Berry’s windlight challenge

Berry offered another Monday Meme on … umm… Monday (September 2nd). I didn’t take a look then, as I thought she’d be off enjoying Labor Day (even if it is spelt “l-a-b-o-U-r” ;-)). But, she did. And while it is rare for me to respond (this is only the third), I thought I’d give it a go – if only to win the most boring response in the world award :).

She asks six questions on the theme of windlight settings and photography. So here’s my replies.

Do you use windlight while taking pictures? If not, why not? Yes, and usually most of the ALM bells and whistles – occlusion, shadows, etc. Admittedly, this pretty much killed my old GPU stone dead at times, but I like to at least think there’s an element of realism in my shots as a result.

When taking a closeup snapshot for a profile picture, which windlight preset do you use most often? The only profile pictures I ever took were pre-WL (seriously). Since around 2008, I’ve only ever had someone who knows what they’re doing take my profile pictures and I certainly wouldn’t try to take a shot for someone else’s profile; not if I want to keep them as a contact / friend …

Which windlight presets do you use for full body portraits? See above.

If you do landscape photography, which windlights do you use for that most often? Hmmm. I like the late afternoon, so windlights built around that get used a lot; I also like ambient lighting so anything which gives that kind of feel gets used and tweaked. Jackson Redstar, Chic Aeon, William Weaver all see a fair amount of use. There are a couple of Bryn Oh’s which I particularly like and enjoy tweaking quite extensively to get some results (I like her Mayfly as I can twiddle around with the sun position, sky colours, etc., and get some nice “night-time” effects); I’ve also recently started juggling with some of Torley’s windlights.

As I've recently (;ast 3 or so months) started into post-processing some images, I look for WL settings which help set a more dramatic tone  to a piece and work with simulating something like an oil painting.
As I’ve recently (the last 3 or so months) started into post-processing some images, I look for WL settings which help set a more dramatic tone to a piece and work with simulating something like an oil painting.

Do you have any tricks or tips that you could share for using Windlight effectively? I’m not sure I’m in any position to offer practical advice. My rule of thumb is actually “suck it and see”; I tend to cycle through the windlights according to what I think might work, depending on where I am. This usually involves taking up to 6 or 8 shots from the same angle and seeing what looks “right” (I find what’s on the screen doesn’t always faithfully transfer to a still image – but that could simply be my eyes). I have a notepad I keep where I will jot down what works and what tweaks I make at times, but most of it really is finger-in-the-air.

Taking multiple shots from the same angle and different WLs probably sounds like a, “well, duh!”, statement (I mean, film is free in SL, so who wouldn’t? :)). However, I find it useful as I tend not to blog immediately about a place all the time, so the snaps can lie dormant for several days (or weeks), so having multiple shot allows me a greater spread of ideas when I do finally start writing-up a review; particularly if I suddenly get the idea for a set of “vignette”-style image captions. It also means I have a fair library of images should I need something to go with a future piece. At the very least, I hope that by having a range of “looks” in snaps I’ve taken, I can present a region under different lighting, “weather” and time of day and so hopefully add depth or interest to a write-up that way.

I often take multiple shots of the same angle to play with later
I often take multiple shots of the same angleunder multiple WL to play with later

I think a lot also comes down to not just windlight, but use of other tools – the camera controls, etc. In this, I find Will Weaver’s phototools invaluable (as I avoid faffing with debug settings: he’s gathered them all up and presented them in a series of excellent tabs on a floater), as are the additional floaters in Exodus. Also, I’ve started getting into post-processing images (in a basic way), so I look for windlights which lend themselves to this. I also make use of Firestorm / Vincent Nacon’s clouds – if you don’t have these installed in your viewer for landscape / outdoors work, you should. They add a lot of depth to the sky without always having to dial-up the cloud coverage excessively.

Have you created any windlights that you would be willing to share with us? No! They’re mine, I tell you, mine! Mine!

