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Glow โ€‹

Glow
PRO 30 memory Color & Light works on targets

Add or remove glow on faces (0.0 to 1.0).

Sets the glow intensity of faces. Glow makes a face bloom with light; it is not a light source (for that see Point of Light).

Fields โ€‹

FieldRequiredWhat to enter
TargetYes$THIS or a scanned target.
Link Namesif multi-primWhich prims.
FacesYes0โ€“7 or All.
GlowYes0.0 (none) to 1.0 (maximum). Subtle values are 0.05โ€“0.2.

Notes โ€‹

  • PBR too. Second Life only shows glow on a PBR face where the material's emissive is not black, and not at all on a Blend or Mask material without an emissive map. Since version 1.2.2 the PBR Manager takes care of that: on a face with a PBR material and no emissive map of its own, the emissive tint is set to the glow value while the glow is on (and cleared when it goes back to 0). A material with its own emissive map keeps it and glows through it, as in the viewer. The target needs [add-on] - PBR Manager - 1Click for this; without it the glow only shows on Blinn-Phong faces.
  • A typical use is highlighting the active button on the HUD: glow 0.2 on $THIS in the button's function, and a helper that sets glow 0 on all buttons first.
  • Strong glow on large faces washes out textures; keep it low.