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Monalisa Robbiani added a comment - 09/Dec/07 08:53 AM
fixed mistake.
this has my vote. would be awesome for avatar makers if this could be adjusted better. I really doubt the wrong colour comes from the different normal angles between body and prim attachment, incase anyone wants to bring this up, since prim and body colors that have been matched in photoshop look quite different in world even though they are the same RGB.
You can try it yourself. Create a single colored texture and use it as your skin. Apply the same texture to a sphere and wear it. It will look like my leg on the picture. The shading won't match! But this doesn't only affect furry avatars. The same problem occurs with prim clothing like flexi skirts.
I added another picture to show the need for this feature. It was taken in the newest WL 1.18.6 (76116). My attachments are now glowing while the skin looks very dark. Both the attachments and skin have the same RGB value.
I attached "prim_avatar_shading.jpg", to illustrate that even with very tedious compensation for the difference in shading, a simple change of lighting will make this problem reappear. A new shading option (whether in the Shininess menu or as a tick box like "Full Bright") is the only way to fix this. Consider how many pieces of clothing / avatars that make use of prims as mesh extensions.
Attached an image that shows lighting behavior in appearance mode. Prims that simulate mesh should be lit too.
I found that setting the colour of the prims to 80% gray compensates for the difference in the old viewer.
I've not tried it in windlight but those who do that i've asked have said the colours matched. Alison, that trick only works in a neutral lighting like Noon. Once directional lights / sunlight / sunset affects the prim, it will react entirely different from the mesh, and the tuning of colors will be lost.
Besides that I don't want to tint my eyes gray.
Did you try the latest windlight? Prims look worse again, like plastic. This option is much needed. Setting the prim texture to a perfect colour match for the skin/clothes and the prim colour to 80% gray (rgb 204,204,204) the prim matched the avatar perfectly in the old viewer. I've just tried it in the new windlight viewer i got much the same effect. The only time it didn't work was with basic shaders enabled, atmospheric shaders disabled and hardware skinning enabled.
Got my vote. This has long been a problem for designers everywhere. Matching prim colours is near impossible when faced with varying ambient and local lighting and rendering options.
I don't know if the solution would be to render prims in the same lighting as avatars (which would seem to make sense) or, as you suggest, have a light blending/diffusing option to match the avatar rendering. Presumably with the former, many objects we know now would look rather different and perhaps unnatural. The latter seems like it would only add to confusion and complexity that LL seems to do best to avoid (while limiting advanced users options). And I agree, in Windlight this is definitely far more prominent. The problem with Alison's fix above is that, as she says, you can't really guarantee everyone will have the same configuration, and it would be ridiculous to ask anyone to change their preferences just to view a small set of objects "correctly". I wonder, and presume, that the Lindens render avatars differently for a reason related to how prim lighting looks. Maybe while Windlight is in development it's the perfect time to create harmonious and unified lighting for both prims and avatars. If at all possible! Consistency is good.
If the avatar body HAS to be lit differently from its environment, then the attachments should use the same unusual lighting. While setting 80% grey does work in certain conditions, we really should be forced to use a workaround for this. It's just an extra, unnesscary step that could easily be avoided. Not to mention the fact that with the newer viewers, having anything but low end graphics turned on will totally break it.
I don't see a "Fix Pending" option, so I'm just marking it "Fixed" instead. The fix is available in the RC.
A duplicate jira entry filed much later and with only 6 votes won the fix: http://jira.secondlife.com/browse/VWR-8012 I tried the RC and put my old avatar (the pink one on these pictures). The body mesh is now brigher. I still see a difference in shading when comparing the attachments though.
It's probably just a matter of how the light is striking the surface at this point, or how denser geometry (prims) is going to be lit more uniformly than the jagged, low-polygon avatar geometry. (Not to mention the two simply cutting into eachother.)
Try turning the Moon/Sun Color down to black (and also be sure you're not around any local lights). You can do this from the Environment Editor. World -> Environment Settings -> Environment Editor -> Advanced Sky -> Lighting -> Sun/Moon Color. Just drag the I slider down to 0. If things don't match, then maybe the pink on the prim just isn't the same as what's on the skin? It is exactly the same texture. (The creator of the avatar included a sample so you can make your own extensions.) The lighting is still not the same. But I use a new ava anyway
While this issue has been fixed now for a while, let it be known that the cause was not lighting but skins being being textured over grey meshes rather than white. This will cause some old content to appear incorrectly with the reverse effects. If so edit attachments and tint back to white.
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