No, seriously, I tweak and play, and because what I do is all a variation on someone else’s work, rather than anything original from me, I don’t often to save anything, and those that I have, I wouldn’t dream of sharing for the reason above – they are purely derivative. When I have the skills to create something worthwhile, then I’ll share :).

Frolics in an autumn mist, in a land called Honah Lee

I’ve been flying out of Hollywood Airport on-and-off for a good while now, and frequently putting down at Honah Lee field as well, so you’d think I’d be familiar with the majority of Blake Sea and the vicinity. But it wasn’t until a recent flight that I spotted the huge dome of Palomar Observatory on the horizon (how I’d missed it before is probably down to having draw distance turned down to assist flying – or that’s my excuse and I’m sticking to it!). It immediately went down on my list of places to visit as and when time allowed.

However, plans changed when I received an IM from MarkTwain White extending an invitation for me to pay a visit to the observatory, based on our common interest in astronomy. So I took advantage of another lull in real life and dropped-in on the Honah Lee group of islands (specifically Honah Lee Point), to the south of Blake Sea and had a little bit of an explore.

Palomar Observatory, Honah Lee islands
Palomar Observatory, Honah Lee East

Now, it has to be said that these islands are steeped in legend, so when you visit, it’s really worthwhile taking time to follow the trails on foot or horseback – you can obtain a horse at the start of the trails – and avail yourself of the signs along the way; they’ll tell you a lot of about the legend, which may well have been handed down over the years until it reached the ears of Peter, Paul and Mary…

The trail leads around the main island, made up of six regions, taking you first south along one side of the central mountain ridge, offering a chance for the traveller to visit a number of famous and sometimes mysterious landmarks along the way.

The first of these is Puff’s Lagoon, where it is thought that large land and sea creatures may once have been seen, far back in ancient times, giving rise to the legend of the magic dragon referred to in song.  Just off the coast of the lagoon is a strange artefact, apparently millenia old, carved in stone, yet strangle unaltered or weathered in the passage of time. Facing out to sea, the Dragon Mother has no identifying tale associated with it and its purpose remains as much a mystery now, as when first discovered; and no-one knows whether it is somehow tied to the legends of the ancient creature said to have once roamed here, or something else entirely…

The Dragon Mother
The Dragon Mother

Further to the south of the island sits the Honah Lee Marine Nursery. Once a major tourist attraction and centre for marine studies, it has over the years become a much smaller facility than in its heyday, and marked by a small church and a wooden pier. Between it and Puff’s Lagoon are a number of places where tourists can rest awhile and watch the boats out on the water – but do be aware that there is also a private house sitting between the lagoon and the nursery.

The nursery is also where the trail divides – you can carry on around the island, or climb up to the plateau above and ride to the observatory. Taking the former option will bring you around to the east side of the island, past a couple more private residences and to Puff’s Meadow, an upland area of long grass again immortalised in song. A gazebo at the headland of the meadow offers a view out over the broad ocean.

Continuing my ride
Continuing my ride

Continue reading “Frolics in an autumn mist, in a land called Honah Lee”

Firestorm at three: party, kitties, pendants!

firestorm-logoJune 2013 saw Second Life celebrate its tenth anniversary as a publicly accessible grid. Now September marks the anniversary of SL’s (and OpenSim’s?) most popular viewer as Firestorm turns three.

Anyone who takes time out of their lives to sit down and work on a viewer, providing code and capabilities to enhance our times in-world, and the support so often needed by users, is an unsung hero of Second Life and virtual worlds. It’s no easy task, as I’m sure everyone at Firestorm and other TPVs – even at the Lab – can attest; get one thing wrong and you’re liable to get chased up the nearest tree by a group of users who, if not actively bearing pitchforks, tend to have pretty barbed tongues!

In this, it’s easy to forget that every TPV, including Firestorm, is built, maintained and managed by volunteers. They don’t get paid for their efforts; they don’t consider themselves to have any better grasp of Second Life and virtual worlds than the rest of us – they, like most people, just want to have fun and at the same time they want to make SL more fun for the rest of us. I think that sometimes, in calling for this feature or that feature in a viewer and then getting the hump when it doesn’t appear, we all lose sight of that simple fact.

