Space Sunday: Europa’s ice, the eclipse, + a rocket goes BANG!

A rendering of Europa, showing the believed subsurface ocean lying over the warm mantle and under the surface ice crust, and in the inset, how this ocean is likely kept liquid. Note, particularly, the deep ice of the crust and the theorised reservoirs of water within the ice, theorised to be formed by ocean water coming up through the ice – an idea now challenged in a new study. Credit: NASA/JPL

The subject of Jupiter’s moon Europa is rather hot at the moment. With two major missions currently en-route to Jupiter to study this icy world – NASA’s Europa Clipper mission, which will focus entirely on Europa, and the European Space Agency’s Jupiter Icy Moons Explorer (Juice) mission, there have been various science papers of late on the subject of liquid water on Europa – two of which I covered most recently at the start of the year.

Those two studies directly speculated on the opportunities for Europa – assuming it does have a relatively warm, liquid ocean sitting under this icy crust – to be the abode of basic life, and with somewhat differing outcomes.

Animation of the Laplace resonance of Io, Europa and Ganymede, showing how Io and Ganymede exert gravitational influence over Europa, most likely causing tidal flexing which helps generate heat within the moon, which it turn helps keeps its ocean liquid. Credit; Matma Rex

While it seems likely that Europa does – through a combination of interior heating and a similar kind of tidal flexing experienced by volcanically active neighbouring Io – have sufficient heat to give rise to a liquid water ocean under its surface, the problems remains of how to get down to that ocean and probe for signs of basic life.

The most common idea for this has been to actually land on Europa and drill down into the ice to obtain deep core samples which might contain minerals and other deposits indicative that the Moon has potentially habitable zones in its ocean – or even to get an automated mini-sub to actually explore the waters under the ice.

The problem here is that we now know that the ice of Europa’s crust is around 30 km thick – that’s not something easily drilled through to any significant depth. Such a thickness of ice also casts doubt on the idea that – based on images and data obtained by the Hubble Space Telescope (2012/13) and the Galileo spacecraft (1995-2003) respectively – water is escaping up from the ocean through crack in the ice  as water vapour geysers.

As a result, the focus of efforts to try to reach liquid water on Europa and gather samples or remote analysis shifted to trying to analyse what appear to be reservoirs of water actually within the ice crust itself, in the belief that these “lakes” were being created by warm water forcing its way up through faults and cracks in the ice and then spreading horizontally through the ice strata – and that this might also be causing the geysers of water vapour believed to have been seen.

However, more recently, revisiting the data from Hubble and Galileo has cast doubt on the idea that Europa is geysering water vapour into space. On top of this, a new study led by scientists from Rutgers University now casts credible doubt on the idea of warm water pushing its way up through 20-30km of ice so as to be close enough to the surface so that when the surface ice breaks as a result of the flexing mentioned above, it could escape as a vast outgassing of water vapour.

The models previously used for determining whether warm water could form conduits up through Europa’s ice from the ocean and then exploit weaknesses within the strata of ice were based on the mechanics of magma here on Earth, which operates in a fairly uniform manner.  Given the apparent nature of cryovolcanism among various bodies around the solar system, this idea of uniform action appeared reasonable.

A rendering of Europa’s interior, as the modern consensus of opinion see it: a 30 km outer crust with a water ocean approx 100 km deep, either fully liquid or a mix of liquid water and semi-frozen ice and slush, and a large rocky mantle heated by an iron core due to gravitational flexing. Credit: Kelvinsong

The Rutgers’ study however, looked at the behaviour water is volcanic-like systems and found that its behaviour is far more turbulent than found with denser magma, with convection currents being far more extensive, particularly as warm warm came into direct contact with ice of a density  similar to that measured on Europa.

So instead of the water simple melting and forcing its way up through cracks it forced into conduits, the Rutgers study found the the water would quickly start forming convention currents: the warm water rising up into cracks, with its outer edges rapidly cooling as it made contact with the ice, forming a convection current of rising and descending water – with the latter carrying ice crystals melted off the the ice before the water cooled. These crystals would then clump and cool the water further, eventually choking the entire flow long before the water could rise up through the ice far enough so it could form a reservoir which a) would remain liquid and b) be available to escape as a geyser if the remaining ice above it cracked open.

