Tips on Lighting & Texturing
Posted: Fri Nov 11, 2016 10:54 pm
First off, the Advanced Lighting Model offers some features to the builder that are quite nice, beyond what the standard SL/OS user has been used to. In addition to supporting more light sources being rendered in the viewers field of view, you can do more than flood a volume of a given radius with light now. You can adjust the Field of View of the light source (FOV) to narrow it like a spotlight. A good example of this is the dance floor at the OS Grid event center, which features colored spotlights that project both colored spots on the floor that rotate with the prims that generate the light emissions, but also project IMAGES.
You can apply an image to the light source settings, and by increasing the FOCUS to its max setting, bring the image into focus in the light beam upon land, avatars, or properly textured prims that it falls upon. You can multiply the brightness by overlapping identical light prims projecting the same light settings.
The types of textures on prims you project at matter, because if your texture has an alpha channel, and you are not using a specular texture with it, the light will go right through. Many TGA or PNG textures that do not appear to have any transparency are inadvertently created with alpha channels present, and so prims textured with them won't allow the light projection to fall upon them.
If however, you are using NORMALs (i.e. bumpmaps) and specular textures with your diffuse (regular) textures on the prims, you can capture the light on the prims surface if you set the specular settings highly (each can go as high as 255). Even with high transparency prims, without a graphics program generated specular texture, you can apply a blank white texture to the specular texture channel, and give it settings of 200 or more, and make it reflective/refractive while at the same time transparent.
I will post some images as examples of what can be done with these features.
You can apply an image to the light source settings, and by increasing the FOCUS to its max setting, bring the image into focus in the light beam upon land, avatars, or properly textured prims that it falls upon. You can multiply the brightness by overlapping identical light prims projecting the same light settings.
The types of textures on prims you project at matter, because if your texture has an alpha channel, and you are not using a specular texture with it, the light will go right through. Many TGA or PNG textures that do not appear to have any transparency are inadvertently created with alpha channels present, and so prims textured with them won't allow the light projection to fall upon them.
If however, you are using NORMALs (i.e. bumpmaps) and specular textures with your diffuse (regular) textures on the prims, you can capture the light on the prims surface if you set the specular settings highly (each can go as high as 255). Even with high transparency prims, without a graphics program generated specular texture, you can apply a blank white texture to the specular texture channel, and give it settings of 200 or more, and make it reflective/refractive while at the same time transparent.
I will post some images as examples of what can be done with these features.