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How Do I Make Normal And Specular Map For My Custom Skin In Second Life?

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Normal and specular maps in Second Life are texture layers that convey additional rendering information to the graphics engine.  This additional information is used in conjunction with standard "diffuse" textures to add a whole new level of detail to otherwise apartment surfaces without drastically increasing either land impact or graphical or server lag.

Tip: Applying a normal or specular map to an objectdoes cause the object's land affect to be calculated using the standard country impact parameters rather than prim count.  Notwithstanding, the maps themselves do not contribute to the land touch on rating.

Normal maps

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Normal mapping is a method of simulating the lighting of bumps and dents on an otherwise flat surface, creating the illusion of a physically detailed surface.  In Second Life, this technique can be used to add together detail to a geometrically simple object without significantly increasing the object's land impact or sacrificing graphical performance.

The normal map itself is stored as a texture, with the cherry, green, and blue values representing the 10, Y and Z coordinates of thesurface normal.

To utilise a normal map to an object you own in 2d Life:

  1. Right-click the object and clickEdit.
  2. Click theTexture tab in the Build Tools window.
  3. Click theTexture (lengthened) dropdown carte and selectBumpiness (normal).
  4. Click the box above the wordTexture to open up the Pick: Texture window.
  5. Choose a normal map texture from your inventory and clickOK.
  6. The normal map is applied to your object.

Specular maps

Applying a specular map.png

Specular mapping is a method used to define the shape of shiny or reflective areas on a surface.  For example, if a textured surface represents a wooden box with metal parts, a specular map tin be applied to define only the metallic portions of the texture as shiny.  In Second Life, specular mapped surfaces reverberate light cast by either the sun or local lights.

Specular maps are stored equally RGBA textures; The reflected color is tinted by the RGB value (a crimson specular map reflects white light every bit if it is ruddy), and the alpha channel conrols the intensity of the reflected environment map.

To apply a specular map to an object yous own in Second Life:

  1. Correct-click the object and selectEdit.
  2. Click theTexture tab in the Build Tools window.
  3. Click theTexture (diffuse) dropdown bill of fare and selectShininess (specular).
  4. Click the box higher up the discussionTexture to open up the Pick: Texture window.
  5. Cull a specular map texture from your inventory and clickOK.
  6. The specular map is applied to your object.
  7. IncreaseGlossiness to increment the reflectiveness of your specular mapped area; incrementEnvironment to increase the intensity of the reflected environment map.  Glossiness and Environment are besides modulated by the alpha channel of the specular map.

Tip: If you desire to admission theGlossiness,Environs, andColor controls for your unabridged object without applying a specifically shaped specular map, y'all may click theBare button in the texture picker for a completely white texture.

Advanced techniques and technical details

Yous can find case studies, advanced techniques, and technical details on Second Life'south normal and specular mapping features at the Skilful Building Practices portal on the Second Life wiki.

Source: https://community.secondlife.com/knowledgebase/english/materials-normal-and-specular-mapping-r1352/

Posted by: hanchettlifeatchas.blogspot.com

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