Phototools
Voir ici la vidéo du tutoriel (en anglais).
Phototools est un outil très utile pour ceux qui aiment faire de la photo ou de la vidéo SL. C'est le concentré d'un grand nomdre de paramètres dans une seule fenêtre.
On y accède par un bouton sur la barre d'outils. Si le bouton n'est pas visible, faites un clic droit sur votre barre d'outils, et sélectionnez Toolbar Buttons; dans la fenêtre Toolbar Buttons trouvez le bouton Phototools et faites-le glisser sur votre barre d'outils. Vos pouvez aussi y accéder par le menu World en haut de votre écran → Photo and video > Phototools.
NOTEZ BIEN: Lorsque l'on voit un bouton 'D' à droite d'un champ de saisie, cliquer ce bouton remet le paramètre à la valeur par défaut.
ATTENTION: If an input field has a 'D' button to the right, click this to restore the default value.
Onglet WL (Windlight)
Windlight Settings
- Basic Shaders: Ce paramètre devrait toujours être coché, à moins que vous ne soyez sur un ordinateur bas de gamme ou que vous n'ayez besoin de le désactiver pour une raison très précise.
- Enable Atmospheric Shaders: Active toutes les fonctions Windlight. Cette case doit être cochée pour que vous puissiez bénéficier de tous les avantages offerts par les paramètres de cet onglet.
Si la case est grisée, assurez-vous que “Basic Shaders” est coché. - Use Region Windlight: Force l'utilisation des réglages windlight de la région.
Identique à Barre de menus, World→ Environment Editor → Environment Settings → Use region settings. - WL Sky: C'est un menu déroulant à partir duquel vous pouvez sélectionner l'un de nombreux pré-réglages de ciel windlight. Similaire à celui qui se trouve dans la fenêtre Quick Preferences.
- WL Water: Pour sélectionner un pré-réglage windlight applicable à l'eau Linden.
- Day Cycle: Vous permet de sélectionner différents cycles de jour. Ils utilisent des paramètres windlight différents du cycle de jour par défaut.
Au-dessous de ces menus se trouve un slider pour l'heure du jour.
- Quick Windlights: Un moyen très facile de sélectionner l'heure par défaut. Identique à Barre de menus -> World→ Sun Position.
- Windlight Presets: Accès rapide à la création ou modification de pré-réglages windlight, que ce soit pour le ciel ou pour l'eau.
Water Reflection Settings (Reflets dans l'eau)
- Type: Ce menu déroulant permet de sélectionner ce que l'eau Linden reflètera. Attention, plus vous en activez, moins la performance du viewer sera bonne (lag).
Ce réglage est aussi accessible à partir des Préférences → Graphics > General.
- Resolution: Pour sélectionner la qualité des refets dans l'eau. Veuillez noter qu'au-dessus de “Good”, il vous faudra activer “Advanced Lighting Model” dans l'onglet Light. Si vous changez ce paramètre, désactivez puis réactivez Basic Shaders pour que le changement soit effectif.
Comme ci-dessus, augmenter la qualité provoquera une perte de performance.
- Transparent Water: Si cette case est décochée, l'eau sera toujours opaque.
Light (Lumière)
Lights and Shadows Settings (Paramètres Lumière et Ombres)
- Enable Lighting and Shadows(Activer la lumière et les ombres) : Permet d'utiliser - en plus des ombres - une grande variété de fonctions, comme la profondeur de champ.
Ce paramètre est également accessible par les Préférences → Graphics → General → Lighting and Shadows. - Enable All Local Lights(Activer les lumières locales): Active les sources lumineuses autres que celles du soleil et de la lune.
Egalement accessible par les Préférences → Graphics → General - Local lights.- Enable attached Lights (Face Lights) (Activer les lumières attachées) : si vous activez cette option vous verrez aussi les sources lumineuses attachées des avatars (comme les face lights).
Cette option est aussi accessible par les Préférences → Graphics → Rendering → Enable attached lights (face lights).
- Shadow Types(Types d'ombres): Pour sélectionner le type d'ombres que vous souhaitez : None (aucune); Sun/Moon (soleil et lune); Sun/moon + projectors (soleil/lune + projecteurs). Il est important de noter que quel que soit le type d'ombres choisi ici, les textures projetées par le biais de la fonction projecteur reste encore active.
