Lust: loss, life and a little metaphor in Second Life

Had it not been for Miro Collas, I’d probably not have discovered The Sand Hills Country, Sei Ixtar’s powerfully evocative creation, for some considerable time. And I’d all the less for not having done so.

I often wax lyrical about the places I explore in Second Life, but The Sand Hills Country, covering the Homestead region of Lust, is deserving of everything I can say about it – and far more. It is not only a wonderfully immersive place to explore it is also one which I found – whether Sei (Sey to his friends) intended it to be or not – to be rich in metaphors, which adds enormously to its appeal.

The Sand Hill Country
The Sand Hills Country

On arriving at The Sand Hill Country, the first thing you notice is the custom environment Sey has created. I’m one for frequently using the viewer’s depth-of-field to create some atmospheric (or as other might fairly put it, “blurred” :)) images. With The Sand Hills Country, Sey has added horizon haze, together with a “skydome” for the sky, both of which create incredible atmosphere and feel to the region, giving it a rich depth (although the skydome colour might also be somewhat reproducible using windlight) All of the snaps in this article and on my Flickr stream accompanying this post have been taken using the defaults applied to the region.

lust-26_001
The Sand Hills Country

A sign near to the arrival point (literally just across the road, at the bottom of the steps leading to a derelict house) is a notecard giver. This provides background information on the region, including the fact that autoreturn is OFF – so visitors are free to rez items when visiting, but are also asked to please clean things up before they leave.The description of the region is straightforward, yet also opens the door to allowing one’s thoughts to wander free:

A rural landscape overwhelmed by desert, but not only… Suspended between time and space, take a breath, explore, and enjoy this unique scene.

The Sandy Hill Country
The Sandy Hills Country

Looking around, it is hard not to imagine one has been transported back to Steinbeck’s dust bowl era and The Grapes of Wrath, although potentially with a bit more water here.  To one side of the region lay sand hills, ever-encroaching and washing against the edges of a lone farm. While wheat is still growing in the fields and sheep and cows do still graze, things are not going well; it would appear that people are up and leaving, as the shell of a house overlooking the wheat field testifies.

The poignancy of the imagery is evident elsewhere, be it in the nesting box with eggs within and a mother bird guarding the entrance or the old, silent, “nodding donkey” pumpjack. Such is the power of this imagery that it is hard not to view it as a metaphor for the whole of Second Life and our varying attitudes toward it. Many do see the platform as slowly dying, perhaps a victim of its own initial rapid growth as a result of premature exploitation; and this is perhaps mirrored by the encroaching sand in the region, and the broken pumpjack and shattered warehouse with the deserted house beyond. Everything is washed out, dull, empty. People have moved on, leaving vacant spaces in their wake. Certainly, I couldn’t help but find strong symbolism in the fact that the only real colour in this part of the region comes from a couple of lifebouys floating in the water…

The Sand Hills Country
The Sand Hills Country

Yet here is also hope for the future, crops are still being gown; sheep and cattle still graze, ducks swim and feed – and new life is still entering the world, as shown by a nest box filled with eggs and watched over by a mother bird; it’s almost as if nature is whispering, “There is still hope.”

I’ve no idea if any of this is intentional on Sey’s part, or simply the wanderings of my over-active imagination. And it doesn’t really matter. The Sand Hills Country is a beautiful and creative study, whether you are simply looking for a new place to visit and share, or if you are seeking a place which offers a rich vein of photographic opportunities or if you’ll feeling somewhat philosophical about (Second) Life, the universe or everything – or whether you feel a combination of all three.

Why not go see for yourself? I doubt you’ll be disappointed.

The Sand Hill Country
The Sand Hills Country

Related Links

With thanks to Miro Collas.

SL project news week 6 (1): servers, viewer, materials

Deployments for Week 6

A full set of deployments on the channels this week.

On Tuesday 5th February, the Main channel received the server maintenance project deployed to LeTigre in week 5. This has miscellaneous minor bug fixes and new features – release notes.

On Wednesday 6th February, the Release candidate channels should receive the following:

  • BlueSteel should receive code for materials processing. There is still no project viewer publicly available for this project. When one becomes available, notices will be posted on the Project Viewer page, the Tools and Technology Blog, and STORM-1905release notes
  • LeTigre should receive a new maint-server project to fix miscellaneous crash modes, and which  offers minor performance improvements – release notes
  • Magnum should receive an update to the interest list code and support for materials processing. The interest list update should specifically address the bot / bandwidth problem reported on in last week’s updaterelease notes

As ever, a forum thread has been created for the discussion of the deployment packages, or any issues arising therefrom.

