How to reduce land impact in Second Life
Land impact is the largest of three weights: download (how heavy the mesh and its LODs are), physics (how complicated its collision shape is) and server (scripts and links). Lower the one that is winning.
What you need
- The mesh in Blender
- The Second Life uploader, to read the three weights
Steps
- Find the culprit. In the uploader, or with More Info in the build window, read download, physics and server weight. Work on the highest.
- Download: lighter LODs. The lower levels of detail count most, because they are shown over the largest area. Make Low and Lowest really low.
- Download: size. Bigger objects cost more for the same mesh. Do not upload larger than needed.
- Physics: a simple shape. Give the uploader a hand-made physics mesh of a few boxes or planes, and press Analyze only when you need it.
- Physics: none where possible. For decorative parts set the physics shape type to None on linked pieces after upload.
- Split or join sensibly. Sometimes two small objects cost less than one big one, sometimes the opposite. Try both on the beta grid.
Tips
- Worn clothing does not count against land, but its weight still loads other people's computers - keep it light anyway.
- Remove faces nobody will ever see.
- Detail belongs in the normal map, not in triangles.
Next
Words you do not know? See the glossary. All guides: how-to guides.
This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.