A HAUS for the arts in Second Life

HAUS Museum of Art, February 2021

An entry in the Destination Guide drew me to the HAUS Museum of Art, an impressive undertaking in celebration of physical and virtual arts led by Cyraphir. And when I say “impressive”, I mean just that.

Having opened in January 2021, this is an expanse facility. Utilising the Omega XL prefab by GullyRivers. with a 100 x 64 metre footprint, the museum presents around 6,400 sq metres of display area across two floors. That’s a lot of space in which to display art, and I’m happy to say that it is space that is well utilised.

HAUS Museum of Art – Itō Jakuchū

From the entrance lobby, the gallery is broadly divided into six areas, five covering individual facets of art: classical (covering the period 1500-1900), couture, modern art, music, and gaming art, with the sixth devoted to literature and the spoken word.

The largest section, located on the main floor, is that of classical art. It is devoted to “some of the most well-known artists in art history”. Displays within it include pieces by Hieronymus Bosch, da Vinci, Michelangelo (including two superb reproductions of both David and Pietà rendered by Cyraphir), Tiziano Vecelli (Titian), Caravaggio, Rembrandt, Itō Jakuchū, Jean-Honoré Fragonard, Katsushika Hokusai, Ivan Konstantinovich Aivazovsky, William-Adolphe Bouguereau, Sir Frederic William Burton, Théodore Chassériau, Gustave Doré, John William Waterhouse, Van Gogh, Utagawa Hiroshige, Gustav Klimit, Pablo Picasso and Salvador Dali.

HAUS Museum of Art – Michelangelo

There is no discernible  ordering as to how individual artists have been placed within the section, which means that Dali rubs shoulders with da Vinci and Picasso, whilst Klimt faces Bosch. Such juxtapositions might jar with the ordered mind used to dealing with so broad a spectrum of art being presented chronologically, but it actually makes for interesting contrasts / comparisons. Take for example the three approaches towards the representation of objects and the human form seen with da Vinci (realism), Picasso (cubism) and Dali (surrealism).

Other artists such as Van Gogh and Michelangelo have there own display space in which their work can be duly appreciated, whilst others might be more closely associated in terms of time frame (Bouguereau and Burton, Itō Jakuchū and Katsushika Hokusai, for example – with the latter two located with Utagawa Hiroshige, noting their mutual country of birth). In all it is a rich and varied selection, and one in which I was pleased to see the likes of Itō Jakuchū, and some of what might be the lesser-known, but still captivating, pieces by the likes of Van Gogh.

HAUS Museum of Art – Vincent van Gogh

However, I must admit to a tinge of disappointment: outside of a single piece by by Sophie Anderson, female painters are conspicuously absent. Where are the likes of les trois grandes dames of the French impressionist  movement: Marie BracquemondBerthe Morisot and Mary Cassatt, or the works of Élisabeth Le Brun, Angelika Kauffmann, Clara Peeters and Marie-Denise Villers, to name but a handful? I hope they will yet be seen in a future exhibit.

On the opposite side of the ground floor area is a hall that, at the time of my visit, featured avatar studies by Kouralee, together with three spaces devoted to a celebration of both physical and digital couture, one of which – the Sketchbook – was still under construction. Between these is a further exhibition of avatar-centric art by Jasmin Kyong.

HAUS Museum of Art -Jasmin Kyong

The upper floor of the galley is home to a mix of displays encompassing anime art, video games, music and literature.

The first of these comes in images taken from Nagabe’s Totsukuni no Shoujo, published in the web-based Online Magazine Comic Blade. Alongside of and opposite this exhibit are celebrations of art, music and literature, the first being the museum’s reading room.  Located next to the Nagabe display, it plays host to live reading events, while across the hall is a section devoted to the late Leonard Cohen.

HAUS Museum of Art – James Jean

The latter reminds us of the breadth and depth of Cohen’s of talent and insight into the human condition as a singer-songwriter, poet, novelist and occasional drawer of cartoons. With a brief biography (with a link to his wikipedia page), a discography and quotes from his songs and books, it’s an effective celebration of Cohen’s life.