But given there is data indicating bodies of water are suspended within Europa’s ice, and if they are not formed by warm water forcing its way up from below, what is forming it? The Rutgers’ study suggests a simple, somewhat elegant solution: as noted, Europa is in tidal flux and subject to interior heating; its curst is cracked and line as a result of stress fracturing from this motion. This cracking and fracturing will result in frictional rubbing between different elements of ice and different densities of the ice strata – and friction melts ice.

If the Rutger’s study is correct, it would suggest that trying to obtain samples of any water trapped within Europa’s icy crust is unlikely to reveal much about the potential of the underlying ocean having all the mineral and chemical elements present to give life a kick-start. This does not negate the study of Europa as a whole; there is still much to find out about it – including whether or not the ocean believed to exist there is actually liquid water (rather than, say, an icy slush) – it just underscores the fact that nothing about Europa can really be taken for granted.

Imaging the Eclipse

The diamond ring starts to form (right) in this image by Daisy Dobrijevic, a passenger aboard MS Sitsbergen on an eclipse cruise, august 12, 2026

August 12 saw a total / partial eclipse visible across the north Atlantic and a good portion of western Europe. Whilst the path of totality was predominantly lay across the Atlantic, it did touch eastern Greenland, western Iceland and part of northern Spain and Portugal, with up to 98% partiality witnessed from parts of northern Europe.

Here are some images of the event which have been publicly released.

The diamond ring in a deeper colour view, the Sun’s corona clearly visible in this image from amateur astronomer Spain-Deborah Simpson in Spain

Obviously, those sitting along the line of totality got the greatest views of the eclipse – bot that’s not to say those only witnessing a partial eclipse missed out, as “Mr photon” from Switzerland demonstrated, with the assistance of a local hot air ballooning event!

Credit: “Mr. Photon”

Long March 7A Explodes After launch

Just to show western rockets have exclusivity on exploding, on August 10, 2026, China suffered a failure with a Long March 7A booster.

A variant of the Long March 7 (CZ-7) workhorse, capable of lobbing just under 14 tonnes to low Earth orbit (LEO) and 7 tonnes to geostationary transfer orbit (GTO), the CZ-7A was first launched in 2020 and up until the August 10 launch, had a record for 16 successful flights out of 17 launches.

The launch was intended to deliver a Zhongxing-4B telecommunications and broadband internet satellite to GTO, the rocket lifting-off from the Wenchang Space Launch Site, Hainan province at 12:00 noon UTC on August 10. The flight appeared to be proceeding well until 85 seconds after launch, when the vehicle exploded.

August 10, 2026: A long March 7A (CZ-7A) rocket explodes over China, 86=5 seconds after launch. Credit: Meng Zhongde

It is not clear exactly what happened, but the timing of the flight suggests that the explosion occurred as the vehicle was experiencing “max-Q” – when the structure is facing the maximum in aerodynamic stresses as it accelerates and tries to punch its way through the denser atmosphere. Some reports suggest that this might have resulted in the forward, upper section of the rocket suffering a structural failure, however, amateur footage taken of the launch appears to show an initial explosive flare near the base of the vehicle, which appears to have split it in two, prior to a second explosion occurring.

This might be significant, as the very first flight of the CZ-7A in 2020 is said to have been result of a pressurisation failure in one of the rocket’s four strap-on boosters – although that particular vehicle loss came some 168 seconds into the flight.

The Long March 7 family has an interesting operation in regards to its core stage and side boosters. While such arrangements are common in rocket systems, in most, the side boosters tend to be jettisoned once they’ve carried out the work of initially accelerating the booster and getting it through “max-Q”, lightening the load and allowing the first stage to continue to power the rocket until its fuel is expended. However, with the Long March 7, the side boosters and core stage are jettisoned as a single unit, generally around 170-175 seconds into the flight.