In late 2012 some regions (noticeably Homesteads) starting experiencing issues related to their physics memory. Investigations by Simon Linden revealed that part of the problem lay with these regions experiencing repeated navmesh rebakes, with each rebake consuming server memory with the result that multiple rebakes were leaving regions in need of a restart. Simon also confirmed that not all of the triggers generating a request appear to be linked to the actual need for a rebake (altering some estate / parcel settings can trigger a request, for example), and developed a fix for the issue. Simon believes this fix will be promoted to a Release Channel this week, although it is absent by name and description from the release notes at present.

Viewer News

Viewer releases are again unblocked, with further development viewer (incl. CHUI) made at the end of the week 5. Currently, CHUI looks to be the next project in line to be merged to the 3.4.5 code (with the project version already merged to the viewer-dev 3.4.6 code). This could make CHUI the first of the current projects affecting the viewer to reach a beta viewer release, but the timescales and order are far from definitive at this point – so it is possible CHUI may still be delayed in reaching the 3.4.5 beta code.

Materials Processing

Further to the week 4 update, it now appears scripting support may become available with  materials processing, although a) it will not be in the initial release; b) there appear to be considerable concerns on the Lab’s side of things as to the potential impact. Speaking at the Server Beta meeting on Thursday 31st January, Maestro Linden said the option for scripted control of normal and specular maps had been removed from the original proposal out of concern for it being exploited and used to thrash the server and rendering pipeline.

Speaking at the Content Creation User Group meeting on Monday 5th February, Geenz Spad, who co-authored the original proposal and who is working on the viewer side of the project, struck a more conciliatory tone. While confirming script support will not be available for normal and specular maps, he commented that this is in part because normal and specular maps don’t “plug into” existing means to manipulate diffuse (texture) maps using scripts. He went on, “I’m not saying no one would add scripting for the *new* parameters. Just that it won’t make it as part of the first release; think of it as a ‘we didn’t have time’ sort of thing.”  Whether or not support for scripted control of normal and specular maps remains to be seen, commenting on the matter, Nyx Linden said, “That would be a feature request to submit after the first release :),” – so it is likely the Lab will see what the demand is like prior to committing to anything, one way or the other, again allowing for the network / rendering concerns which have been voiced on their side.

In terms of animating normal and specular maps, Geenz confirmed that all current methods of animating textures will work with the additional maps, which I had more-or-less confirmed through my own rough tests, as reported in my sneak peek at the (then) latest version of the pre-release materials viewer.

Back in week 3, I discussed the fact that normal and specular maps require a viewer to be running in deferred mode (“Lighting and Shadows” in the Advanced options of the Graphic tab in v3-based viewers) in order for their effects to be seen, and gave a short overview how deferred can be used without actually having to have shadows enabled. This post was followed by a short discussion on possibly renaming the option to something more obvious to users.

Well, it appears that someone is a few steps ahead of things on this. In the most recent versions of the pre-release materials viewer, Lighting and Shadows is renamed to “Advance Lighting Model”.

Materials processing: the option formerly known as "Lighting and Shadows" - soon to appear in a project viewer Materials processing: the option formerly known as “Lighting and Shadows” – soon to appear in a project viewer

It’s still a little bit of a mouthful, but it may help when it comes to explaining how materials processing works. As it stands a project viewer for materials might be available by the end of week 6.

Other Items

What’s in a Name?

Those who make  full permission items intended for use by other creators as a part of their products can often face a frustrating problem: finding themselves in receipt of a call for assistance about the items in which their products have been used – as it is their name recorded in the Creator field, rather than the name of the person who made the item itself.

While this can be negated in some degree, results aren’t always perfect, and requires no small amount of fiddling around when it comes to full perm mesh items. This being the case, there was some discussion at the Content Creation user Group Meeting on Monday 5th February as to how the situation might be improved through the introduction of an additional field which could sit alongside the Creator and Owner fields and  which would identify the person who utilised a full permission mesh in their own work as well as the maker of the mesh itself – so that support questions could then be addressed to that person. One suggestion has even been to call the new field “Support”.

However, such a change could have wide-ranging impact, both in the viewer and server, making it a potentially complex matter to implement. During the Content Creation meeting on Tuesday February 4th, it was clear that there were several views on the subject of how to handle things, as well as some discussion on the complexities of actually implementing it.

Commenting on the matter, Nyx Linden requested that if a consensus view can be reached on the matter – or if people do feel it is a pressing matter which needs more consideration / discussion – that it should be raised as a feature request on the JIRA (i.e. file a bug report, but put “Feature Request” in the title / subject), so that it is at least on the Linden radar.

More dabbling in dio and some thoughts

dio-logoUpdate, February 19th, 2014: dio was discontinued by Linden Lab on February 19th, 2014. Links to the dio website, etc., have therefore been removed from this article.

