size to the object's // name and description). // 6. Use the Edit Linked parts to move, rotate and size // the door prim for the opened state. // 7. When ready, stand close to the door and say // '/door opened' (this records the opened door // position, rotation and size). // 8. Once recorded it will not accept these commands // again. If you do need to redo the settings then // delete the Name and Description of the door prim // (these are where the position information is // stored), and then follow the steps above again. // Note: deleting the object name won't save, so set // the object name to 'Object' to reset the object // name. //------------------------------------------------------ // Change these settings to suit your needs. //------------------------------------------------------ // To mute any/all of the sounds set the sound string(s) // to "" (empty string). // To get the UUID of a sound, right click on the sound // in your inventory and choose "Copy Asset UUID", then // paste the UUID in here. string doorOpenSound = "9a076511-9aa8-f50d-e34c-1396a07a66a9"; string doorCloseSound = "876d3492-b8b8-7745-f5ae-dc5176ec6105"; string confirmedSound = "69743cb2-e509-ed4d-4e52-e697dc13d7ac"; string accessDeniedSound = "58da0f9f-42e5-8a8f-ee51-4fac6c247c98"; string doorBellSound = ""; // Setting to empty stops door announcements too. float autoCloseTime = 0.0; // 0 seconds to disable auto close. integer allowGroupToo = TRUE; // Set to FALSE to disallow same group access to door. list allowedAgentUUIDs = ["e032aea2-9489-40d3-87b3-713300ead4cc"]; // Comma-separated, quoted list of avatar UUIDs who are allowed access to this door. integer listenChannel = 0; //------------------------------------------------------ // Leave the rest of the settings alone, these are // handled by the script itself. //------------------------------------------------------ integer isLocked = FALSE; // Only when the door is locked do the permissions apply. integer isOpen = TRUE; vector openPos = ZERO_VECTOR; rotation openRot = ZERO_ROTATION; vector openScale = ZERO_VECTOR; vector closedPos = ZERO_VECTOR; rotation closedRot = ZERO_ROTATION; vector closedScale = ZERO_VECTOR; key openerKey = NULL_KEY; key closerKey = NULL_KEY; integer isSetup = FALSE; integer listenHandle = 0; string avatarName = ""; mySayName(integer channel, string objectName, string message) { string name = llGetObjectName(); llSetObjectName(objectName); llSay(0, "/me " + message); llSetObjectName(name); } mySay(integer channel, string message) { string name = llGetObjectName(); llSetObjectName("Door"); llSay(0, message); llSetObjectName(name); } myOwnerSay(string message) { string name = llGetObjectName(); llSetObjectName("Door"); llOwnerSay(message); llSetObjectName(name); } mySoundConfirmed() { if (confirmedSound != "") { llTriggerSound(confirmedSound, 1.0); } } mySoundAccessDenied() { if (accessDeniedSound != "") { llTriggerSound(accessDeniedSound, 1.0); } } myGetDoorParams() { isSetup = FALSE; if (llSubStringIndex(llGetObjectDesc(), "door;") == 0 && llSubStringIndex(llGetObjectName(), "door;") == 0) { list nameWords = llParseString2List(llGetObjectName(), [";"], []); list descWords = llParseString2List(llGetObjectDesc(), [";"], []); if (llGetListLength(nameWords) != 4 || llGetListLength(descWords) != 4) { myOwnerSay("The door prim's name and/or description has invalid syntax and/or number of parameters. Delete the door prim's name and description and setup the door prim again."); } else { openPos = (vector)llList2String(nameWords, 1); openRot = (rotation)llList2String(nameWords, 2); openScale = (vector)llList2String(nameWords, 3); closedPos = (vector)llList2String(descWords, 1); closedRot = (rotation)llList2String(descWords, 2); closedScale = (vector)llList2String(descWords, 3); isSetup = TRUE; } } } mySetDoorParams(vector openPos, rotation openRot, vector openScale, vector closedPos, rotation closedRot, vector closedScale) { llSetObjectName("door;" + (string)openPos + ";" + (string)openRot + ";" + (string)openScale); llSetObjectDesc("door;" + (string)closedPos + ";" + (string)closedRot + ";" + (string)closedScale); isSetup = TRUE; } integer myPermissionCheck(key id) { integer hasPermission = FALSE; if (isLocked == FALSE) { hasPermission = TRUE; } else if (llGetOwnerKey(id) == llGetOwner()) { hasPermission = TRUE; } else if (allowGroupToo == TRUE && llSameGroup(id)) { hasPermission = TRUE; } else if (llListFindList(allowedAgentUUIDs, [(string)id]) != -1) { hasPermission = TRUE; } return hasPermission; } myOpenDoor() { isOpen = FALSE; myToggleDoor(); } myCloseDoor() { isOpen = TRUE; myToggleDoor(); } myToggleDoor() { if (isSetup == FALSE) { myOwnerSay("The door prim has not been configured yet. Please read the usage instructions in the door script."); } else if (llGetLinkNumber() == 0 || llGetLinkNumber() == 1) { myOwnerSay("The door prim must be linked to at least one other prim and the door prim must not be the root prim"); } else { isOpen = !isOpen; if (isOpen) { if (doorBellSound != "") { llTriggerSound(doorBellSound, 1.0); if (avatarName != "") { mySayName(0, avatarName, "is at the door."); avatarName = ""; } } if (doorOpenSound != "") { llTriggerSound(doorOpenSound, 1.0); } llSetPrimitiveParams([ PRIM_POSITION, openPos, PRIM_ROTATION, ZERO_ROTATION * openRot / llGetRootRotation(), PRIM_SIZE, openScale ]); // Door API. llMessageLinked(LINK_SET, 255, "cmd|door|opened", NULL_KEY); } else { if (doorCloseSound != "") { llTriggerSound(doorCloseSound, 1.0); } llSetPrimitiveParams([ PRIM_POSITION, closedPos, PRIM_ROTATION, ZERO_ROTATION * closedRot / llGetRootRotation(), PRIM_SIZE, closedScale ]); // Door API. llMessageLinked(LINK_SET, 255, "cmd|door|closed", NULL_KEY); } llSetTimerEvent(0.0); if (isOpen == TRUE && autoCloseTime != 0.0) { llSetTimerEvent(autoCloseTime); } } } default { state_entry() { listenHandle = llListen(listenChannel, "", NULL_KEY, ""); myGetDoorParams(); } touch_start(integer total_number) { if (myPermissionCheck(llDetectedKey(0)) == TRUE) { avatarName = llDetectedName(0); myToggleDoor(); } else { mySoundAccessDenied(); } } timer() { myCloseDoor(); } link_message(integer sender_num, integer num, string str, key id) { // Door API. The API is here in case you want to create PIN entry keypads or whatever. if (num == llGetLinkNumber()) { if (str == "cmd|door|doOpen") { myOpenDoor(); } else if (str == "cmd|door|doClose") { myCloseDoor(); } } if (str == "cmd|door|discover") { llMessageLinked(LINK_SET, 255, "cmd|door|discovered|" + (string)llGetKey(), id); } } listen(integer channel, string name, key id, string message) { // Performance note: it's quicker to compare the strings than to compare permissions each time anyone says anything on this channel. if (message == "open") { if (myPermissionCheck(id) == TRUE) { // Only open the door if the person is quite close to this door. openerKey = id; closerKey = NULL_KEY; avatarName = name; llSensor(name, id, AGENT, 5.0, TWO_PI); } else { mySoundAccessDenied(); } } else if (message == "close") { if (myPermissionCheck(id) == TRUE) { openerKey = NULL_KEY; closerKey = id; avatarName = name; // Only close the door if the person is quite close to this door. llSensor(name, id, AGENT, 5.0, TWO_PI); } else { mySoundAccessDenied(); } } else if (message == "lock") { if (myPermissionCheck(id) == TRUE) { isLocked = TRUE; mySoundConfirmed(); } else { mySoundAccessDenied(); } } else if (message == "unlock") { if (myPermissionCheck(id) == TRUE) { isLocked = FALSE; mySoundConfirmed(); } else { mySoundAccessDenied(); } } else if (message == "/door opened" && llSubStringIndex(llGetObjectName(), "door;") == -1) { if (llGetOwnerKey(id) == llGetOwner()) { mySoundConfirmed(); openPos = llGetLocalPos(); openRot = llGetLocalRot(); openScale = llGetScale(); isOpen = TRUE; if (! (closedPos == ZERO_VECTOR && closedRot == ZERO_ROTATION && closedScale == ZERO_VECTOR)) { mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale); } } else { mySoundAccessDenied(); } } else if (message == "/door closed" && llSubStringIndex(llGetObjectDesc(), "door;") == -1) { if (llGetOwnerKey(id) == llGetOwner()) { mySoundConfirmed(); closedPos = llGetLocalPos(); closedRot = llGetLocalRot(); closedScale = llGetScale(); isOpen = FALSE; if (! (openPos == ZERO_VECTOR && openRot == ZERO_ROTATION && openScale == ZERO_VECTOR)) { mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale); } } else { mySoundAccessDenied(); } } } sensor(integer num_detected) { if (openerKey != NULL_KEY) { integer i; for (i = 0; i < num_detected; i++) { if (llDetectedKey(i) == openerKey && myPermissionCheck(llDetectedKey(i)) == TRUE) { myOpenDoor(); } } openerKey = NULL_KEY; } else { integer i; for (i = 0; i < num_detected; i++) { if (llDetectedKey(i) == closerKey && myPermissionCheck(llDetectedKey(i)) == TRUE) { myCloseDoor(); } } closerKey = NULL_KEY; } } //------------------------------------------------------ // Uncomment the following code if you particularly want // collisions to affect the door state. //------------------------------------------------------ // collision_start(integer num_detected) // { // integer i; // for (i = 0; i < num_detected; i++) // { // if (myPermissionCheck(llDetectedKey(i)) == TRUE) // { // avatarName = llDetectedName(i); // myOpenDoor(); // } // else if (llDetectedType(i) & AGENT) // { // mySoundAccessDenied(); // } // } // } } // End of default state and end of script
  8. Hello everyone! So I have been tinkering in-world and searching quite a bit on the internet and cannot really find answers I am looking for. I was wondering if anyone could help me with my issue. BORING BACKSTORY: I am trying to do something different after 9+ years, many of them living my life with over saturated lighting to make my avatar look good on my monitor. I want to switch my environment in my home to something with more "mood" to it, if that makes sense. I purchased red lighting for the bedroom (which are the only pure lights I have right now, anything else lit is by furnishing design like the TV screen or lights within a game) and am looking for an environment that preserves that light, within that space, but also makes other colors and edges "POP" for the naked eye, and does not make things too dull or "foggy". My ultimate goal would be for my avatar to also benefit from this environment where my clothing or accessories "shine" or catch someone's eye. There are also adult related things I would like to benefit from this environment, but I will privately test that I guess instead of publicly post here *laughs* So anything that would keep my red lights red, simulate a "black-light" effect, and preserve my avatars look would be a welcomed suggestion. Or if anyone knows of a tutorial or better way to achieve lighting effects than red light + environment, I am open to suggestions for that too. Thank you for your time, and you may contact me in world too! Tianna Burnstein
  9. Hello, for some odd reason the alpha channels of either the normal map, specular map or both makes some weird light jagged edges. (saved as Targa 32bit) I've followed this article: -click
  10. I'm so frustrated. I'm don't know how to write scripts, and as much as I love learning, it's not a task I feel like taking on just yet. I am willing to pay for what I am looking for, I just can't find it. I am certain it is a simple thing to do, however. I made a mesh lamp. I found a on/off script that I managed to get to work on my lamp the way I want it to (light/glow/fullbright (I think) from the bulb only). It took a few goes to get it to light from my bulb and not the shade, but I managed. (shade is face 0, bulb is face 2). everything looks great - except - I want the shade to be full bright when the lamp is on - and not when it is not. I have no idea how to make this happen. Can I use a second script? do I have to mod the first script? If anyone can help, I'd be very grateful. I'm not looking for freebies, I'm willing to pay if need be. I just want my lamp to work as I want it to. PS... a on/off switch sound would be cool too
  11. I have been experimenting, and I can't seem to get a way to light up my mesh on blender evenly but at the same time getting that gloss/light information on certain parts without making the back look too dark. Is everyone just using the old 3 point lighting system? Is there other software I should use for texturing only? What am I missing here?
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