At the time of writing, some 5 days after the vehicle loss, the state-owned China Aerospace Science and Technology Corporation (CASC) has not commented on the event, other than to state it is under investigation. Whether or not any reason for the vehicle loss will be given in the future is unclear – while there is speculation as to the cause of the loss of the first CZ-7A in 2020, China has never officially revealed the cause of that loss, and the same could be seen with this vehicle as well.

Of Ravenmere Redwoods, BREATHE & chat with Anu Papp in Second Life

Ravenmere Redwoods, August 2026 – click any image for full size

Back in January 2025 I visited Poetic Moon, a homestead region held by Anu Papp and which she and Dandy Warhlol (Terry Fotherington) had created as a stunning setting – and you can read about it here.

So when Anu invited me to pop over and preview a new make-over for her Full region of Ravenmere, which she has also developed in collaboration with Dandy to create the quite magnificent Ravenmere Redwoods.

Ravenmere Redwoods, August 2026
I got this region from LL back in 2009, so I have been its keeper a very long time. Its name used be Ravenhart, but today it’s the most beautiful. I live in Northern California, which inspired this build.

– Anu Papp discussing Ravenmere Redwoods

From Anu’s comment and the design’s name, it should be obvious that the region offers a celebration of the California’s mighty Sequoia tree. However, this is more than just a place of the imagination: Anu used data from the physical world to create the terrain maps used in the design to give the region its overall towering appearance.

Ravenmere Redwoods, August 2026

As regulars to these pages know, I love settings in SL which bring with them a twist of somewhere in the physical world, shaped by the creating minds behind them, and Ravenmere Redwoods totally fits this. There is so much packed into its – literally towering – design.

The landing Point sits some 80 metres above sea level, the region lies surrounded by high forested peaks, some with snow sitting within shadowed sculpts and dips in their sides, immediately mindful of the Sierra Nevada, where the mighty redwood can be found.

Ravenmere Redwoods, August 2026

However, the land also drops away to one side, providing steps for giants (and trails and paths for us lesser folk!) down to an eastern coastline. This comes complete with a rocky cove that has perhaps seen better days as a focus for commercial fishing, but which also sits as a reminder of all the hidden bays and little coastal centres of activity which once hugged (and still do hug, in some cases) the coastlines of California and Oregon.

Between these two upper and lower extremes is a setting utterly rich in detail, perfectly conceived and photogenic to the point of being a work of art.

Ravenmere Redwoods, August 2026
This is a place for people to come to and relax. It’s not for business, there are no rentals.  I disabled fly within the region and I’d like people to explore carefully; there are so many hidden areas. All I ask is that people keep activities PG.

– Anu Papp discussing Ravenmere Redwoods

One of those details might be easily missed by visitors on arrival should they be tempted to set out along the path leading away from the Landing Point. However, by turning around and walking just past the fence behind them, they will find a trio of heady walkways stretched out between some of the huge trees, presenting bird’s eye viewing of the rugged and misty lands below.

Ravenmere Redwoods, August 2026

There’s also a path to be found here as well, running down through the mists and past a fire look-out point, twisting its way to come by turn and and corner to where three redwoods stand guard over a covered a wooden bridge.

Here again, the temptation might be to simply walk on by and over the bridge – which is a route that should be taken as a part of overall exploration, as it will carry visitors on along the eastern shoulder of the setting where more redwoods tower over more regularly-sized trees and a superb view down over the coast can be obtained.

Ravenmere Redwoods, August 2026

But those paying attention as they reach the covered bridge might spot a sign Some Place Else. It offers a path of discovery to another mountain lake and a grand overlook.

Similarly, just beyond the bridge the path splits again, this time offering a way down to a further overlook above a quite magnificent ribbon lake, complete with a café perched above it to one end, and further trails running around and over it for further exploration.

Ravenmere Redwoods, August 2026

The two eastward paths eventually join up to point people towards an unexpected – but still fitting perfectly within he region – location: a henge out on a headland. Here, again, keep an eye out for a rocky secret: a crafty little path perhaps originally cut by the passage of water, now offering and alternative means to reach the coastal bay.