- Avatar Shadows(Ombre de l'avatar): Sert à régler la définition des ombres de l'avatar. De même que pour les types d'ombres, plus vous la définition est haute, plus vous perdrez en performance.
- Shd. Res (Shadow Resolution)(Résolution des ombres): Détermine la qualité des ombres, mais est ausi très exigeant au niveau des ressources de l'ordinateur. Il est conseillé de garder ce paramètre réglez-le sur 1.0 pendantque vous vous préparez. Lorsque vous êtes prêt à prendre la photo, remontez légèrement le slider vers la droite avec précaution. Vous devrez bien surveiller vos FPS pendant que vous changez ce paramètre. Pour ce faire, la Barre de statistiques sera d'une grande utilité ( sous l'onglet Aids) surtout les premières fois, le temps de vous familiariser avec le niveau d'ombres que votre système peut supporter.
ATTENTION: Régler ce paramètre trop haut ou le bouger trop vite fera crasher le viewer. - Shd Clarity(netteté des ombres) : Ceci est un paramètre TRES important. Il détermine essentiellement la netteté des ombres Sun/Moon (soleil/lune). Il doit théoriquement être réglé avant le paramètre suivant. Lorsque la valeur de “Shd. Res” ci-dessus est sur 1.0, faites glisser le slider de “Shd. Clarity” jusqu'à ce que le résultat le plu snet possible soit atteint.
Notez bien que la netteté des ombres est directement liée à la position de la caméra et du soleil ou de la lune. Chaque fois que vous bougez la caméra ou le soleil/lune, il vaut mieux réajuster cette valeur. De plus, afin de faciliter l'ajustement de cete valeur, il est utile de régler “Shd. Blur” sur 0.0 avant tout. - Shd. Blur (Shadow Blur) (Floutage des ombres) : Plus la valeur est haute, plus les contours des ombres seront adoucis. Réglez sur 0 pour des ombres les plus nettes possibles. Ce paramètre est directement lié au paramètre suivant également. Il vous permet de régler de manière générale le floutage des ombres. Si la valeur est de 4.00, vou pouvez utiliser “Shadows Soften” pour ajuster le floutage indépendamment de l'occultation ambiante. ATTENTION : “Ambient occlusion” doit être coché poru que ce paramètre fonctionne.
- Shd. Soften (Adoucissementdes ombres) : Contrôle l'adoucissement des ombres Soleil/Lune. Pour régler cette valeur pour un besoin spécifique, le plus facile est de d'abord régler la valeur de “Shd. Blur” juste au-dessus aux alentours de 3.0, puis le slider “Shd. Soften” pour adoucir l'Occultation Ambiante à votre goût. Notez bien qu'une valeur de 0.0 supprimera toutes les ombres Soleil/Lune. De plus, ceci n'a aucun effet sur les ombre de projecteurs.
- Blur. Dist. (Blur Distance) (Distance de floutage) : Ceci détermine le point à partir duquel les ombres commenceront à devenir floues par rapport à la caméra. Plus la valeur est faible, plus le point de floutage commencera près de la caméra.
NOTEZ BIEN : “Ambient Occlusion” (Occultation ambiante) doit être active pour que ce paramètre fonctionne. - FOV Cutoff (Limites du cham visuel) : Détermine la limite du champ visuel à laquelle le viewer changera entre la projection orthographique et la projection en perspective. Si vous obtenez des ombres en “dents de scie”, essayez d'ajuster ce paramètre pour le améliorer. Egalement, ajuster les valeurs XYZ de RenderShadowSplitExponent dans le menu Avancé → Show Debug Settings (paramètres de débogage) peut être très utile.
- Show Bounding Boxes for All Lights in Scene (Montrer les boîtes d'encombrement des sources lumineuses) : Affichera toutes les boîtes d'encombrement de toutes les sources lumineuses dans la scène.
- Show Light Radius for Selection (Afficher la zone éclairée par la sélection) : Affiche une sphère représentant la zone éclairée par une source lumineuse sélectionnée.
Ambient Occlusion (Occultation Ambiante)
- Enable Ambient Occlusion (Activer l'Occultation Ambiante) : L'Occultation Ambiante ajoute des ombres sur tous les objets. Elle est plus efficace lorsque les paramètres “Effect” et “AO Soften” plus bas sont utilisés. Elle peut ajouter un excellent niveau de réalisme à l'image. C'est particulièrement vrai quand les images sont prises à une résulution de 2048 pixels ou plus. Pour plus de détails, voir ici.
