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Blinn-Phong โ€‹

Blinn-Phong
FREE 70 memory + Textures & Materials works on targets

Apply diffuse, normal and specular textures (the classic Second Life texture system).

Blinn-Phong is the traditional Second Life texturing: a diffuse texture (the picture), an optional normal map (bumps) and an optional specular map (shine). This is the action behind almost every clothing HUD.

Fields โ€‹

FieldRequiredWhat to enter
TargetYes$THIS or a scanned target.
Link Namesif multi-primWhich prims of the target. Hidden for single-prim objects.
FacesYesFaces to texture: 0โ€“7 or All.
Remove normal/specular if not usedNoOn (default): faces get no normal/specular map when the slot is empty here, even if another action applied one before. Off: existing maps are kept.
DiffuseYesThe main texture. Pick from assets or paste a UUID.
NormalNoNormal map texture.
SpecularNoSpecular map texture. When set, three more fields appear:
Color Vectorwith specularSpecular tint as an RGB vector. Default <1.000, 1.000, 1.000>.
Glossinesswith specular0โ€“255. Default 51.
Environmentwith specular0โ€“255, environment reflection. Default 0.
Advanced propertiesNoPer map: Scale H/V (repeats), Offset H/V, Rotation in degrees, and Repeats / meter, which replaces Scale and follows the prim size like the build window. Only values you change are saved.
The Blinn-Phong form.
The Blinn-Phong form.

Notes โ€‹

  • Works on PBR faces too? No. Blinn-Phong textures are the layer under a PBR material. If the target currently shows PBR, use PBR On/Off to switch, or PBR Custom with Also apply in Blinn-Phong to set both at once.
  • Defaults match a fresh prim: repeats 1ร—1, offset 0, rotation 0, specular color white, glossiness 51, environment 0.
  • Repeats per meter is applied per face using the same axes as the viewer, so it behaves like the build tool's checkbox.
  • Advanced properties cost memory only when changed: a few units per changed value.
  • Textures must be copy permission for you and, ideally, full-perm assets you own the rights to.

Example: texture buttons for a shirt โ€‹

text
btn_tex_1  โ†’ Blinn-Phong: target Shirt, links body + sleeves, faces All, diffuse "shirt_red"
btn_tex_2  โ†’ same with "shirt_blue"   (cloned, texture swapped)
btn_tex_3  โ†’ same with "shirt_green"

Full walkthrough: Texture Change HUD.