2019 SL User Groups 5/2: Content Creation summary

Nevglide Forest; Inara Pey, December 2018, on Flickr
Nevgilde Forestblog post

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, January 31st, 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

Environment Enhancement Project

Project Summary

A set of environmental enhancements allowing the environment (sky, sun, moon, clouds, water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day),  and which include the ability to use custom Sun, Moon and cloud textures. These can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

The project also includes a new set of render shaders to support atmospheric effects such as rainbows, (hopefully) crepuscular rays (“God rays”), better horizon haze and fogging (but will not include rain / snow).


Current Status

  • There should be a further EEP simulator RC deployment in week #6 (commencing Monday, February  4th).
  • It has been decided that due to a number of performance issues that have yet to be resolved, EEP will not initially have crepuscular rays when the viewer is promoted to RC status, although hopefully these will come in time.
  • There is an issue with the Linden terrain appearing blurred in the viewer, this should be fixed in the next viewer update.
  • When importing windlight settings into EEP, it should be remembered that there will not be a precise 1:1 match when converting; some elements of an environment’s lighting might be darker or lighter than their windlight equivalents (as can be seen with the sample EEP assets now available in the EEP viewer’s system library). This is because the underpinning rendering in EEP is very different to the current windlight rendering.

Bakes On Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the baking service to support 1024×1024 textures, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads.

This work does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables. Adding materials support may be considered in the future.


Current Status

  • There are still a number of issues to be resolved within the viewer (e.g. bakes not being seen by other viewers,plus the “black skirt” issue that can result in an avatar appearing to wear a long, jet black “skirt”, at least one UI issue with a button not working correctly) so no updates at the moment.

Animesh Updates

  • Vir is looking at the way object updates are handled in order to find the best way to send and receive shape information to Animesh objects, should the system be extended to allow shapes to be applied to Animesh.
  • Right now, the Reset Skeleton option only applies to the local view; there have been requests to make this a system command (so if I use Reset Skeleton, a message is sent to all viewers around me to perform the reset against my skeleton as well, rather than other users having to do it manually if they see something wrong with my avatar after I’ve changed shapes).  This could also potentially benefit Animesh, and Vir is also looking at the idea as well.
    • The focus here will probably be on triggering the reset through the UI, as described above, rather than allowing a LSL function to trigger it. The problem with the latter is the risk of people using it indiscriminately in avatar models, triggering unnecessary (and impactful) updates on systems.
  • Adding attachments to Animesh is also a request, but this isn’t being looked at right now.
  • Currently, an Animesh can keep an animation as a prim property, regardless of whether or not the animation is there (e.g. add a bouncing animation to an Animesh, remove it, and the animation will persist, even if the Animesh is copied and distributed). This is not expected behaviour and will likely be fixed.

Other Items

  • Visual size overlay when editing appearance: this feature request from Penny Patton (see BUG-225513) has been accepted by Linden Lab, but is currently on the back-burner of things they may consider in a future project, but is not currently being actively worked on.
  • Next meeting: it is likely the next CCUG meeting will be on Thursday, February 14th. However, check the wiki page for confirmation ahead of February 7th.