Scene of the Day: Honeybadger Inn

This relaxing scene is from the patio of David Hall’s Honeybadger Inn.

Honey badger inn 31 dec 2017.png

In this picture, Vanity Fair is wearing:

Outfit Outlay: Sci-Fi Armour

Ecne is a new Sansar creator who has put out some seriously impressive stuff! I bought his two-piece science fiction armour for female avatars, and I just love it! The top part is S$100:

Listing for sci-fi armor 31 dec 2017

And you pair it with the bottom part, also S$100:

listing for sci-fi armor 2 31 Dec 2017.png

In addition to the greyish white with blue fluorescent markings, this outfit also comes in black with green fluorescent trim (see the items in her store here). Wearing this sci-fi outfit really makes me feel like I want to go out and explore the galaxies!

Sci-Fi Outfit 31 Dec 2017.png

Here’s a couple of pictures of Vanity Fair wearing her new sci-fi outfit at the Astro Port experience, by Mold3D. The back shot really shows the fluorescence! Very cool!

Sci-Fi Outfit 2 31 Dec 2017Sci-Fi Outfit 3 31 Dec 2017

C3rb3rus Creates a Train for Sansar!

C3rb3rus is working on a new futuristic urban experience, and he has shared with us a three-minute time-lapse YouTube video of how he created a commuter train for that experience. I find watching this sort of creative work as it is unfolding to be fascinating!

At the very end of the video, you get a brief glimpse of C3rb3rus’ avatar watching the completed train moving along an elevated platform in his as-yet-unpublished experience. I can’t wait until it is ready to visit!

You might remember that C3rb3rus was the grand prize winner of the Sansar’s Scariest experience contest for his work The Diner. He is also the creator of two other well-received experiences, Floating Temple and Darkwood Forest.

Sansar Tutorial: How to Tint an Object in a Scene

One of the new (and somewhat controversial) features of this latest release of the Sansar client software is the ability to retexture objects. This ability is strictly limited to objects which you have already placed in a scene, and you cannot take the retinted object back into your inventory. Also, you are not allowed to retint avatar attachments or clothing, only stand-alone items in your scene.

Before you do anything, please read the Keyboard Shortcuts document to refresh your memory of the different keys that you can use when editing a scene.

Now, let’s go through this step-by-step with diagrams. There’s enough information in the official Materials Editing and Shaders document to completely overwhelm a novice, so we’re going to do something very easy to start: simply recolouring a mesh object.

First, click the My Experiences button in the upper right-hand corner of the Sansar screen, and select an experience. Once you have done that, open your inventory, and select the mesh item you want to put into your scene:

Retexturing Objects A 31 Dec 2017

(Hopefully, Linden Lab will soon create a folder system for inventory items! Having to scroll through everything on one level is rapidly becoming very unwieldy!)

Now, select Scene Objects from the Tools menu:

Retexturing Objects 1 31 Dec 2017.png

Left click on the item you want to recolour to highlight it in the editor window, and then right click to pull up a submenu. From that submenu, pick Materials:

Retexturing Objects 2 31 Dec 2017.png

Now, you will see a Materials Settings window, We’re going to skip over all the materials and shaders options for now. Scroll down to the very bottom of the window to the Tint options:

Retexturing Objects 3 31 Dec 2017.png

Now, you can either enter the RGB values into the three boxes if you have them, or you can just click the eyedropper icon next to the RBG boxes, and then select a colour from the colour-picker square. Once you have done that, remember to save your changes!

Retexturing Objects 4 31 Dec 2017.png

Congratulations! You have now successfully retinted a mesh object in Sansar!

If you want more information on how to use materials in your mesh objects, there are two very helpful Sansar experiences you can visit to learn more, in addition to the detailed Materials Editing and Shaders document I referred to earlier: