Before Second Life 1.10 was released, I heard from some who made exquisitely detailed structures but looked a little flat, because they didn't resort to texture-baking to add simulated shadows and depth. Intrigued, I inquired why this was, and they were hoping that 1.10 would simply make it a lot easier for them, thanks to the new lighting system.
Already, I'm seeing the trueness of this begin to emerge. A single light can add such a gradiated blend of shading—easily!—making for campfire coziness that isn't so ON/OFF as was previously prevalent. The hardware performance of the new lights means that you don't have to worry about being bogged down.
But, words may just be theory… I had to see it for myself. I headed to Cheshire, made by Satch Flan, to authenticate the results firsthand. These were done off-the-cuff by moi, merely dropping a ball of light somewhere within the scene, and are not a metrical scientific measurement, but just having fun!
On the left is no lights, on the right is yes lights. Click through to see the bigger pictures:
Always a joy to see new features adopted so quickly: already, I've been to several familiar haunts where seats have been click action-enabled, stiff flags have been converted into flexiprims, and of course—let there be lights!
Exploring Cheshire (mischievously, like its namesake) also gave me the rewarding opportunity to drop lights—wherever!—and reap the benefits.