Join the Party!

So it’s good when an opportunity comes around which lets us celebrate the work that goes into a viewer to take the time to say “thank you” to the folks behind the work. Firestorm users will have just such an opportunity to do so on Tuesday September 3rd, as the Firestorm team throw a Firestorm Third Birthday party at the Phoenix Firestorm support island. The kick-off time is 13:00 SLT, and there is an open invitation from the team to their users to come along and join the fun (well, region limits allowing!).

If you do want to attend, please keep in mind:

  • It is only the one region, so headcount will be limited. Sadly, with over 200,000 users, the team can’t host a party for everyone. However, people are liable to be coming and going throughout the celebrations, so if you don’t get in the first time – keep trying
  • As the party is liable to be very popular, please go along as script-light as possible; it’ll help the region, it’ll help others and it’ll help you. Detach anything you can do without when dancing / chatting – HUDs, scripted attachments, etc.

The Firestorm Kustom Kitty and a Special Pendant

firestorm-firekitty-adTo further mark Firestorm’s third birthday, Jessica and the team have joined forces with KittyCatS to develop a special, limited edition non-breedable custom Firestorm Kitty. The offer is limited to one per avatar, and the kitties are No Transfer. The kitty is fully functional & rumoured to be the cat that dined on the Phoenix. Whether this is true our not, the folks at Firestorm aren’t saying!

The collectables will be available from 09:00 SLT on September 3rd through until 09:00 SLT on September 10th, via vendors in the following locations:

zuri_s_firestorm_pendant_gift
The Firestorm pendant (see left)

Note that If demand is high, you may experience delivery problems. If a vendor faisl to deliver, please follow these instructions to initiate a re-delivery.

In addition, Zuri Rayna has produced a beautiful limited edition Firestorm 3rd anniversary pendant. This is available from the Phoenix Firestorm Support island until midnight SLT on the 3rd September  – and it is stunning!

So Happy Birthday, Firestorm, and many thanks to Jessica, Ed and the rest of the developers, testers, helpers and the support volunteers at Firestorm. Here’s to many more birthdays and celebrations!

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The Freedom Project

On Sunday September 1st, the University of Western Australia, in association with Virtual Ability Inc., and the Centre for ME/CFS and Other Invisible Illnesses announced the launch of The Freedom Project: A 2D/3D Art and Film Event.

The Freedom Project FINAL 26 Aug, 2013

This is not a competition per se. Rather this is an opportunity for artists suffering from a disability or chronic illness, or associated with those suffering from either, to demonstrate how virtual life has enabled them to engage in activities and interact with others in ways which may not be possible in the real world.

As such, the organisers are inviting artists and film makers from all over the world who self-identify as having a disability or a chronic illness, to create an artwork or a film/machinima on the theme of ‘Freedom’, showing how virtual worlds have in some way helped them or those around them.

Films and artwork can be submitted any time between the 1st of September 2013 and the 28th of February 2014. Artwork should have no more than 200 prims, and films should be around 3-5 minutes (although no hard limits on film length will be enforced). Artwork will go on display immediately at the UWA Virtual Gallery, and films will be put on the UWA Second Life Blog.

Submissions do not have to be created in isolation or alone; they can be collaborative, so long as the project leader or primary driving force behind the creation is clear. The extent of collaboration and assistance by others should be detailed in the submission note card, and credit given as appropriate.

Submitted pieces will be displayed at the UWA gallery and blog through until the end of the project, when a number will be selected by a panel to appear in a special journal marking the project, which will be made available in print and on the web.

It is hoped that the journal, along with all the artwork, machinima, and stories, will inspire others, and will demonstrate how virtual worlds can be used to help some people who may have had difficulties finding other means of expression to believe in themselves more, or to connect with others. Those artists selected to appear in the journal will each receive a copy, and machinima selections will be represented as stills and a link to their on-line presence. In addition, ten pieces submitted to the project will be selected by the panel to each receive L$10,000.

