The Geneva Lamps
by Truly Foxy Designs
This advert is for the Geneva Lamp Set, the table lamp, standard lamp and ceiling lamp at a discount.
These lamps are carefully crafted from 100% Mesh and make full use of Advanced Lighting and Materials. All LOD levels are individually designed to keep a good balance between land impact and appearance. These lamps will never vanish from sight within your draw distance, no matter how low your viewer LOD is set. They are best used with reasonable viewer LOD setting assuming modern graphics.
To see them at their best you will need to enable Advanced Lighting if it isn't already. The textures are UV mapped and use custom-created (by me!) specular and normal maps to control surface details.
The Geneva range features a twisted, four-ply stand, solid base and trims and a metal-edged shade. All the configurable features below are controlled by a simple menu:
The Stand:
The twisted stand has four textures included (black, gold, brass and silver) and each can be smooth or fluted. There are two types of metallic shine; the standard method provided by advanced lighting and my own 'micro-surface light scattering' method which leverages that to simulate light reflected from a curved, metallic surface with more 'sparkle'. Both work really well and give a realistic, moving shine and highlight as you look around the lamp. Which is better depends on the other local lighting and your preferences. I like mine, of course.
The Base and Trim:
The base and, on the larger lamps the trim around the stand, has eight textures included. Four to match the stand's metal and four marbles. This can be changed to, for instance, match the shade colour. Depending on local lighting, I find the brass trim often works well with a gold stand. Again, the trim uses advanced lighting to achieve a lifelike look.
The Shade and Bulb:
The shade has sixteen textures included. The metalwork of the shade is set from the stand's texture so that it matches, but it is possible to manually make it different. The shade and stand are separate, linked mesh parts for flexibility. When the light is on, the bulb glows brightly (and the bulb is actually the light source) and the shade brightens realistically too.
Lighting Control:
Everything is controlled by a single, low-lag script. A single click turns on or off the light. A long click activates the menu where, in addition to configuring all of the above, the light's parameters can also be set. RGB colour, brightness, radius and falloff can be set and will be remembered for next time the light is turned on.
Extra Functions:
The lamps are copy/mod, apart from the script, and are only 1 LI at any normal size. Unusually for such things, they can be linked together and with other objects without breaking the script (provided you follow a couple of simple rules - read the included nc). Linking lamps together (from any of my range) allows them all to be controlled as one. You can also link a simple prim (and probably make it invisible) which the script will use as an additional light source. This allows you to add more lighting in different places without having to have another lamp there. I use both of those abilities a lot to properly light a room.
User-Textures:
Although the lamp uses UV mapped textures for best efficiency and effect, I have designed the texture faces to work reasonably well with any normal texture, applied by the edit tools as usual. So, feel free to play around if you have some of your own textures or want to tint or shade mine. I like to 'tweak' thing I buy, so I make my own things like that too. no-mod perms stuff is evil, don't buy it!
- 100% custom mesh
- advanced lighting and materials
- copy/mod except for script
- 1024 texture combinations
- flexible, linkable scripting