Last week, Linden Lab launched dio, and I provided something of an initial look and feel for using the product.

Since then, as time allows (and there hasn’t been a lot of it), I’ve been dabbling some more and building various bits. The first of these is an attempt to build an interactive tour. Unsurprisingly, the subject matter is Fallingwater, Frank Lloyd Wright’s seminal build, and particularly my efforts to emulate this remarkable house in the virtual world of Kitely.

The start of the tour: An introductory page isn't a requirement for a dio place, however, I've included one to give people some background on things.
The start of the tour: An introductory page isn’t a requirement for a dio place, however, I’ve included one to give people some background on things.

The tour is intended to let people understand something of the build – what it is, where it resides, etc., before allowing them to set off to explore it on their own, moving through the various dio “rooms” (which I’ve roughly aligned to rooms and parts of the Fallingwater build) where they can see images and find out more about both the real and virtual Fallingwater as interpreted by myself.

To add a little fun, I’ve added one (so far) inventory item, which must be collected in order for the house to be fully explored (I may add more at some point), and also added some other interaction  using the “Appear / Disappear” actions.

Adding a little interactivity
Adding a little interactivity

There is a degree of logic to be followed with the tour – the introduction and the “media suite” can only be accessed at the start. This is to encourage people to do a complete circuit of the place (in whatever direction they choose), but I’m also aware it might be a tad irritating to some. So I’ll be curious as to feedback – if any …

The tour can be found on the dio Community page, or for those signed-up to dio, you can jump to it from here.

The "Explore" object is a means by which I've hidden objects until such time as Explore is opened - a useful means of controlling information flow in complex rooms
The “Explore” object is a means by which I’ve hidden objects until such time as Explore is opened – a useful means of controlling information flow in complex rooms

Continue reading “More dabbling in dio and some thoughts”

Hammering things out on Mars

CuriosityIt’s been a while since there have been any formal updates from the mission team responsible for NASA’s Mars Science Laboratory. With the focus on preparing for the first set of drilling operations, this is understandable – although this is far from the only activity the Curiosity has been engaged in. “Routine” monitoring of the environment in Gale Crater and particularly around the “Yellowknife Bay” region continues, and the rover has been carrying out a number of other activities as well, including giving itself a once-over with camera systems to give engineers insight into its general condition after five months operation on Mars.

Does it Glow in the Dark?

Not long after my last mission update, Curiosity achieved another first – imaging surface features on Mars at night under white light and ultraviolet conditions. The images were captured using the Mars Hand Lens Imager (MAHLI), mounted on the rover’s turret at the end of the robot arm.

The MAHLI camera - the LEDs can be seen in the ring surrounding the circular lens, still protected in this image by its dust cover
The MAHLI camera – the LEDs can be seen in the ring surrounding the circular lens, still protected in this image by its dust cover

MAHLI is equipped with a series of light-emitting diodes which enable it to undertake imaging in low-lighting conditions and, in the case of the ultraviolet LEDs, to see if fluorescent minerals are present in rocks, which would reveal more about their chemical composition.

The tests were carried out on Sol 165 (January 22nd), when Curiosity deployed MAHLI after the local sun set to examine a target rock dubbed “Sayunei”. Prior to the image capture option, Curiosity was had been commanded to drive onto the rock and then “scuff” it with a wheel to remove surface dust and debris and provide a suitable area for testing, rather than using the wire brush also mounted on the rover’s turret. MAHLI was then tested against an ultraviolet test target on the “Lincoln Penny” calibration test panel mounted on the rover’s body before being positioned for the image capture process, which saw the target rock imaged under both the white light and the ultra-violet LEDs.

“Sayunei” imaged by the Mars Hand Lens Imager (MAHLI)  under ultraviolet light (365 nanometre wavelength) cast from LEDs surrounding the camera lens. The image represents an area some 34.cm by 2.5 cm (1.3 by 1 inch), and was captured with a 30-second exposure. The use of ultra-violet light  allows scientists to locate any fluorescent minerals present in the rock. Analysis of the acquired image is still underway, and the bright areas should not be taken as a sign that fluorescent material had been found

While the images returned by MAHLI showed very bright areas in the rock when under the ultraviolet lighting, NASA personnel cautioned against this being indicative of any fluorescent material being present in the rock. Discussing the images, MAHLI Principal Investigator Ken Edgett of Malin Space Science Systems, San Diego, said,  “The science team is still assessing the observations. If something looked green, yellow, orange or red under the ultraviolet illumination, that’d be a more clear-cut indicator of fluorescence.”

