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raj441977

Outfit Enhancement

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You are seeing specularity applied to that object.  The spec map is irregular enough to reflect light as if it is a rough surface.

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I can't tell much about the effect from the image you posted, but...

Creators have used several ways to get a glitter, or sequin effect on clothing.  Some use the Materials functions in Textures.  Materials are not texture animation, but permit the use of normal and specular mapping.  Maps can be placed in the Reflectivity channel of the texture.  See: https://community.secondlife.com/knowledgebase/english/materials-normal-and-specular-mapping-r1352/

Sometimes the "glitter" texture is not applied to the fabric itself, but to an extra layer of nearly transparent fabric that's worn over the main dress item.

I have one really lovely sparkling gown that uses extra lights, in addition to these texture tricks.  The lights are invisible, but are worn along with the dress.  Like facelights, they light up your avatar...but instead of your face, they shine on your body, triggering reflections off the glitter texture(s).

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That actually looks like alpha-thrashing to me. As for "sparkles" I've seen it done in may ways, including what has already been described in comments above. Particles are the most effective is done right (rarely are they ever done right), animated textures are also another method. Then there's the experimental ways such as what Rolig describes. For clothing/body glitter or sparkles they usually duplicate the mesh and add bling to it, which is a massive waste of resources and possible lag-magnets.

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50 minutes ago, Alyona Su said:

That actually looks like alpha-thrashing to me. As for "sparkles" I've seen it done in may ways, including what has already been described in comments above. Particles are the most effective is done right (rarely are they ever done right), animated textures are also another method. Then there's the experimental ways such as what Rolig describes. For clothing/body glitter or sparkles they usually duplicate the mesh and add bling to it, which is a massive waste of resources and possible lag-magnets.

so which is the best way to add glitter effect with low lag, as I am strongly against to create unwanted lagging issue, should I use particle effect ?

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21 minutes ago, raj441977 said:

so which is the best way to add glitter effect with low lag, as I am strongly against to create unwanted lagging issue, should I use particle effect ?

It depends what you want to add the glitter or sparkles to and what the pattern would be. If it's an attachment that should do a specific pattern, then mesh or prim (flexi or not) with an animated texture would be the lowest lag of all, but may not give the effect you want.

Particles are the least laggiest of all, but difficult to get right for a "sparkle effect" but very doable. The final method is the mesh clothing or rigged mesh where only the texture displays the sparkles. But you don't want a high-resolution mesh, it should be super-low poly, actually (unlike the body-sparkles one creators has made - ugh!)

In all case, the particles are a texture, to add a blink effect then a script to toggle Full Bright on and off and possibly even move texture (slowly) in x and y directions. The trick is *less is more* - I have some sparkly stuff that is so dense it looks horrible and because it's no-modify it sits in my "Never, ever use this crap" folder in my inventory.

Without knowing more what you want to do and what your intended outcome is, this is the best information I can pass along.

Edited by Alyona Su

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