Ce paramètre est aussi accessible dans Préférences → Graphics → General → Ambient Occlusion.
- Scale: Controls the sampling region; larger regions are more accurate. It can be helpful to set these values high and then add a bit of shadow blur to soften their effect.
- Max Scale: Controls the maximum screen radius from which to sample from, to avoid graphics card cache misses and associated large performance penalty. It can be helpful to set these values high and then add a bit of shadow blur to soften their effect.
- Factor: Scaling factor for the effect (larger is darker). It can be helpful to set these values high and then add a bit of shadow blur to soften their effect.
- Effect: Controls the overall darkening effect of Ambient Occlusion. The default value of 0.8 produces an almost imperceptible effect. Values of 0.0 and below provide a more realistic result. Please note that the Ambient Occlusion produces a noise like effect and this can be softened using the 'AO Soften' controls below. In addition, the standard mesh avatar can look less than appealing with high Effect values due to the low quality geometry of the avatar. Please Note: The lowest value you can set in the slider is 0, while in the spinner you can enter negative values of up to -10000.
- AO Soften: Controls the softening of the Ambient Occlusion effect. One simple way to set this value for your specific needs is to first set the 'Shd. Blur' value above to around 4.0. Then the slider here to soften the AO to your liking. Please note, a value of 0.0 will effectively turn off Ambient Occlusion rendering.
Dof/Glow
Depth of Field
Depth of field simulates real life blurring that occurs when things are not in focus. For example, if you are taking a photo of a person, then typically, things in the background will be blurred; the futher away, the more blurred. If you shift your focus to a tree behind the person, then the person will, in turn, become blurred.
For more information, refer here.
Many of the settings below are also found in Preferences→ Graphics -> Depth of Field.
- Enable Depth of Field (DOF): Turns on the DoF feature. This function requires that Shadows and Local lights both be enabled in the Light tab.
- Show the Current FOV of Viewer Screen: This will show you the vertical field of view for the camera. In SL is possible to change the lens length just like in RL. The smaller the FOV the longer the camera lens. A 50mm lens has a FOV of 27.0 degrees. To adjust the FOV use the zoom slider bar below.
Please see here for a table showing the relationship between FOV and Lens Focal Length (mm).
Rember to disable this before taking pictures, or it will show in them.
- View angle: In real world terms this is a Zoom feature. This will change the field of view in you viewer window. It is the same as hitting Ctrl + 0 or Ctrl+8.
NOTE: This will not function if you have flycam enabled (3D SpaceNavigator). - FOV (Field of View): This tells the viewer what FOV you would like to simulate for the DOF effect. Higher values will produce a more narrow depth of field.
- f-number: Controls maximum screen radius from which to sample from. In real world terms this is the aperture setting for the lens and the lower the value the shorter the depth of field will be. The same applies to SL.
- Foc Length (Focal Length mm): This tells the viewer what Focal Length/Lens Length to simulate for the DOF effect. Higher numbers produce a narrower depth of field.
- Foc Time (Focus Time): This sets the time in seconds it take to the viewer to change focus from one object.
- CoC (Circle of Confusion): This is an important setting. It determines the strength of the blur itself. It does not change the depth of field, it adjusts how much those objects outside of it will be blurry. (This number can be negative, for some “odd” effects.)
- Resolution: This determines the quality of the DOF Effect. For non-photography uses '.25' is good. For setting up shots '.50' or '.70' is very nice. For shooting quality images '1.00' is best. Note that High values will slow down your FPS.
- Aspect Ratio: This is supposed to be aspect ratio of the camera you're modelling. For example, a 35mm camera has an aspect ratio of 3:2 (1.5). Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.
Apparently, this currently has no effect.
Glow Settings
- Quality: This will determine the quality of the glow effect, higher is better. There is little visual difference between 8 and 10.
- Iterations: The basic setting for how strong the glow will be. Equivalent to Preferences→ Graphics -> Rendering→ Render Glow - Strength.
- Strength: Additive strength of glow. Very low values are needed to see this effect. Start low.
- Luminance: Minimum luminance intensity necessary to consider an object bright enough to automatically glow.
- Warmth: Amount of warmth extraction to use (versus luminance extraction). 0 = lum, 1.0 = warmth.