Pre-load Tests

Before drilling could commence, engineers on the mission team wanted to ensure the whether the amount of force applied to the hardware matches predictions for what would result from the commanded motions. This involved positioning the robot arm with the drill bit oriented as if for an actual drilling operation and bringing it into contact with a rock surface. One of four locations identified as the possible initial drilling point in the rock dubbed “John Klein” was used for the test on Sol 170 (January 27th).

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Viewer release summary 2013: week 5

This summary is published every Monday and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Viewer Round-up Page, a list of  all Second Life viewers and clients that are in popular use (and of which I am aware) and which are recognised as adhering to the TPV Policy
  • By its nature, this summary will always be in arrears
  • The Viewer Round-up Page is updated as soon as I’m aware of any releases / changes to viewers & clients, and should be referred to for more up-to-date information as the week progresses
  • The Viewer Round-up Page also includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.  

Updates for the week ending: 3 February, 2013

The major news for the week is that the Zen viewer has officially ceased development and has been delisted from the SL Third-party viewer directory at the developer’s request and all repositories removed from public access. The reason for this is unknown at the time of going to print with this summary.

  • SL Viewer updates:
      • Beta version rolled to  3.4.5.269698 on Janunary 31st –  release notes
      • Development rolled to 3.4.6.269703 on January 30th
      • Mesh deformer project viewer rolled to 3.4.4.268558 on January 29th – core updates: code merged to 3.4.4 codebase
      • Sunshine viewer (avatar baking (SSB)) rolled to 3.4.5.269555 on January 30th – wiki page
      • CHUI development viewer rolled to 3.4.6.269797 on January 30th and then 3.4.6.269877 on February 1st
  • Dolphin rolled to 3.4.12.27293 on February 3rd – core updates: source up-to-date with latest LL development viewer code – release notes
  • Cool VL updates – three versions for the time being, all updated on February 2nd:
    • Stable version: 1.26.6.8
    • Legacy version: (v2.6 renderer) rolled to 1.26.4.51
    • Experimental: 1.26.7.8
    • Release notes
  • Lumiya released version 2.4.1 on January 31st – core update: mesh object support; some mesh clothing support; RLV support; server-side baking (SSB) support; fixes and tweaks – release notes

Discontinued Viewers

  • Phoenix officially reached end-of-line for SL on December 31st – read more here
  • Zen viewer was withdrawn from the SL TPV directory and all repositories shutdown on January 27th, 2013.

Related Links

Storyfest 3, 2013: performers come forth!

storyfest-3Branwen Arts and Stories Unlimited have announced a call for performers at the Third Annual Storyfest event, to be held on Sunday 24th March, 2013.

The aim of the event is to present a day of stories presented in a variety of live performance forms – traditional telling, readings, theatre, dance, and so on.

The event will be hosted at Here Be Pictsies in Bran, commencing at 10:00 SLT on Sunday 24th March, and running through until 17:00 that day.

Anyone who is currently presenting stories in Second Life in any manner of live performance (i.e. not pre-recorded readings / performances), are welcome – and encouraged – to apply. Performances should be timed to fit a 30 or 60 minute slot, although there are limited slots for more elaborate presentations. Multiple performers can share a single slot, so long as the organisers are aware of how many and who as a part of the application. Note that not stream will be available for individual performers.

The organisers are also seeking volunteer hosts to help organise and run the day’s events.

How To Apply

Those wishing to participate as either a performer or volunteer host should contact either Caledonia Skytower or Dubhna Rhiadra via notecard, giving their SL name and role (performer / host) they are interested. Those wishing to help with hosting should provide times at which they can be available on the day. Performers should also provide the following:

  • Length of slot required (30 or 60 minutes, or time or running time of presentation if seeking one of the limited slots for longer events)
  • An outline of your proposed performance / presentation, including technical requirements you require (e.h. prim count for props, etc.) – again, please note that no stream will be available for individual performers / presenters
  • If the persentation involves multiple performers, please supply the number / names
  • A reference to what and where you present on the grid at present.

All submissions should be received no later than midnight SLT on Monday 4th March, 2013. successful applicants will receive confirmation by Thursday 14th March, and a schedule for the event will be published at that time.

Additional Notes

  • The organizers reserve the right to review the performers submitting and accept those performances & performers that they feel best fit the goals of the festival
  • While performers are welcome to use the theme from this year’s World Storytelling Day (“Fate and Fortune”), which takes place on Wednesday March 20th, for their presentation / performance at Storyfest, the organisers of Storyfest wish to emphasise that performers need not restrict themselves to just that theme
  • Questions on the event should be addressed to Caledonia Skytower or Dubhna Rhiadra by notecard, as IMs do frequently get capped.