Uploaded image for project: 'Snowstorm'
  1. Snowstorm
  2. STORM-2020

Restore RenderSpecularExponent



    • Defect
    • Status: Closed
    • Unset
    • Resolution: Released
    • None
    • None
    • None


      Steps to Reproduce

      Steps to Reproduce
      I tried taking a few snapshots by manipulating the values of this setting. Nothing happened, i.e. no change w.r.t. the way RenderSpecularExponent should affect the rendering of specular highlights.

      Actual Behavior

      I noticed that the RenderSpecularExponent debug setting is no longer functional in materials viewer, like the latest official viewer.

      This debug setting enables the user to control the apparent smoothness of a surface. It is, of course, entirely local and only visible to that particular user. It can take both negative and positive values in the closed set [-282, 10000]. From a creative point of view, it allows an SL photographer to produce interesting results that would otherwise be hard or impossible to achieve.

      Expected Behavior

      In the attached images, I'm demonstrating what results this setting used to produce. I'm using my own avatar as a model; my avatar consists of mesh (rigged and unrigged) and sculpted parts, most of which have no texture on them (the texture I use for the main bodies of my avatar's parts is a plain white 8x8 image - even smaller than SL's default blank texture) and have medium shininess applied. For our examples, I have opted for a black colour for the avatar, and the local lights are blue (RGB values: 0, 128, 128).

      I begin with extreme negative values (-256) and proceed all the way to 4096. The examples are as follows:

      1. -256 (image named renderspecularexponent-001)
      2. 0 (image named renderspecularexponent-003)
      3. 384 (image named renderspecularexponent-006)
      4. 768 (image named renderspecularexponent-007)
      5. 2048 (image named renderspecularexponennt-009)
      6. 4096 (image named renderspecularexponent-010)

      As you can see, higher values make my avatar (and other objects that have shininess applied to them) look glossier and sleeker - this is a very pleasing result for certain photographic applications, while lower values make it look duller and negative values essentially make the avatar glow practically white and have small black highlights.

      The way I see it, RenderSpecularExponent is a useful tool in the SL photographer's and machinima creator's toolkit (imagine the visual effects one can get with it and how they can be used as plot devices in mystery, horror or sci-fi machinima created in-world, including using it with the most extreme negative values). Maintaining this functionality strengthens the creative potential of Second Life and will make it an increasingly attractive platform for aspiring creators of virtual photography and cinematography.

      Other information

      In earlier versions of the viewer, it seems that the default value was 384, but now it seems to be at 768, although, to be honest, I can't see any real difference between the two in the current release of the official viewer; i.e. it seems that 768 provides a rendering that's far closer to 384.




            Unassigned Unassigned
            mona.eberhardt Mona Eberhardt
            Oz Linden Oz Linden
            3 Start watching this issue