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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 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. 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
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. fixed indeed
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.
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.
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.
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.
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. 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 |
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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.