Across the region are multiple places to sit and relax. Many are nicely tucked away to give a sense of natural privacy. Some are bobbing on the waters of the lakes and tucked away on the waterfront.

Ravenmere Redwoods, August 2026 – BREATHE

Those following the highland path from the Landing Point will eventually come to an old summer house straddling the path (passing another route down the mountainside along the way!). Beyond this is a large open deck space. This is the Ravenmere BREATHE Meditation Centre.

Breathe Meditation is a place to gather in stillness, breathe together, and remember that our individual practice becomes more powerful when shared in community. It’s a place for people to find peace. On Sundays, I’ll be hosting 30-minute meditation sessions there for those who wish to join me at 7:00am SLT.  Please wear white attire if attending!

– Anu Papp discussing BREATHE at Ravenmere Redwoods

Ravenmere Redwoods, August 2026

Those who can’t join Anu on Sundays can still nevertheless partake of the opportunity for meditation on their own or with friends – or simply use the space for a quiet time of conversation of contemplation.

That said, wherever you wander within the region, you’re going to feel nothing but peace and harmony.

Ravenmere Redwoods, August 2026

Rich in wildlife and a fitting soundscape and captured until a Shared Environment ideal for viewing it (although it does lend itself equally to others), Ravenmere Redwoods is genuinely beautiful – a work of art, as I’ve already noted.

When visiting, please do keep in mind the following:

  • The region will only be open to full public access for a period of one month from August 15, 2026, after which it will return to Group access only.
  • Group access will provide rezzing rights for photo props, etc., – but as always, do please remember to pick things up again.
Ravenmere Redwoods, August 2026

My sincere thanks to Ana for the invitation to visit ahead of time and for taking the time to chat with me about Ravenmere Redwoods; it was greatly appreciated. Also, my congratulations, to her and to Dandy for creating such an outstanding place of beauty in Second Life.

Slurl Details

Ravenmere is rated Moderate

2026 week #33: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from:

  • My chat log and audio recording  of the Content Creation User Group (CCUG) meeting of Thursday, August 13, 2026.
  • Please note that this is not a full transcript of the meeting but a summary of key topics.
Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
    • This meeting is generally held on alternate Thursdays at Hippotropolis and is held in a mix of Voice and text chat.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

General Viewer Notes

    • The 26.3 RC/ Beta was updated at the start of the week, and looks set for promotion to release status in week #34 (commencing Monday, August 1, 2026). As a maintenance / bug fix update, this includes a number of WebRTC fixes.
    • Linux support: LL is currently merging Linux “across the board”, and this should see Linux support in the Develop branch, so that it is a part of all future viewer builds.
    • This has meant the the resumption of work on the Graphics Care Package (GCP) viewer with the fixes and improvements around PBR and correcting issues within it as far as possible was slightly delayed – but it will now include a Linux build.
      • There are still a number of bugs to be addressed prior to GCP reaching a project / Alpha release, and once it is listed on the Alternate Viewer page as such, it will remain in soak for an extended period to allow feedback to be gathered.
      • The issuing of the GCP viewer will mark the first step in the graphics pipeline modernisation work which has been raised at both CCUG and Open Source Development meetings, but as a first step, the changes should be transparent to most people.
    • There will be a further project / Alpha update to the Lua Editor viewer, prior to that progressing to RC / Beta, most likely as viewer 26.4.

