

- #Charlotte bartlett second life forums how to
- #Charlotte bartlett second life forums trial
- #Charlotte bartlett second life forums plus
But you can do what ever you want with this channel. If you're doing anything non-metalic, for realism this should be white. The RGB channel of the specular map is actually the specular color. For some f*cking reason, Secondlife has designed it so that the Specular Map is located in the Normal Map's alpha channel. But the Alpha is actually important here. In your Normal Map, you need the Normal to be in the RGB. Alpha channel will be for glow maps, alpha transparencies, etc. You will need to faf about with the Glossy and Enviornment to get a correct looking effect in all lighting conditions.īasic english breakdown for a more direct answer.ĭiffuse Map, RGB Channel will be your normal diffuse. This is responsible for how the object is illuminated in respects to light. This map is the one we all know to be dependent on point lights as well as the sun. The alpha channel however holds the actual glossy/specular map. The RGB is the standard OGL tangent space normal map. The environment reflections is the Alpha map of the Specular texture. For metals, iridescent, exotic materials, and what have you, you'll want to add color to the specular highlights. This will be predominantly white for non-conductive materials (most materials in the world). The specular RGB node is going to be the Specular colormap which is fine. Baking a mostly even lighting scenario onto the diffuse map is also not a bad idea, as it helps makes it look better for Lower end systems, and assists Second life's lighting system by providing shadows it normally would not be able to make. You will also need to color your metals, as PBR relies on specular highlights to provide color maps. Usually AOs, edge maps, and curvatures combinations will be good enough. To get a correct Diffuse map, you will need to add lighting data for Second Life. But the Alpha of the Normal Map is the actual Specular Highlight Map (seriously wtf Linden) The RGB of specular is the Specular Color, the Alpha represents the Environment Reflections (Yeah I know, wtf Linden labs). Alpha may be Alpha Transparency, or Emission Map.
#Charlotte bartlett second life forums how to
On the website they have tutorials you can get through the introduction ones in a few hours and it is well worth the time investment as it shows you how to manipulate elements like environments so you can control your directional lighting etc.Īlways learn the interface first then apply it to the weird SL workflow we use rather than try to only learn the SL elements as it will be far quicker to get up to speed.ĭiffuse in the RGB. It seems you may be new to the application.
#Charlotte bartlett second life forums plus
So check your settings are high enough plus whilst SL may use OpenGL from memory there may be some buggy behaviour with SP and the 2d export so have a play when you export using DirectX instead just for the 2d part. What settings are you also using to bake and what template? I tend to bake at 2046 then reduce size down in photoshop for SL. The 2d export will exactly match the 2D viewport if you have set up your project correctly. You can also apply a filter and activate two of the light options to further tweak directional lighting. I sometimes if doing a large building will cluster my bakes and then rotate my environment 90 degrees for the next cluster and so on to balance out some of that. You can control directional lighting via environment and I tend to find Studio 2 HDR the most useful. That’s really getting into the basics of using SP. I could never make the diffuse map to have all the details on it as seen on 2D view. I run SL on ultra settings but when I see nice clothes or objects I disable the advanced lightning, which makes normal maps disappear from mesh and the difference is minimal. Is there a setting somewhere? Or another HDR? So the front was more lit than the back, and if you rotate the environment the more lit area changes. The 2D export reflected the lightning of the HDR you have selected.
#Charlotte bartlett second life forums trial
I got the trial of SP but the 2D export was frustrating me. How do you make the 2D export not have directional lightning? So I use a basic chrome material when making “glass” effects. If doing glass I wouldn’t bother with alpha and instead so that in your photo editing program as you can then control how transparent you want it to be. The 2d export basically exports what you see on the flat 2d map and works well for diffuse ready for your 3D program or Photoshop etc. For 1 simply use the 2d export which SL users has been asking for years for and they finally delivered it earlier this year (ish). You can use the regular PBR export in the current version for 2 and 3. Assuming you are trying to export 3 items
