User:jenna Huntsman

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Revision as of 12:22, 5 May 2022 by Jenna Huntsman (talk | contribs) (Add content for the Photo checklist page update (WIP).)
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thumb|Jenna Huntsman

Intro

I'm a hobbyist scripter.

Projects

LSL

My Marketplace Store.

Code Snippets

sRGB EOTF

Note that when converting a colour from regular LSL space (sRGB) to linear space for use in a light, it's likely quicker and cleaner to use the internal function llsRGB2Linear. This is mostly a function that can be used for fun to manipulate the gamma space of colours.

Summary

Function: vector srgb_eotf( vector color, float gamma );

Converts a gamma-encoded color value to linear space. Useful when dealing with lights (as these expect a non-gamma-encoded color).
Returns a vector

• vector color
• float gamma

Specification

vector srgb_eotf(vector color, float gamma) //To convert from regular LSL colour to light colour, gamma value should be 2.4
{ //Conversion from gamma-encoded sRGB space to linear space. Credit: Jenna Huntsman, Christopher J. Howard
    vector low = color / 12.92;
    vector high = <llPow((color.x + 0.055)/1.055,gamma), llPow((color.y + 0.055)/1.055, gamma), llPow((color.z + 0.055)/1.055, gamma)>;
    return mix(low, high, step(<0.04045,0.04045,0.04045>, color));
}

float max(float x, float y)
{ //Return the higher of 2 given values.
    if( y > x ) return y;
    return x;
}

vector mix(vector x, vector y, vector t)
{
    vector ret;
    ret.x = x.x*(1-t.x) + y.x*t.x;
    ret.y = x.y*(1-t.y) + y.y*t.y;
    ret.z = x.z*(1-t.z) + y.z*t.z;  
    return ret;
}

vector step(vector edge, vector x)
{
    vector ret = <1,1,1>;
    if(x.x < edge.x) ret.x = 0;
    if(x.y < edge.y) ret.x = 0;
    if(x.z < edge.z) ret.x = 0;
    return ret;
}

Examples

vector LampCol = <1,0.74510,0.47451>; //3200 kelvin
llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_POINT_LIGHT,1,srgb_eotf(LampCol,2.4),1,20,0,PRIM_GLOW,ALL_SIDES,1,PRIM_COLOR,ALL_SIDES,LampCol,1,PRIM_FULLBRIGHT,ALL_SIDES,1]);
//Set light source colour and prim colour to same colour; despite taking different input values.


Random Notes

I be a placeholder. At least for now.

Photo Checklist Page Update

This is some text. I need to do something here.

Lens Settings

The below contains settings for simulating various real-life lenses within Second Life. These settings will change the camera's Field of View (FoV), as well as Depth of Field (DoF) settings. You may want to play around with some of these settings (for example, the Aperture value) to manipulate the depth-of-field effect.

KBtip2.png Tip: The default Second Life camera is roughly equivalent to a full frame digital (36x24mm sensor) camera using 35mm lens.

For reference, the following table describes the debug settings changed, their units, and what the setting does. Default values are not provided as these settings may vary between viewers.

Debug Setting Glossary
Debug Setting Units Description
CameraAngle Radians Camera Field-of-View angle, diagonal. Equivalent to Angle of View - diagonal degrees to equate a real lens. This changes the visible FoV.
CameraDoFResScale Linear Amount to scale down resolution of DoF effect. Manipulating this value may change performance.
CameraFieldOfView Degrees Field-of-View angle used for the DoF effect. Note that this value is the vertical FoV, NOT diagonal.
CameraFNumber F Stop F Stop (or Aperture) value to be simulated by DoF effect.
CameraFocalLength mm Focal length of the lens to be simulated by the DoF effect.
CameraMaxCoF mm*1000 Lens Circle of Confusion value to be simulated by the DoF effect.
CameraFocusTransitionTime Seconds Time the camera will take to transition between 2 focal planes.
Essay.png
Editor note: The below settings assume that the screen is in the 16:9 aspect ratio - These values vary depending aspect ratio, so if you have a screen of a different ratio, you may need to recalculate these values.
35 mm (SL Default)  
Debug Setting Value
CameraAngle 1.047
CameraFieldOfView 37.85
CameraFNumber 24.0
CameraFocalLength 35
CameraMaxCoF 30.0