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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Wed Dec 09, 2015 9:36 pm 
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Location: Virtual Reality & the US
@Benski
I can run Advanced Lighting, but only for static photography. For moving around, building, etc. its too much for my puter.



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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Thu Dec 10, 2015 6:04 am 
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Joined: Fri Aug 24, 2012 6:58 am
Posts: 2192
That was the case with my old laptop too (a long time ago in a grid-galaxy far far away). The poor thing would huff and wheeze if I tried to enable even basic shaders. Oddly (or maybe not so curious or surprising) was that switching to InWorldz and theour grid-supported/sponsored viewers, wasn't as hard on the old girl.

I still couldn't run on "ultra", with all the shinies, the way I do now, but I was able to use many more viewer features and could even see mesh properly when it was introduced here (one of the biggest reasons for my immigration to this grid).

Many users are still working with the tech they can afford and/or are used to, etc. For them, scripted lighting will likely be of great assistance. Any addition that brings a better user experience is a welcome change.



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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Thu Dec 10, 2015 6:18 am 

Joined: Sat Oct 02, 2010 4:39 pm
Posts: 498
Interesting Thread:
Just a observation in photo studies that I have been finding with all this "Light" stuff" you all are talking about!
I think the Builders, Creators, Landscapers right down to Sim Owners etc, etc. - need to look at their final results in "FULL LIGHT SETTINGS" As it can hidden when light settings are turned off! As the effect that you are after can be ruined if too much of a miss-match with different light perms set on different items. Say for example: A tree, with an over-glow/set at full bright placed with no glow trees can look very false and unreal!! (Sometimes works OK all depends!)
A good way of testing is going black-out in windlight and see what is showing up then! Not saying this is bad what I am saying is you have be careful what you doing now!
On my travels most ppl are doing very well, odd ones not, every one has different views and I am talking very generally here!
In-other words probably best to test with your light settings at full, then you can see the affect you are after is correct one!
Hope you all understand what I trying to say here!!


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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Thu Dec 10, 2015 6:29 am 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
A problem I have with some trees or plants is that the textures are much darker than in reality. (or they are desaturated, which is still worse). For this reason you will find in my builds some plants which are full bright. If we stay with sun at midday, it is ok, but at night theplants are shining like neon signs.

So please creators match the overal darkness/brightness of your textures with what we see in nature!



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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Wed Jan 20, 2016 5:57 am 
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Joined: Fri Jul 29, 2011 2:10 pm
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Location: France
Three quick questions, thanks whoever knows to reply :) :


1) in which direction the beam is pointing? X axis?

2) do the classical params of light apply to projectors? Especially I don't see color, intensity, radius, falloff 

3) what is ambience for? I suppose it is like a point light, lighting all around



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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Wed Jan 20, 2016 8:19 am 
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: England
[quote="Yichard"]Three quick questions, thanks whoever knows to reply :) :


1) in which direction the beam is pointing? X axis?

2) do the classical params of light apply to projectors? Especially I don't see color, intensity, radius, falloff 

3) what is ambience for? I suppose it is like a point light, lighting all around[/quote]


Direction it points is the -ve Z axis

yes they still have an effect

Ambience is exactly that, it lets the light spread out more a bit like a flood light might.... still pointing in a direction but it spreads ambient light. Where as a torch might only show light exactly on a small area.


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 Post subject: Re: Projection Lighting LSL Function Available On Beta
PostPosted: Wed Jan 20, 2016 8:41 am 
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Joined: Thu Oct 20, 2011 3:41 am
Posts: 2392
Zauber Paracelsus wrote:
Yeah. The difference between projection lighting and the point lights is that (A) the projection lights are confined to a cone shape, and (B) they can have an image applied to change how the light is emitted.


Hmmm I see better landing lights with this....
Will study. TY IW devs.



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 Post subject: Re: Projection Lighting LSL Function Available
PostPosted: Wed Jan 20, 2016 1:47 pm 
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Joined: Mon Jun 07, 2010 7:07 pm
Posts: 7936
Location: Nova Scotia, Canada
Update: Just to clarify, with the Halcyon 0.9.20 server update earlier this month, this feature is now available on all regions (both main grid and beta grid). It's no longer just a test version running on the beta grid, it is available for use on all regions.


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 Post subject: Re: Projection Lighting LSL Function Available
PostPosted: Wed Jan 20, 2016 2:44 pm 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
Thanks Manwa for the info :)

And thanks Jim for the implementation :P

I feel that Inworldz is becoming a really fantastic place :mrgreen:



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