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	<title>Comments on: An illuminating tale of the history behind Second Life&#039;s facelights</title>
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	<link>http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights</link>
	<description>Home of the musical Dream Journal.</description>
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		<title>By: PP #1: Second Life Facelights &#171; Common&#124;Sensible</title>
		<link>http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights/comment-page-1#comment-52432</link>
		<dc:creator>PP #1: Second Life Facelights &#171; Common&#124;Sensible</dc:creator>
		<pubDate>Fri, 17 Apr 2009 22:27:44 +0000</pubDate>
		<guid isPermaLink="false">http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights#comment-52432</guid>
		<description>[...] the top of my list are &#8220;facelights&#8221;. Gee, thank you Torley, {frowns with a [...]</description>
		<content:encoded><![CDATA[<p>[...] the top of my list are &#034;facelights&#034;. Gee, thank you Torley, {frowns with a [...]</p>
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		<title>By: PP #1: Second Life Facelights &#171; Blackthorne inSL™</title>
		<link>http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights/comment-page-1#comment-52430</link>
		<dc:creator>PP #1: Second Life Facelights &#171; Blackthorne inSL™</dc:creator>
		<pubDate>Fri, 17 Apr 2009 21:35:36 +0000</pubDate>
		<guid isPermaLink="false">http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights#comment-52430</guid>
		<description>[...] the top of my list are &#8220;facelights&#8221;. Gee, thank you Torley, {frowns with a [...]</description>
		<content:encoded><![CDATA[<p>[...] the top of my list are &#034;facelights&#034;. Gee, thank you Torley, {frowns with a [...]</p>
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		<title>By: Torley</title>
		<link>http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights/comment-page-1#comment-41325</link>
		<dc:creator>Torley</dc:creator>
		<pubDate>Sun, 18 May 2008 15:08:02 +0000</pubDate>
		<guid isPermaLink="false">http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights#comment-41325</guid>
		<description>@Ann: Thanks for checking that out.

@Gwyn: Great comment! Of course, I&#039;d expect no less from you. But no pressure. ;) I remember when the OLD lighting model caused a lot of grief due to sheer performance slowdowns and &quot;light lag&quot; scares. My own system at the time (powered by a now-weak Ti4200) was crippled in many locations with oodles of local lights, so I selectively turned it on and off. (I also remember when we had shadows for objects, but that&#039;s another thing...)

One can imagine an angry mob descending on a facelight-wearer. A truely &quot;only in Second Life&quot; situation!

What&#039;s happening with &quot;glow&quot; is interesting... all of this, really, is similar to some music production experiences: years ago, when virtual studio instruments (aka software synths) were introduced, CPU power was very limited compared to today. Of course you could play a few realtime, but to play more tracks, an ingenious workaround was devised: add a FREEZE mode to prerender certain tracks so that they couldn&#039;t be changed, but that CPU load would go down. In Second Life to some degree, prebaking is the same, with the exception that we don&#039;t have more advanced, dynamic lighting models YET... but Runitai Linden&#039;s work with SSAO looks exciting, and there&#039;ll be more to come: http://www.kittenlulu.com/?p=588

I should emphasize: WindLight renders our avatar meshes more accurately; it exposes their archaic-ness. Remember when we used to have a separate &quot;Avatar Vertex&quot; checkbox? Well, previously, avatars were lit *differently* than the rest of the scene, but now, that&#039;s been streamlined. I believe it was BigPapi Linden who noted our avatars use way more polygons than they should (he comes from a rich background in optimizing game content for performance). So the problem here is not so much changing how WindLight affects avatars as improving avatar meshes — since the former is a newly-updated part of the whole pie, whereas the latter hasn&#039;t fundamentally changed in years.

@Sable: Good observation; but I believe it&#039;s actually a light, not texture baking.</description>
		<content:encoded><![CDATA[<p>@Ann: Thanks for checking that out.</p>
<p>@Gwyn: Great comment! Of course, I&#039;d expect no less from you. But no pressure. <img src='http://torley.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I remember when the OLD lighting model caused a lot of grief due to sheer performance slowdowns and &#034;light lag&#034; scares. My own system at the time (powered by a now-weak Ti4200) was crippled in many locations with oodles of local lights, so I selectively turned it on and off. (I also remember when we had shadows for objects, but that&#039;s another thing&#8230;)</p>
<p>One can imagine an angry mob descending on a facelight-wearer. A truely &#034;only in Second Life&#034; situation!</p>
<p>What&#039;s happening with &#034;glow&#034; is interesting&#8230; all of this, really, is similar to some music production experiences: years ago, when virtual studio instruments (aka software synths) were introduced, CPU power was very limited compared to today. Of course you could play a few realtime, but to play more tracks, an ingenious workaround was devised: add a FREEZE mode to prerender certain tracks so that they couldn&#039;t be changed, but that CPU load would go down. In Second Life to some degree, prebaking is the same, with the exception that we don&#039;t have more advanced, dynamic lighting models YET&#8230; but Runitai Linden&#039;s work with SSAO looks exciting, and there&#039;ll be more to come: <a href="http://www.kittenlulu.com/?p=588" rel="nofollow">http://www.kittenlulu.com/?p=588</a></p>
<p>I should emphasize: WindLight renders our avatar meshes more accurately; it exposes their archaic-ness. Remember when we used to have a separate &#034;Avatar Vertex&#034; checkbox? Well, previously, avatars were lit *differently* than the rest of the scene, but now, that&#039;s been streamlined. I believe it was BigPapi Linden who noted our avatars use way more polygons than they should (he comes from a rich background in optimizing game content for performance). So the problem here is not so much changing how WindLight affects avatars as improving avatar meshes — since the former is a newly-updated part of the whole pie, whereas the latter hasn&#039;t fundamentally changed in years.</p>
<p>@Sable: Good observation; but I believe it&#039;s actually a light, not texture baking.</p>
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		<title>By: Sable</title>
		<link>http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights/comment-page-1#comment-41167</link>
		<dc:creator>Sable</dc:creator>
		<pubDate>Tue, 13 May 2008 17:16:47 +0000</pubDate>
		<guid isPermaLink="false">http://torley.com/an-illuminating-tale-of-the-history-behind-second-lifes-facelights#comment-41167</guid>
		<description>There is one other option. SL already includes the equivalent of a facelight that is activated when we enter &#039;Appearance&#039; mode. I believe (although I could be wrong) that this is a modification of the texture baking done for the the avatar texture, rather than actually using a point light.

It&#039;s within LL&#039;s power to make this an option in the preferences menu such that it can always be applied to all AVs within the client&#039;s field of view.

That way, if you want to see facelit people in addition to the &#039;dynamic&#039; lighting effects that builders create, you can. If you would rather not see people this way, then you should have the option of turning the preference off.</description>
		<content:encoded><![CDATA[<p>There is one other option. SL already includes the equivalent of a facelight that is activated when we enter &#039;Appearance&#039; mode. I believe (although I could be wrong) that this is a modification of the texture baking done for the the avatar texture, rather than actually using a point light.</p>
<p>It&#039;s within LL&#039;s power to make this an option in the preferences menu such that it can always be applied to all AVs within the client&#039;s field of view.</p>
<p>That way, if you want to see facelit people in addition to the &#039;dynamic&#039; lighting effects that builders create, you can. If you would rather not see people this way, then you should have the option of turning the preference off.</p>
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