Reached via a lounge devoted to live music events, the remainder of the upper level of the gallery hosts a display to Taiwanese-American contemporary visual artist James Jean, whose paintings and drawings have drawn world-wide acclaim. Across a further hallway from it is a homage to video game art that features a look at Valve’s puzzle-platform game, Portal, which contains an interactive element and is somewhat eclectic in its appearance here.

HAUS Museum of art – virtual couture

Overall, HAUS offers and engaging selection of exhibitions, some (or all?) of which I believe I’m correct in saying will change on a quarterly basis. As a gallery, it works well; as a museum, I’d perhaps perhaps like to see more in the way of interactive links to things like wikipedia pages to allow visitors to find out more about a subject and / or artist (and in the case of Sl artists, perhaps the opportunity to obtain their biography). Details on upcoming events can be found in the Info hall behind the entrance lobby, as can an application to be considered as an exhibiting artist.

All-in-all and impressive and engaging project well worth visiting.

SLurl Details



2021 CCUG meeting week #7 summary

White Binemust, December 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, February 18th 2021 at 13:00 SLT.

These meetings are chaired by Vir Linden, with dates available via the SL Public Calendar, and the venue for meetings is the Hippotropolis camp fire.

SL Viewer

  • Project Jelly viewer (Jellydoll updates), version and dated February 5th, 2021, was promoted to de facto release status on Wednesday, February 17th.
  • The Love Me Render 5 (LMR 5) viewer was promoted to Release Candidate status on Thursday, February, 18th, 2021 with the issuing of version

The rest of the current pipelines remain as:

  • Release channel cohorts:
    • Simplified Cache viewer, version, February 16, 2021.
    • Custom Key Mappings viewer, version, January 7, 2021.
  • Project viewers:
    • Legacy Profiles viewer, version, October 26, 2020.
    • Copy / Paste viewer, version, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version, November 22, 2019.
    • 360 Snapshot project viewer, version, July 16, 2019.

Jelly Doll Viewer

This viewer essentially improves the rendering of Jelly Doll avatars.

  • Originally introduced in 2015 (and with various improvements since) as a means to allows users reduce the avatar rendering load on their systems by having any avatars around them that exceed a certain complexity value (set via a slider) render as a solid colour and minimal detail.
  • There have always been a number of issues with the manner in which these avatars are rendered.  For example: the colours used have been seen as intrusive so users often avoid the capability, while there have also been technical flaws such as the original code. attempting to render all of a Jelly Doll avatar’s attachments, defeating the intent of the code.
  • As a result, the Project Jelly viewer improves things by both rendering avatars as simplified grey humanoid shapes, and by not making any attempt to render attachments.
  • In  addition it also:
    • Improves to how avatar imposters are rendered and updated.
    • Ensures avatars and any Animesh attachment(s) they may have are updated in the same frame.
  • These improvements should result in demonstrable improvements in view performance in environments where there are a large number of avatars and the capability is sensibly used.

Project Muscadine (Animesh Follow-On)

Project Summary

Currently: offering the means to change an Animesh size parameters via LSL.

Current Status

  • Still officially on hold.
  • Unlikely to be resumed in the near-term as it requires simulator-side work and the engineering team is currently engaged in post-Uplift work.

Viewer Rendering

  • With LMR 5 at RC status, the focus has moved more to performance related work.
  • One element of this is Euclid Linden’s work to break out UI rendering from general scene rendering and reduce the amount of time rendering the former, as it updates a lot least frequently than the rest of the scene. This should help improve general viewer performance.
  • Ptolemy Linden is similarly engaged in rendering performance improvements and is also working on bug fixes, some of which are likely to to be included in the next LMR viewer update.

In Brief

Animesh LI Cost

  • There is still concern that the basic LI “cost” for Animesh is still too high, coupled with the view that there is not any sufficiently clear explanation of how impact costs are arrived at.
  • Vir acknowledged more could be done to make information more available – it currently requires digging into the object information floaters, something users may not always be aware of.
  • It was also indicated that until sculpties receive an LI impact reflective of their rendering complexity, there will remain a preference among some creators to continue to use them and alpha flipping (which can be performance intensive).


  • The Lab has an internal proposal for updating terrain textures, but it has yet to be formally adopted.

Date of Next Meeting

  • Thursday, March 4th, 2021.