The Freedom Project organising committee (l-to-r): Gentle Heron, FreeWee Ling, Dianne Elton & Jayjay (Photo: V.Lennoire, courtesy UWA)
The Freedom Project organising committee (l-to-r): Gentle Heron, FreeWee Ling, Dianne Elton & Jayjay (Photo: V.Lennoire, courtesy UWA)

Commenting on the project during the launch on September 1st, Dianne Elton, representing the Centre for ME/CFS and Other Invisible Illnesses said:

The Freedom Art Project invites people with illness and disabilities not only to showcase their art, but to share how SL may perhaps provide opportunities not available to them in real life. In my own case, being housebound, SL has extended my social world exponentially.  I now have many friends right around the world. No longer able to attend art galleries, I was delighted to find I could come to UWA and enjoy stunning innovative art without leaving my bed. My illness has taken away many activities I used to do in real life but as I don’t have to leave my bed, I can do things in SL including attending and facilitating bookclubs. meditation and guided relaxation sessions and I can even go dancing with hubby!

This is how SL gives me “freedom”. Freedom to be active within the limitations of my health. Freedom to interact with others from the confines of my house. I am really looking forward to seeing the artworks produced for this event and to learning how sl might give others “FREEDOM”. 

Key Details for Entering the Project

  • Artwork and film entries should reflect the theme ‘Freedom’, and should attempt to show how the virtual world has helped or how it could help
  • This event is open to all who identify as having a disability or a chronic illness (of any nature)
  • A maximum of 2 entries per artist for the art event with a 200 prim limit per artwork
  • A maximum of 3 entries per artist for film/machinima (preferred length between 3-5 minutes)
  • Entries will be received beginning 1 September 2013 until 28 February 2014. (Note that the earlier work is submitted, the longer it will be on view.)
  • Artists are additional invited to add, in 100-300 words, how the virtual world has assisted them and/or those around them, has helped create community, or has helped them to transcend difficulties and challenges real life has posed. This is an optional aspect of the project, but the organisers hope all artists opting to participate will provide such a description.

Entries should be placed Place the artwork in the receiver (drop box) for the Freedom Project at the UWA Art Challenge platform, along with a completed Artist’s Notecard form.  (No perms required, but copy is appreciated if possible.) If you have problems with the receiver, you may give artwork directly to FreeWee Ling or Jayjay Zifanwe along with the note card.

For the complete set of rules and technical requirements for the project, please refer to the UWA blog post announcing the project.

About Virtual Ability and the Centre for ME/CFS and Other Invisible Illnesses

Virtual Ability

Many disabilities in the real world can be a barrier to entry into the digital as well. People may have difficulties in dealing with the keyboard due to illness or disability; others many be reliant upon voice recognition software, and so on. Virtual Ability, Inc. helps people with these kind of challenges get into and become successful in virtual worlds like Second Life.

From an individual skills assessment undertaken during a unique intake process, Virtual Ability inc., are able to refer clients for help with assistive hardware and software as appropriate, and provide customised training and orientation. Once clients are in-world, Virtual Ability Inc., helps them integrate into the virtual society, and provides an ongoing community of support.  The community offers members information, encouragement, training, companionship, referrals to other online resources and groups, ways to contribute back to the community, and ways to have fun.

The organisation runs a number of in-world centres, which can be read about on their website.

The Centre for ME/CFS and Other Invisible Illnesses

The Centre for ME/CFS and Other Invisible Illnesses provides resources, support and guided relaxation sessions, for people with Myalgic Encephalomyelitis, Chronic Fatigue Syndrome, Fibromyalgia, Post Traumatic Stress Disorder, Irritable Bowel Syndrome, Gulf War Syndrome, and other invisible illnesses.  They host general and research discussions once a week on Mondays at 18:00 SLT, and guided relaxation sessions every day, twice a day, at 08:00 and 20:00 SLT, in the Centre to help people manage their illness.  This Centre is open to all, and all are welcome, including anyone with an illness, their families and carers to meet here and help each other. The Centre is located in Curtin University in Second Life.

