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[BUG-5575] The reflection of objects reflected in Linden water does not include the objects' shininess. #13533

Closed sl-service-account closed 8 months ago

sl-service-account commented 10 years ago

Steps to Reproduce

I was attempting to take advantage of the reflections in Linden water (as described in the tutorial in the previous field) in order to set up a photograph.

Actual Behavior

I wanted to take advantage of water reflections within the viewer in order to reproduce a photographic effect I had seen on one of Inara Pey's two blogs. Namely, she had used the instructions given by Zonja Capalini in this blog post (https://zonjacapalini.wordpress.com/guides/mirror-water/) in order to make a mirror-effect photograph. As you can see in the first of the two pictures (the one that is composed of two smaller pictures; one with her wearing her mesh avatar in red and with her wearing her avatar in blue - the image's filename is reflections1.jpg), the reflection (to the right part of each smaller picture) also renders the mesh avatar's shininess, producing a beautiful effect.

Mind you, I am not talking about a texture with pre-baked or painted-on shininess. The mesh avatar had a blank texture and medium shininess.

Anyway, when I tried to reproduce this effect, I realised (as you will see in the next picture, titled Snapshot_011.png) that the reflections in the water no longer render an object's shininess. The result is a dull, uninteresting reflection that is not what I had in mind at all.

I believe this has got something to do with rendering changes that came into effect with the switch to SSB/A and the transition to materials. As said, previous versions of the viewer were capable of rendering shininess in an object's reflection in Linden water.

Expected Behavior

I expected the shininess to be rendered in my avatar's reflection in the water. This, however, is not what happened - this capability existed and was removed from the viewer. If we are to have true reflections, then all the visual features of an object (including the way it reflects light due to shininess or normal and specular maps) should be rendered in its reflection in the water.

Other information

I thought this was an issue with my hardware and/or drivers. However, other friends of mine were able to reproduce it on the official viewer using more recent and more powerful graphics cards, both from Nvidia and AMD/ATI. So, it is indeed something related to the viewer rather than the hardware. Also, as can be seen in the first image (filename: reflections1.jpg), previous versions of the viewer (pre-materials and maybe pre-SSB/A) were capable of rendering an object's shininess in its reflection in Linden water.

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Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-5575 | | Summary | The reflection of objects reflected in Linden water does not include the objects' shininess. | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Expected Behavior | | Reporter | Mona Eberhardt (mona.eberhardt) | | Created at | 2014-03-30T18:00:26Z | | Updated at | 2018-03-06T18:37:47Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2014-03-30T18:20:12.399-0500', "Is there anything you'd like to add?": "I thought this was an issue with my hardware and/or drivers. However, other friends of mine were able to reproduce it on the official viewer using more recent and more powerful graphics cards, both from Nvidia and AMD/ATI. So, it is indeed something related to the viewer rather than the hardware. Also, as can be seen in the first image (filename: reflections1.jpg), previous versions of the viewer (pre-materials and maybe pre-SSB/A) were capable of rendering an object's shininess in its reflection in Linden water.", 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': "I wanted to take advantage of water reflections within the viewer in order to reproduce a photographic effect I had seen on one of Inara Pey's two blogs. Namely, she had used the instructions given by Zonja Capalini in this blog post (https://zonjacapalini.wordpress.com/guides/mirror-water/) in order to make a mirror-effect photograph. As you can see in the first of the two pictures (the one that is composed of two smaller pictures; one with her wearing her mesh avatar in red and with her wearing her avatar in blue - the image's filename is reflections1.jpg), the reflection (to the right part of each smaller picture) also renders the mesh avatar's shininess.\r\n\r\nMind you, I am not talking about a texture with pre-baked or painted-on shininess. The mesh avatar had a blank texture and medium shininess.\r\n\r\nAnyway, when I tried to reproduce this effect, I realised (as you will see in the next picture, titled Snapshot_011.png) that the reflections in the water no longer render an object's shininess.\r\n\r\nI believe this has got something to do with rendering changes that came into effect with the switch to SSB/A and the transition to materials. As said, previous versions of the viewer were capable of rendering shininess in an object's reflection in Linden water.", 'What were you doing when it happened?': 'I was attempting to take advantage of the reflections in Linden water (as described in the tutorial in the previous field) in order to set up a photograph. ', 'What were you expecting to happen instead?': "I expected the shininess to be rendered in my avatar's reflection in the water. This, however, is not what happened.", } ```
sl-service-account commented 10 years ago

Whirly Fizzle commented at 2014-03-30T23:20:12Z, updated at 2014-03-30T23:20:36Z

Confirmed on Second Life 3.7.4 (288138) Mar 15 2014 16:28:23 (Second Life Release)

Also note that when observing shiny objects (old shiny or specular texture shiny), if the camera view is above water, the part of the object under water does not render the shiny. If camera view is under water, the part of the object under the water will render as shiny but the object above the water line will not render as shiny.

Avatar wearing rigged mesh set to high shiny and with normal map, sphere set to high shiny.

Camera view above water: http://i.imgur.com/pxYKZT2.png

Camera view under water: http://i.imgur.com/IVkCrPR.png

Testing system:


Second Life 3.7.4 (288138) Mar 15 2014 16:28:23 (Second Life Release)
Release Notes

You are at 256.0, 145.9, 19.7 in Veil of Shadows located at sim8991.agni.lindenlab.com (216.82.41.167:13023)
SLURL: http://maps.secondlife.com/secondlife/Veil%20of%20Shadows/0/146/20
(global coordinates 131,328.0, 251,794.0, 19.7)
Second Life Server 14.02.28.287383
Release Notes

CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.96 MHz)
Memory: 16268 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 750/PCIe/SSE2

Windows Graphics Driver Version: 9.18.0013.3523
OpenGL Version: 4.4.0

libcurl Version: libcurl/7.24.0 OpenSSL/0.9.8q zlib/1.2.5
J2C Decoder Version: KDU v7.0
Audio Driver Version: FMOD Ex 4.44.31
Qt Webkit Version: 4.7.1 (version number hard-coded)
Voice Server Version: Vivox 4.5.0009.17865

Built with MSVC version 1600
Packets Lost: 140/146,893 (0.1%)
sl-service-account commented 10 years ago

Marissa Linden commented at 2014-03-31T23:09:47Z

This is a known issue. It was determined to be to expensive to the rendering pipeline to support material rendering in reflections. This is expressed in NORSPEC-310 (which you may not have permissions to view.