This Content Creation Improvement Informal User Group is not completely dead… they are having meetings. Still Tuesdays at 3 PM in Hippotropolis.
The subject of glass materials with refractive properties came up. It is confirmed that there will NOT be any glass or refraction in the first release of a Materials System and likely not until the third stage of the Materials System. One has to wonder how long that will take.

I had forgotten that currently normal maps are used with water surfaces. In the Environment Settings you can add a normal map for the water surface.
It seems there are two flavors of normal maps; OpenGL and DirectX, which I didn’t know. There is more than two ways to do ‘bump’ on surfaces but, we will only get the tangent space normal maps style in the SL Materials System. The difference is in how the maps are created and used.
OpenGL uses -Z and DirectX uses +Z… or visa-versa… doesn’t really matter. By ‘-Z’ I mean the values are taken as a negative direction. That means dark is either up or down. The different types just reverse the way color values are used… sort of like a negative image that was common with old film cameras. In Photoshop press Ctrl-Shift-I to invert an image’s colors and get the negative or inverted colors.