Related Links

With thanks to Jay Jay Zifanwe.

I have slipped the surly bonds of Earth …

I had some genuinely “free” time to myself today; no RL worries, nothing to rush to or get done in-world (well, nothing that couldn’t wait…), so I gave myself an hour of pure indulgence. It’s been a while since I’ve had the opportunity to take to the air in SL, but this is September, and while there are still a few days still to go before the 15th, I decided that heading over to Santa Catalina’s Hollywood Airport and putting my Spitfire IX through its paces sounded like a good idea.

I’ve reviewed the aircraft – a quite generous gift from the creator, Eric Gregan – in the past, so am not going to do so again here. Suffice it to say, I think it is once of the best aircraft I’ve flown in SL, and I’m totally in love with it.

Post start-up checks, getting ready to taxi, Hollywood Airport
Post start-up checks, getting ready to taxi, Hollywood Airport

Having run through pre-start-up checks, I hit the ignition and waited as the big Merlin coughed, paused, coughed, and then with a snort of flame from the exhausts, roared into life. Confirming all my switches were set, I ordered the chocks away and opened the throttle a touch more and eased the plane around for taxiing.

Heading over Crows Nest
Heading over Crows Nest

I was admittedly a little leery about taking off; coming out from the other side of the airport was a humongous great US air force bomber (which, given the little avatar running frantically along side of it as it turned out onto the runway, may have forgotten / lost someone…). As I didn’t fancy impersonating a leaf in autumn and back flipping in the jet wash from the beast, I gave it plenty of room before turning out myself and pushing the throttle all the way to the stop and giving the engine a little bit of boost.

Flying out of Hollywood airport can at time be a little ugly. The end of the runway is the region boundary, which can make things a tad interesting when the grid is in a mood. Not this time, however. Letting the tail come up, I eased back and to the right on the stick and started a climbing turn to the west, wheels coming up tidily.

Somebody call for a low-level pass?
Somebody call for a low-level pass?

Continuing west, I passed over Crows Nest and the Fastnet light house, one of the great landmarks of Blake Sea, then dipped the nose for a fast pass over Half-Hitch. This took me over Barbarossa as well, And I spent some time flying around the two before heading back east towards Santa Catalina, before finally turning south and then west to put down at Honah Lee Surf.

Happy to oblige!
Happy to oblige!

The last couple of times I took to the air things were not that pleasant when it came to region crossings. This time, while I encountered three rough moments (one of which I actually recovered from by editing the plane and dragging it back to the middle of a region after getting snagged on the Blake Sea Arabian / Blake Coast regions), things were very smooth, and even rapid and repeated region crossings while flying in a tight circle caused few problems. About the only major issue I did have was in trying to fly the plane and position the camera for a decent snapshot …

All-in-all it was a good trip and fun to be back in the air – although I need to brush up on my landings. A couple were decidedly rough; there’s an art to alanding atail-dragger I’ve not quite mastered – but plenty of time to get better! I can say that I certainly didn’t miss finding myself sitting at 0,0,0 sans ‘plane and thinking”?!?” this time around :). I think I even pleased someone with a couple of low fly overs!

Climbing sunward ...
Climbing sunward …

September 15th is approaching, so I’ll be airborne again to mark the day; hope I can do something a little special.

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Kokua and Singularity updates

Both Kokua and Singularity issued what amount to maintenance releases in the latter half of week 35, with Kokua releasing version 3.6.4.29422 on August 28th,  and Singularity releasing version 1.8.2.4929 on August 29th.