Mesh and LODs

  • Level of detail (LOD) is a technique used in computer graphics to optimize rendering by reducing the complexity of 3D models as they move further away from the camera so as to improve overall performance while maintaining visual quality. As a very basic description, this is achieved by “swapping” highly detailed (high polygon) models for models with a lower level of detail (fewer polygons) as the viewing position (camera) moves away.
  • For various reasons (cost, complexity, land impact, ease of defeat, etc.), LOD optimisation within Second Life has been something of a contentious issue – with a core part of this being the automatic LOD generation capability within the viewer can easily be defeated / even when used, produces generally bad results.
  • With a focus now turning towards improving the use of mesh in Second Life, Geenz noted that the issues of LODs is one that could perhaps be addressed. He suggested one of three particular approaches:
    • A drag-and-drop capability that allows a model sans LODs to be dropped into it, and without further prompting, the LODs are automatically generated.
    • A similar capability, but where the model and its associated LODs are dropped into it – but if the LODs do not achieve certain metrics, new LODs are automatically generated in place of them; or
    • The current approach is continued, with all of its issues (including creators including n/cards telling users to ramp-up rendering in their viewer to “see a product at its best” because no LODs are supplied / to defeat camera distance decimation (and hurt viewer performance).
  • Given the emergence of greatly improved LOD generation tools such as Mesh Optimiser, Geenz is currently leaning towards the middle of these three options, as it a) allows creators to generate their own LODs; b) ensures that everything is metrics based: if the generated LODs meet the required metric, they are used;  if not auto LODs are generated to meet the criteria and are used instead.
  •  IF such an approach were to be taken, it was acknowledged that consideration would have to be given to potential impact, including whether or not the new LOD system would retroactively apply to content already uploaded or not; the risk of new LODs causing higher Land Impact, resulting in objects being returned, etc.
  • The use of an auto LOD generation tool did receive some positive feedback.
  • This is however, just an initial discussion, not a statement of intent – feedback is being sought and content creators are encouraged to offer such through the usual channels (e.g. Discord) and via future CCUG meetings.

General Discussions

  • Script toggle for Animesh:
    • A request was made for a scripted capability for toggling the state of an Animesh object “on/off” automatically or manually.
    • A number of reasons for this were put forward from simplifying the update process for Animesh objects through to reducing simulator resource use.
    • The request appears similar to this one: New LSL llAnimeshEnabled(integer enabled); Toggle Animesh Property on/off, and it was suggested the requestor review that Canny for applicability & also raise the subject at the Simulator User Group meetings.
  • The above re-opened the topic of enabling wearables / attachments on Animesh objects; this had been something that might be developed under “Animesh 2.0”, after the original release of Animesh in Second Life.
    • However, that project largely got put on hold due to other priorities taking precedent – such as the announced, then much delayed and ultimately stalled and shelved project(s) to re-visit land impact costs, avatar rendering costs, etc.
    • Geenz has suggested he’ll look internally for information on “Animesh 2.0” and the reasons why it was held over and then then left.
    • Also suggested was the idea that rather than trying to address specific Animesh updates, it might be better to pursue a more structured approach to attachment hierarchies and the support of custom skeletons, as doing so would allow for a more broader set of use-cases to be met – although achieve a full system of hierarchal support on the server-side would not be straightforward.
  • A general discussion on the reasons behind working towards custom skeletons / rigs, attachment hierarchies etc., and the potential benefits of supporting custom skeletons / rigs and the complexities of maintaining a given level of continued support for older capabilities under the expectation that any changes made will not prevent older approaches (in this case the current avatar skeletal rig) from working.
  • In terms of mesh improvements, Geenz broke down what is being considered into three project areas:
    • Building-out the foundations in terms of glTF 2.0 specification support – with controls to ensure a consistent approach to data, etc.
    • Support for blend shapes, building off of the current under-the-hood blend shape support. Feedback was requested on what content creators would like to see with blend shape support (e.g. having blend shapes addressable via LSL / Lua).  Again, feedback welcomed via meetings and channels such as Discord.
    • Support for custom rigs.
  • Note: at this point, my recording software decided to disconnect from SL, as as I was AFK, I failed to notice it had, and so have no contextual audio for the last 20 minutes of the meeting, hence ending this summary here.

Next Meeting

Cica Ghost’s Summer Dream in Second Life

Cica Ghost, August 2026: Summer Dream

Summer continues at Mysterious Isle, Cica Ghost’s Homestead region, as she opened her installation for August 2026 on the 13th of the month.

