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Issue Details (XML | Word | Printable)

Key: VWR-3139
Type: Bug Bug
Status: Closed Closed
Resolution: Fixed
Priority: Major Major
Assignee: BigPapi Linden
Reporter: psistorm ikura
Votes: 11
Watchers: 6
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1. Second Life Viewer - VWR

WindLight: Shiny is too strong and should be more backward-compatible

Created: 15/Nov/07 02:51 AM   Updated: 05/Dec/07 08:52 AM
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Component/s: Graphics
Affects Version/s: First Look: WindLight
Fix Version/s: First Look: WindLight

File Attachments: None
Image Attachments:

1. Shiny_Avatar_WL_FIX.jpg
(166 kB)

2. Shiny_Avatar_WL_OLD.jpg
(419 kB)

3. shiny_comparison_release_vs_fixed_WL.jpg
(90 kB)

4. shiny_default.jpg
(179 kB)

5. Shiny_Midnight_WL_FIX.jpg
(76 kB)

6. Shiny_Noon_WL_FIX.jpg
(117 kB)

7. Shiny_Noon_WL_OLD.jpg
(240 kB)

8. Shiny_Sunrise_WL_FIX.jpg
(104 kB)

9. Shiny_Sunrise_WL_OLD.jpg
(228 kB)

10. Shiny_Sunset_WL_FIX.jpg
(90 kB)

11. Shiny_Sunset_WL_OLD.jpg
(188 kB)

12. shiny_windlight.jpg
(191 kB)
Environment:
Second Life 1.18.5 (73655) Nov 13 2007 12:57:54 (Second Life WindLight)

You are at 277709.6, 289219.5, 501.1 in FurNation Phoenix located at sim4223.agni.lindenlab.com (63.210.157.127:13005)
Second Life Server 1.18.5.73200

CPU: Intel Core 2 Series Processor (2132 MHz)
Memory: 2047 MB
OS Version: Microsoft Windows XP x64 Edition Service Pack 2 (Build 3790)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GTX/PCI/SSE2 (158.22 Drivers)
OpenGL Version: 2.1.1
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.12_0000000000)
Packets Lost: 7/55374 (0.0%)
Viewer Digest: dadcde93-7357-bc40-b2b8-516d5239e365
Issue Links:
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Relates

Linden Lab Issue ID: DEV-6214


 Description  « Hide
The following issue has arisen with the current windlight release candidates:
The shiny effects display way too strong, setting an object to low shiny equals medium or possibly high shininess on the regular SL build.
I think it is safe to say that right now this breaks all content which relied on the subtle environment map effect that low shiny gave it, some of my own content is affected as well, currently. Also, the environment map seems a bit over-saturated especially in the low and mid settings, this giving all shiny objects a very strong coloring. most noticeably is the blue colorization on shiny objects during noon.

Thus, my suggestions:
1. Adjust the saturation of the environment map
2. a) tweak the low/medium/high parameters to more closely match standard SL behaviour
b) (better handle shininess like transparency or glow, and give us a 0.0 to 1.0 spinner, while keeping the PRIM_SHINY_XXX enums compatible so as to
not break current scripts



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Michi Lumin added a comment - 15/Nov/07 05:44 PM
I'm wondering if part of this is more just of a "change" versus it being "too strong'... The reflections now do look different, and it may be more of a matter of 'difference' than 'degree'.

I'm not saying that this is definitely the case - though the 'blue colorization' would indeed be the actual reflection of the sky, which should be proper.


psistorm ikura added a comment - 16/Nov/07 04:14 AM
looking at it from this perspective, you can of course say that its correct. the problem is, the effects of low shiny are quite definitely too pronounced.
to give an example:
my friend´s AV has hair with soft shiny. while it looks fine in the regular client, it looks like he dipped them into a chrome bath on windlight. hence why I want shiny adjusted or a spinner to adjust it more finely. - right now, it just changes the look of certain content too massively. everything that relies on low shiny looks way too strongly colorized and shiny

Trice Beam added a comment - 16/Nov/07 10:26 PM
I agree the shiny in windlight is still to strong. I have used some shiny on organic objects and they used to be lightly shiny with a wet look. in windlight they are very metal like shiny. Things that once had only slightly shiny low settings now look too much like chrome at any setting.

I wish there was will be an option to set "old Shiny" or " windlight style" shiny to objects themselfs so everybody can see the intended shiny settings or more oprtions of adjusting shiny to the needs of the people.

It would be great to be able to edit shiny rendering in detail (more than low, meduim and high settings) and set it to objects during building so everybody will get the same shiny effect.

As well it will also be nice to have more organic and "wet surface" types of shiny rendering ETC as needed for the object.


Chriz Palen added a comment - 21/Nov/07 07:08 AM
Whilst I agree that some objects can now look far too shiny, it is also true that at the Midnight setting objects look completely matt - both shiny issues need addressing, so I've linked my issue to yours: http://jira.secondlife.com/browse/VWR-3294

Torley Linden added a comment - 26/Nov/07 12:49 PM
This is definitely an often-discussed issue. See:

» http://wiki.secondlife.com/wiki/Windlight#What_are_you_doing_about_WindLight_looking_.22wrong.22.3F

More to follow.



BigPapi Linden added a comment - 28/Nov/07 12:32 PM
Fixed internally.

psistorm ikura added a comment - 28/Nov/07 01:09 PM
fixed indeed - great work, guys!

Torley Linden added a comment - 28/Nov/07 01:47 PM
See BigPapi's attached screenshots above for the comparison – and a reminder that "Fixed Internally" means that this is NOT in a public WindLight release YET... but will be SOON. At that time, we can consider this "Fixed", period.

BigPapi Linden added a comment - 28/Nov/07 01:51 PM
Also, keep in mind that even though this was checked in today, that's probably too late for inclusion in the next WL firstlook build that we release, as there's already a build that is being run through QA internally. So this fix might not be seen until the WindLight release following the next one.

WarKirby Magojiro added a comment - 28/Nov/07 02:21 PM
I'd like to state again that while we really need the old shine back, the way it is now is great too, just for other things. And it would be really good to be able to use both.

BigPapi Linden added a comment - 28/Nov/07 02:43 PM
Having both methods available at the same time isn't possible without introducing lots of unnecessary complexity and changing many systems around (both in the viewer and on the server). Unfortunately, a real reflective model will have to wait for a material system.

BigPapi Linden added a comment - 29/Nov/07 02:09 PM
Uploading a comparison picture of the shiny wall at bug island.
Left is the release viewer. Right is the new fixed shiny in the internal WindLight branch.
Top to bottom: noon, sunset, midnight.

Torley Linden added a comment - 05/Dec/07 08:50 AM
Thanx again for your reports and helping us to make progress! This bug is fixed in the newest WindLight version – Second Life 1.18.5 (74965). Download link and more info here:

» http://blog.secondlife.com/2007/12/04/super-cool-new-windlight-first-look-viewer/

Keep watching the Official Linden Blog and check out http://wiki.secondlife.com/wiki/Windlight for continued WindLight updates!