Often has little or no effect. - Width: Glow sample size. Higher = wider and softer glow, but eventually it will become more pixelated.
- Alpha: Basically how bright the glow is allowed to get.
Gen (General Render Settings)
Many of these settings are also available via Preferences→ Graphics -> General.
- Draw Dist.: This sets the furthest distance the viewer will draw anything. High values will slow your FPS.
- Avi Count: Maximum number of non-impostor avatars to render in a scene. Very helpful for situations where many avatars are slowing your FPS.
- Avi Detail: Sets the render quality of the avatars. Higher is better quality.
- Avi Physics: Controls level of detail of avatar physics (such as chest physics). Higher is better.
- Particle Cnt.: Sets the maximum number of particles to render.
- Terr. Scale: Sets the quality of the default Linden Labs ground (terrain) texture. Requires a restart if changed.
- Terrain Qal: Sets the quality of terrain. High numbers mean more detailed terrain in the distance.
- Obj. Detail: Controls the detail of prims. Higher values produce greater detail for objects.
- Flexiprims: Controls level of detail of flexible objects. Higher means more detail.
- Tree Detail: Controls level of detail of vegetation. Higher numbers produce greater detail.
- Sky Detail: Controls vertex detail on the WindLight sky. Lower numbers will give better performance and less than lovely skies.
- Vig. Amount: Amount of vignette to apply. Please refer to this page for more info on the vignette feature.
- Vig. Power: Power of the vignette.
- Vig. Multiply: Multiply factor.
- Enable Draw Distance: If you disable this feature the Viewer will render past your set draw distance.
- Dynamically adjust level of detail: This enables the feature that allows the viewer to dynamically adjust the level of detail in scene as you move further away from objects. It helps improve performance, it also can reduce the quality of the objects in the scene.
- Render only Objects Visible to the Camera: This allows the viewer only to process/draw those objects that are within the camera field of view and not hidden behind anything else. Usually this is a performance booster. Sometimes it can actually reduce performance especially when the scene/sim has few objects. Toggle to see if it helps or not.
- Anisotropic Filtering: Enables anisotropic filtering to improve texture quality. This setting may reduce your viewer's performance. For more information see this wikipedia page.
- Render Particles Attached to other Avatars: Enables the viewer to render any and all particles attached to/coming from other avatars.
- Anti-aliasing: Determines how sharp and smooth the edges of objects will be. On top level graphics cards, higher values have virtually no performance impact. On lower graphics cards, higher values can slow performance significantly.
- Texture Bumpiness: Controls the strength and resolution of normal and bump maps. You must toggle to check box below for changes to take effect.
(Interface) Aids
Interface Aids
The settings here are, as the name suggests, user interface aids. Some of the options are normally only accessible via the Advanced or Develop menus.
- Show Bounding Boxed for All Lights in Scene: Displays colored bounding boxes around all objects in your view which emit light.
- Show Light Radius for Selected Light(s): If you enable this, and then edit one or more objects which emit light, an orange shpere will show, indicating the radius for the light(s).
- Show Bounding Boxes for Objects in the Scene: Displays colored bounding boxes around all objects in your view.
- Show the Statistics Bar: Opens the Stats bar, where you can get detailed info about viewer and region performance.
- Show Detailed Camera Position Data: Display camera info in the lower right of the screen, in white text.
- Show Detail Texture Loading Information: Shows details about texture load and texture memory use, in the upper portion of the screen.
- Show RGB-I Color Values Under Cursor: Displays the Red, Green, Blue and Alpha values for whatever is under your mouse cursor. Note that the color of the light affects the color of objects; if you are trying to match colors, make sure you sure a pure white WL setting.
- Hightlight Transparent Objects in Red: Any objects with transparency will be highlighted. Can also be activated with Ctrl-Alt-T.
- Show the Scene as Wireframe: Switches the view to wireframe display mode; disable to switch back.
- Show the HUD attached to your avatar: If this is disabled, any worn HUDs will not be visible. Useful for doing screen capture.
- Slow-mo Your Avatar: Makes your movements go in slow motion (visible to you only).
- Force Appearance Update: Rebakes your avatar; useful in cases of bake fail.
- Set Window Viewer Size: Change the size of the viewer window.
- Show Debug Settings Menu: Opens the Debug Settings window.
Quick Stats
This portion of the window gives a partial view of rendering statstics. It is a subset of the information shown in the Stats bar.