Kokua 3.6.4.29442

The release keeps Kokua on a par with LL’s code base, being built on the 3.6.4 code. The release notes identify a potential issue for Linux users with the last release, with Nicky reporting that:

A user on an older version of Linux reported an auto update issue that resulted in no working viewer. Kokua recently updated build systems from Debian Squeeze to Wheezy. While great for users that move ahead of the pack in updating their Linux distributions it left one user (and maybe more) without a working Kokua on their system. So, the request to upgrade was acknowledged and new Kokua was installed. But, it would not run then, when the old Kokua was tried it was stuck wanting to update.

Further testing revealed the issue appears to exist within LL’s Linux build as well, and a JIRA – OPEN-186 has been raised as a result.  In the interim, the team have reverted to building using Debian Squeeze.

This release also sees Kokua gain two potentially useful features – one for mentors / helpers, the other for builders.

Kokua can now optionally display the age of an avatar in the name tag. The option is off by default, and can be enabled via Preferences > Kokua > General > Show each avatar’s age in their name tag. When enabled, the option defaults to showing the age for avatars up to 28 days of age. However, this can be increased / decreased as required, with 0 meaning avatar ages will always be displayed.

The idea behind this is to make it easier for mentors and helpers identify new starters in a welcome area, so that greetings and offers of support can more readily be made.

The new avatar age display in name tags (Preferences > Kokua > General) and the new button for duplicating values for size, offsets, etc., on maps
The new avatar age display in name tags (Preferences > Kokua > General) and the new button for duplicating values for size, offsets, etc., on maps

This release also sees Kokua implement a Duplicate Values button in the Texture tab of the Build floater. This allows the settings for the size, offsets, repeats, etc., set for a texture / normal / specular map to be immediately duplicated to the other maps on an object / object face, saving the need to manually set them in turn when applying maps. If there are no additional maps applied to an object / objects face (e.g. a diffuse map, but no normal or specular), the button is disabled.

The remaining updates for the release include:

  • Sit Here or Stand Up options are now only shown in the right-click context menu for objects
  • A Teleport Here option has been added to the context menus to go with the Sit Here option
  • OXP backup crash fix to prevent selecting individual object(s) from a linkset, rather than the selecting the entire linkset, from causing an immediate viewer crash
  • Links no longer include the trailing “?” in the link when asking to load the indicated web page in notifications
  • Fixed a variable scope bug in LLVOVolume::getApproximateFaceNormal().

Please refer to the release notes for further information.

Singularity 1.8.2.4929

The Singularity release comprises a substantial list of tweaks and updates, including a change to the .DAE and .OBJ export permissions when using the viewer on OpenSim, such that if the grid on which the viewer is being used does not support explicit “export” permission, the exporter now follows the rules set by the original Imprudence exporter.

Additionally, the update includes:

  • Additions:
    • Ability to save textures from the inventory menu
    • An option to open inventory folders in a new separate window
    • An option to show landmarks on map
    • An option to hear speakers at the same volume unaffected by position
    • Show Profile button on teleport and inventory offer notifications
    • Ability to show only legacy names for speakers (in Adv. Chat > Chat UI preferences)
  • Fixes for:
    • The German translation where login notifications appeared as ‘[FIRST] [LAST] is online’ instead of showing the actual avatar name
    • The crash when opening Bumps, Pushes, and Hits floater
    • Windows, audio volume control for plugins is now working allowing gradual falloff in volume for prim media objects that are farther away
  • Improvements:
    • Updated Spanish translation
    • Legacy (pre-multiwear) wearables on some grids showed as (body part) shapes. Clothing (not body parts yet) now show with a (new) red question mark icon in the inventory, and can be used again
    • Animation uploads save the values for ease-in/out parameters for future uploads
    • Disable/Enable UI shortcut changed to Ctrl-Shift-F1 on Linux since the default Ctrl-Alt-F1 is used for switching virtual consoles. The same has been done for the other ctrl-alt-F# shortcuts on Linux
    • Imported changes from Linden viewer to introduce consistent ground texture generation and fix crashes in mesh upload.

For details on the contributors for the above, please refer to the release notes.

Related Links