AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Room fog11/8/2023 ![]() Note: If a texture is set to ‘fog override’ it will be un-influenced by this setting. If any texture is set to ‘self illuminated’ on anything of the room, in the room or on the avatars occupying it those textures will be un-influenced by this setting.įog ON radio button this enables for rendering in the room. This is the overall color your room and everyone and everything in it will be tinted. ![]() (more on embedded lighting when we delve into room lighting) This file contains the room’s seat locations, furniture node locations, camera starting locations, any bone structure for room animations as well as the room’s embedded lighting, if it uses any. You can’t see it but it is the invisible base the room is built on. Areas unrelated to room making are grayed out. When room deving the Config Tab will look like this. While seemingly a basic room Buckstars uses embedded lighting, ambient lighting, fog, as well as self illuminated and fog override textures, all the goodies we will go into in detail.īefore we dive into the tutorial lets first do a tour of Create Mode’s ConfigTab. I generally design my textures with a strong idea of how the room lighting and fog will make them look and make my texture brightness and color choices accordingly.įor this tutorial I will be using good o’l Buckstars (Pid 593) as my guinea pig. Think of Lighting and Fog as the seasoning of the final product, your room may only need a light touch or it may demand a robust bite, and that is where the fun and creativity begins. Lighting and fog are the things when used creatively can dramatically affect the look and feel of your room for the better. ![]() The hope it that it will better help you understand how the room fog and lighting settings work so you can start adding some fun effects to your rooms. This tutorial had been on the most requested list for a loooong time. ![]()
0 Comments
Read More
Leave a Reply. |