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Thursday, March 03, 2016

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Dartagan Shepherd

Great work and tutorial.

Brookston Holiday

Thanks!

pussycat catnap

In that first screenshot... as someone who used to do a lot of 3D art I will just say that it is BECAUSE that first image only uses 2 light sources that it looks so good.

Really though, the ideal scene uses exactly 3 light sources.

Two from different angles with different colors and strengths aimed at your subject, and a third of varying color and strength as a backlight behind your subject aimed somewhat at it to enhance the contrast outlining it.

Everything about mood and effect then becomes all about what colors, angles, and strength of lighting you go for.

(and if SL gave us better light tools, things like the spread of cones and how sharply they fall off on their edges would also matter a lot, as well as how they fall through atmospheric filters like smoke, fog, rain, and so on.

Connie Arida

A great tutorial and thank you.
Too many times i have seen very promising builds ruined by insensitive lights.It's about time people really stopped using overly bright, overly big and unrealistic point lighting. Projectors are the only way to go.

Brookston Holiday

Thanks!

Pamela

Thanks -- I have not been clear on how emissive masks are used.

sirhc deSantis

Thanks :) Especially for the tips to cover varying graphics settings.

Caldora Beaumont

A very old thread, but still pertinent. Most lights in SL are still awful in 2022 even with ALM on. It's just laziness to create a light and not address a problem that has aways existed: the way lights shine outside a building. Personally, I find this to be the #1 benefit of using projectors, as I hate how basic light can be seen through walls. Using the FOV & focus (as well as fall-off & radius) and even a simple soft circle light texture to dial down the way the light spreads should be standard light-creating practice. If all you want is a bare bulb effect AND the light is in the center of a room, the default light settings are OK, I guess. But any other kind of light looks really stupid if allowed to shine 360 degrees with equal, full-blast intensity. A lot of creators have added "light beam" prims to their builds to simulate what projected light would look like, but a light texture does that without adding to the prim count/land impact.

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Wagner James Au
Wagner James "Hamlet" Au
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