- Frames Per Second:The number of times per second your computer is redrawing (or refreshing) what's on the screen. Higher values mean a smoother experience.
- Bandwidth: How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you've used, where you are inworld, what's going on, and whether you're still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).
- KTris Drawn per Frame: Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or “tris”, in each frame of the current scene.
- KTris Drawn per Sec: This is a count of the number of triangles ('tris') drawn every second.
- Total Objects: The number of objects currently in view, which includes: prims, avatars, terrain patches, trees, particle groups, and water patches.
- New Objects: The number of objects being downloaded per second.
- Texture Count: The number of unique textures loaded by the viewer.
Cam
Many of the settings here duplicate those found in the Phototools Camera window. However, there are also some here which are not present in that window.
3D Mouse (Joystick) Settings
Some of the more requently needed settings from the Joytsick settings window, accessed from Preferences→ Move & View -> Movement.
- Left/Right: Adjusts the sensitivity of the Left/Right movement. If you find it difficult to move with precision, use lower scale values.
- Up/Down: Adjusts the sensitivity of the Up/Down movement.
- In/Out: Adjusts the sensitivity of the In/Out movement.
- Pitch: Adjusts the sensitivity of the Tilt movement.
- Yaw: Adjusts the sensitivity of the Spin movement.
- Roll: Adjusts the sensitivity of the Roll movement.
- Zoom Speed: Adjusts the sensitivity of the Zoom speed.
- Feathering: Setting the slider all the way to the right will make the camera very rigid, giving complete control to the joystick. Setting the slider all the way to the left will make the camera very fluid like the camera weighs a lot; good for fly-by shots, not good for framing.
- Zoom Axis Mapping: Controls which mouse axis the zooming function is mapped to (set to work with).
- Enable 3D Mouse: This turns on the 3D Mouse.
- Enable Zoom Control: In order for the zooming control to work, you must set the 'Zoom Mapping' above to '4'.
- Enable Auto Levelling: When enabled, the camera will always remain level.
- Use the 3D Mouse to move the avatar: The mouse will move your avatar.
- Use the 3D Mouse to move objects (building): Uses the 3D mouse to move objects when building and editing.
- Show the Current FOV of Viewer Screen: This will show you the vertical field of view for the camera. In SL is possible to change the lens length just like in RL. The smaller the FOV the longer the camera lens. A 50mm lens has a FOV of 27.0 degrees. To adjust the FOV use the zoom slider bar below.
Please see here for a table showing the relationship between FOV and Lens Focal Length (mm).
Rember to disable this before taking pictures, or it will show in them. - Show Detailed Camera Position Data: Display camera info in the lower right of the screen, in white text.
Viewer Camera Menu Settings
This tab is, in turn, divided into 3 sub tabs, as follows:
Camera Movement
- View Angle: In real world terms this is a Zoom feature. This will change the field of view in you viewer window. It is the same as hitting Ctrl + 0 or Ctrl+8.
NOTE: This will not function if you have flycam enabled (3D SpacenNavigator). - Zoom Speed: Controls how fast/slow the camera will zoom in and out. Higher values produce slower and smother zoom.
- Camera Lag: Amount camera lags behind avatar motion (0 = none, 30 = avatar velocity).
- Camera Offset: Controls how far the camera is offset/distance from the default point of view.
- Cam. Smoothing: Controls how smoothly the camera starts and stops. Higher values produce smoother (and somewhat slower) movement.
Mouse
- Mouse Sensitivity: Controls responsiveness of mouse when in mouselook mode.
- Display avatar & attachments in mouselook: Display avatar and attachments below neck while in mouselook. Default is OFF.
- Smooth Mouselook Movements: Smooths out motion of mouse when in mouselook mode.
Misc Settings
- Clicking your avatar keeps camera position: Normally, clicking on your avatar resets the camera position. This option removes this behavior.
- Reset camera position after teleport: Normally, the camera position gets reset when teleporting (within a region). This option prevents this behavior.
- Disable minimum camera zoom distance: Disable the constraint on the closest distance the camera is allowed to get to an object.
- Allow the camera to move w/o constraints: Ignores the 'push' the simulator applies to your camera to keep it out of objects.
Requires a restart to take effect. - Reset camera position on avatar movement: If this is disabled and you move your avatar, the camera will not follow it.
See this page for documentation on Firestorm 4.6.7 (42398) and earlier.