Added: 2 years ago
From: Runitai
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  • I can't wait until they release the new lighting and shadow system. Although I am a bit sad too, I actually enjoyed hand-painting shadows and highlights onto my buildings. I was just starting to get good at it.

  • too bad that for GI you still need a nice GPU with shader model 4 capabilities :/, but the effect its really awesome, there arent too mcuh game that use that with this high quality.

  • this is incredible. that shadow work is utterly mind blowing.

  • WHAT PROGRAM DID U USED? PLZ TELL ME! WHATS THE LINK TO THE PROGRAM?

  • @hyper672 If you'd read..

    Short tech demo showing in-development Second Life features. This clip was shown at SLCC 2009, and shows model import and real-time global illumination from the sun.

  • Does it cost L$ to import a model?

  • @YiffMeHMM85 surely

  • knowing LL this will probable not happen but if it dose the collesion model is going to suck just as bad as the sculptys but hey least it will look good while it sucks

  • @superchairbed

    Apparently the meshes will have proper collision detection based on their shape o.0

  • @CokeSupply More dependant on what collision mesh is given them by the creator.

  • @M4771

    Yes you're right, I was reading up about that - and frankly I am genuinely surprised that LL is actually doing something right for once - in all honesty I expected them to fuck everything up, given their past performances - I'm not holding my breath lol

  • @CokeSupply x2

  • the hulk figure is trademarked. copyright is by the artist which is another set of law. The Hulk figure was bought from Turbosquid. internet peeps need to refresh knowledge of copyright lawl and stop being a lolyer.

  • my god :0 what video card and ram did you use for SL ambient lighting and shadows? I mean :0 it looks very real.

    I know u use renderdefurred and stuff but they say users would have to do more then just 2 clicks in the debug settings. send me a message if you can!

    thanks.

  • mesh uploads are going to be a colossal failure.

  • Windlight and Scuplties were never finished, neither was Havok 4 implementation. I'm not holding my breath for mesh support. I will be more excited when they actually bring it out, but part of me is dreading it because I know LL will half-ass it like they've done the other 3 things I listed above.

  • i wonder if they are using a new engine or did they just overhaul the current one?

  • looks great but can the hulk move LOL

  • i hope you work for marvel...

  • Does Marvel hold the copyright on obese green people?

  • This looks very exciting. However, I was reading the discussion on meshes on another forum and someone said that we may not be able to animate them, whereas we are able to animate sculpties. I hope this isn't true. :(

  • Dude... Where'd you get that Samus Model? I so want it. D:

  • Dynamic shadows made me interested in SL again. Now make alphas work RIGHT and I'll be even happier.

  • awesome :O !

  • hmm... i just wonder what kind of filetypes it'll import...?

  • I like what I see here but my problem will be if and when this actually becomes a standard for SL, what kind of system requirements do you have to have to handle this? With the current state of SL, it seems near impossible to actually achieve these kind of graphics on a computer that doesn't cost a small fortune. I would greatly love to see this implemented, but I'd also like to see it not so far out of reach of those without high end computers, as impossible as it may be to actually do.

  • @xaryvaas You have to understand, a standard SL avatar (like mine) can have up to 60800 verticies, where as (for example) the pyro from TF2 came up to around 1800. Having mesh compatibility would massively lower the render cost for a lot of things, especially sculpties. Unfortunately, that is at a cost of load time (unless they compress) and even greater the legality of the whole thing, since the temptation to upload copyrighted models would be much too great.

  • that was hulk

  • no, that wasnt the hulk, that was some muscle builder with a skin problem

  • Yeah. He even typed in "hulk" in the description.

  • i dont think this is global illumination, tis the bouncing and bleeding of light, i think that was just dynamic lighting and shadows

  • Interested? Yes. Excited? No. I'll say more than "meh" when LL says something about the timeline for release. They still haven't released the hidable avatar mesh they had working in March, after all.

  • Alpha texture on Avatar mesh is in SL 2.0 viewer.

  • Importing mesh is a nice addition, but wouldn't it be wonderful if we could just edit mesh in-world, rather than going back and fourth constantly?

  • This alone will revolutionize SL more than anything has or will in the future.

    I'm really mad because I feel this won't ever see the light of day. A new physics engine that could handle 100+ prims in a physical object was supposed to come out "soon" 4 years ago.

    C'mon LINDEN LAB, BRING IT BY THE END OF 2009!

  • They got the new physics engine. The problem is the sim crossing code hasn't been updated to match.

  • GO i cant wate fore something like that, im getting a boner just thinking about it.

    pleases show me this in sl, i wana see it foremyself it looks so cool

    im natmaxex quan in sl SHOW ME.

  • Runitai - can you say something (unoffcically) about qestion "How long will it take to implement this features in SL"? ^^ please!

  • second life can really use the mesh importer, i have built all kinds of stuff on my computer in wings 3d, so to be able to bring my work into second life will be much easier then that sculpt crap they have now,

  • that's a high poly mesh model. it looks great but dose it slow the game down, and how did you get global illumination to work in second life.

  • renderdeferredgi > true on the renderpipeline or newer client

  • Comment removed

  • nub

  • This is amazing, can't wait...

  • Gimme! NOW! :) For Mac, please.

  • Comment removed

  • do want.

    where's the source? :>

  • Please don't let this fall into the abyss with things like the Av Puppeteer. This will be amazing and even make the crappiest of builds look...not as crappy.

  • Heheh... In light of Linden Lab's recent hard-line take on copyrights, Am I the only one who finds the use of a copyrighted comic and movie character in this demo a bit ironic?

  • It's not irony: it's double standards! ;)

  • Was gonna say that..

  • @SLOmegaConcern Indeed. 1:05 seems to be a Nintendo character, too.

  • floating dr. breen head is watching you poop

  • Want.

  • Thank you for uploading this higher quality version! It looks fantastic. Now to play the waiting game. First one to blink loses.

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