Called Summer Dream it’s another charming setting blending whimsy with fun in which we’re asked to frolic over hill and dale and under the boughs of tall trees, spot the local wildlife and perhaps lie among the daisies and flowers.

Cica Ghost, August 2026: Summer Dream

However, this isn’t any ordinary landscape; almost everything we can see appears to have been knitted or perhaps formed from pipe cleaners and wads of foam that have been twisted and glued together, cut and shaped and painted to become knobbly bushes, tall trees and mushrooms wearing their caps like wizard’s hats.

The result is a magical setting reminding us of childhood summers, when the days stretched away before us, bright with opportunity and adventure and without the clouds of school to cast a shadow over us.

Cica Ghost, August 2026: Summer Dream

Here is a world without a care within it; a place where a bear can enjoy time fishing from the end of a pier; ducks can paddle waters rippled by sunshine and a rowing boat offers the chance to just dip one’s feet in the water and keep them cool. It’s a place where even the tree houses are precisely that – houses perched in trees!

Summer Dream is not a place you want to walk through – it’s a place where you want to start skipping and running, filling the air with laughter and shouts of joy; where the houses and fir trees suggest a game of hid-and-seek might be in order.

Cica Ghost, August 2026: Summer Dream

It’s always summer somewhere, a quote from Lilly Pulitzer, the fashion entrepreneur famous for her colourful, summery clothing, reminds us.

With Cica, it’s fair to say a good part of summer resides in her heart, and we’re all fortunate to have it shine on us through Second Life.

Cica Ghost, August 2026: Summer Dream

 Slurl Details

A visit to Frog’s Garden in Second Life

Frog’s Garden, August 2026 – click any image for full size

I was led to Frog’s Garden by the redoubtable Sam Rougefeu (Dodderi Haifisch), after he pointed to the setting recently on Twitter. Sam is, like me, an avid explorer of Second Life and he records his explorations and discoveries via his blog Exploring Second Life – and if it’s not on your reading list, then I suggest it should be 🙂 .

Frog’s Garden is the work of Kaoru Darkstone and occupies roughly one sixth of a Full private region exercising the additional Land Capacity bonus offered to such regions by Linden Lab.

Frog’s Garden, August 2026

Although occupying the south-eastern corner of the region, and so open to the sea on two sides, the setting keeps just its eastern end open, drawing a curtain of vertical cliffs around the other three.

Doing so is actually to the setting’s advantage, allowing it to come across as a tranquil setting far from the pressures of the world; a place where travels can rest and recharge their batteries.

Frog’s Garden, August 2026

This is place of gentle contrasts, from the rough, shingle shoreline to the cliffs with their tumbling screens of water and the streams and pools to which they give rise, all of which shelters groves of tree, blankets of flowers and grasses and meandering paths.

Within it, as well, are three physical places to spend time, each of which gently contrasts with its two neighbours.

Frog’s Garden, August 2026

The first of these is the large, modern café. Such is its prominence, I’ve opted to use it as the Slurl Landing Point for this article, as none appears to be set or enforced within the parcel.

The other two are, by turn of the footpath leading away from the café, a Shinto shrine sitting within its own grounds and tucked back into a corner of the setting. Close by, but sitting behind its own dry stone wall in a little need of repair, sits a small vegetable garden, most likely growing fresh produce for the café.

Frog’s Garden, August 2026

Of the three, the café offers the most comfortable place to relax, with both indoor and outdoor seating. The temple forms a nice retreat, although it might be a little disappointingly empty for some. However, in his piece, Sam does point out it is a memento from a now-closed location in SL, so its currently condition perhaps shouldn’t be critiqued too much.

Which is not to say the café is left as the only place to sit – there is a table and chairs out at the little open-sided barn at the vegetable garden, and some other little spots are to be found through the simple act of wandering.

Frog’s Garden, August 2026

This is a place for careful exploration, as there are a lot of details which might be missed – I’ll leave to find the tiny waterside shrine and the deer tucked away among the trees for example.

The shoreline here is not one for sunbathing or paddling; whilst there is a path running down to it, the shingle and rocks are all fairly rough and liable to be indifferent to the comfort of bare feet. However, this actually adds to the attractiveness of Frog’s Garden, as nature can be indifferent to our needs, and not very stretch of coastline is necessarily sandy.

Frog’s Garden, August 2026

That said there are perhaps a couple of rough edges to things here and there: the base on which the café sits could be a little tidier and one of the bridges is perhaps a little oddly placed. But these are very minor grumbles.

The one thing the parcel could benefit from, however, is a Shared Environment which brings out more of its natural colour and depth. After initially taken some shots using the default environment, I did find myself switching to one of my personal EPP Day skies; should you visit Frog’s Garden, you might want experiment with your own EEP settings.

Frog’s Garden, August 2026

Frog’s Garden is a charming corner of Second Life rich in detail and ideal for those who love café hopping around the grid. My thanks to Sam once again for pointing me towards it!

SLurl Details

Sisi’s Magic Art in Second Life

Sisi Biedermann – Magic Art Gallery, August 2026

It’s been a while since I’ve directly written about the work of Sisi Biedermann, an artist working in multiple mediums to present captivating art from Second Life and the physical world and presenting them in-world.

Given this, it was a delight to be able to take an opportunity to drop into an exhibition by Sisi which is currently being hosted by Owl Dragonash at her excellent boutique gallery, Maison de la Chouette, and also to visit Sisi’s new personal gallery space, Magic Art.

Maison de la Chouette, August 2026: Sisi Biedermann – Magic Art

Sisi has worked in multiple mediums over the years – watercolours, oils, digital, acrylics – presenting pieces covering landscape art, still life, portraiture, digital mosaics and more.

I joined Second Life in 2007, and back then I never realised how much this would mean to me. Back then I had just started painting with acrylics after a very long break where I raised my children and looked after my family and my work. I started taking photos in Second Life in 2008, and have developed my style ever since.

– Sisi Biedermann on her art, 2017

Sisi Biedermann – Magic Art, August 2026

Since first introduced to her art almost a decade ago, I’ve been a confirmed fan; all of her work is utterly unique and inspirational – and frankly, I at times feel I haven’t covered it as much as perhaps I should. With her most recent exhibition at Maison de la Chouette, Sisi has chosen the same title as her new personal gallery space: Magic Art, neatly linking both gallery and exhibition together in both name and theme.

Both present Sisi’s still life art with a focus – I believe I’m correct in saying – on watercolour pieces. At Maison, the theme is largely that of beautiful pieces of plants and flowers, whilst at Sisi’s personal gallery space this also broadens into studies of cats  – whether her own or not, I’ve no idea, but given she does appear to be a cat lover (something we have in common!), I would not be surprised if they were.

Maison de la Chouette, August 2026: Sisi Biedermann – Magic Art

What is clear is that all of these pieces have been beautifully executed as paintings, and then framed and uploaded to Second Life as outstanding pieces of art fit to grace any SL home.

The move to the new gallery space seems to reflect the start of a new chapter in Sisi Second Life in which she has scaled back on the overall size of her gallery – which she also used to host exhibitions by other artists – which, after almost 20 years of activity in Second life is perfectly understandable! The important thing here is that Sisi has not withdrawn from SL as a medium for artistic expression and its ability to help promote physical world art; she’s simply refocused.

Sisi Biedermann – Magic Art, August 2026

On an entirely personal note, I will admit to missing elements of Sisi’s digital art within her new gallery space; perhaps this will come with a changing of exhibition theme. I say this not because Sisi’s paintings are lacking in any way, but simply because her digital art and collages are very much a part of her artistic expressiveness and also a joy to behold, so I hope there is an opportunity to see some of them in the future.

In the meantime, Magic Art, whether seen at Sisi’s own space or at Owl’s Maison de la Chouette, is a magical exploration of paintings from the physical world, offered for appreciation in the digital and not to be missed!

Sisi Biedermann – Magic Art, August 2026

Slurl Details