Abstract: In the first part of this tutorial i have shown how to add a simple material to a model in Blender and customize its specularity and color. In this excursus i show how you can get a similar result in Second Life.
Light setup
Switch daytime to Midnight
Ensure that no local ligths are enabled.
Import the Model from Blender to Second Life
Note: The object appears very dark because we have no light in the scene yet, except the environment lighting which still exists with Midnight Light Setting.
Expert note: The model currently has no UV Map. Hence any attempt to add a texture to the object in Second Life will just colorise the object with a unique color.
Add Light & Color
Add a local light above the object. I reduced the light radius so that its energy is comparable to the Blender Spotlight.
Remove the default Plywood texture from the Object
Set the color to your taste
Add Specular reflection
As soon as we add Shininess the Object looks a bit weird and with increasing strength of Shininess the object gets darker.
Note that the specular reflection is dependent from the viewing angle and of course from the number of light sources. However it has become common practice to “bake highlights” into the object textures. The downside of this approach is:
Baked Highlights are static and may not fit to the light settings in your scene from every angle and at any time of the day.
Since Viewer 2 we have an alternative:
Go to the Preferences Window
Proceed to the Graphics Tab
Enable “Lighting&Shadows”
Chapter summary
Here is what we did so far:
We imported the mesh to Second Life
We removed the default texture and colorised the object to our taste.
We adjusted the Viewer Properties to display Lighting&Shadows
You have3 options to proceed from here depending on your personal interests: