A Critter Celebration in Second Life

LeLoo’s World – A Critter Celebration, July 2022

It’s been a year since my last visit to LeLoo’s World, a passage of time that would have naturally made it a destination for a return visit given I have tended to drop in once a year over the last couple of years. However, Shawn Shakespeare showed me a couple of pictures that meant I would have been hopping over as soon as I could.

For the summer of ’22, LeLoo (LeLooUlf) presents a setting she’s called a Critter Celebration, and which brings together wildlife from around the world (and some rather different critters!) in a series of settings carrying environments design to reflect the animals found within them, all linked together by a series of paths and tracks.

LeLoo’s World – A Critter Celebration, July 2022

The entire setting has the look and feel of an animal conservation centre and, needless to say, the opportunities for photography are rich throughout; as is, in theory, the opportunity for a little fun education, as the About Land description notes:

This summer, LeLoo’s World is celebrating the beauty and wonder of nature’s creatures. So put on those walking shoes, set the mindset dial to “happy!” and pick up your copy of the Critter Info HUD for some fun and interesting facts on various animals you will see here. All are welcome to this PG event!
LeLoo’s World – A Critter Celebration, July 2022

The HUD is offered (a little persistently!) on a visitor’s arrival at the landing point. The latter is laid out as something of a small commercial hub such as might be found at the entrance at a conservation park. The HUD, as per the setting’s description, is designed to offer up facts about the animals that can be found within the setting – although I’ll admit for some reason it didn’t want to work for either myself or my Alt.

Directly in front of the landing point is a path marked by a green arrow pointing the way under a rocky arch. However, before taking that, there are stepping stones winding off to the right, passing behind the market stalls that should be followed, lest it otherwise be missed. It offers the way to a little touch of North America, where brown bears, grizzlies and deer are enjoying the rocks and water as eagles circle overhead. Benches and chairs here offer seating for those wishing to stay awhile.

LeLoo’s World – A Critter Celebration, July 2022

Through the rocky arch is a further expression of North America, this a more wooded environment that is home to more bears and deer, together with foxes, raccoons and opossum Beyond this is a fun area for dog lovers; a place where cuddly little critters can also be found, tucked into their own corner and enjoying one another’s company.

From here visitors pass into Africa, and the Serengeti, a place where giraffe, elephants and zebra roam, and hippos and crocs cool themselves in the water. Visitors can rest up here at a safari camp, and it is worth taking your time to mouse-over some of the animals. Doing so will reveal poses with some of them for photography; a trend continues as the path passes on through to the jungles of India, watched over by tigers and where African elephants substitute for SL’s lack of Asian elephants.

LeLoo’s World – A Critter Celebration, July 2022

Onwards, visitors enter the world of the Far East, with SL’s traditional merging of China and Japan: a rich bamboo forest where panda can be found in family groups and beyond which can be found a house with more of a Japanese look and feel, a place where water and Zen gardens are mixed to present a haven for birds and not a few (Norwegian?) forest cats.

Covering half a region and located up in the air to limit the impact of thing like the water plane interfering with viewer performance, with  – as noted – multiple opportunities for photography – A Critter Celebration at LeLoo’s World is a fun, easy-going visit that is highly enjoyable environment in which to spend time.

LeLoo’s World – A Critter Celebration, July 2022

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2022 CCUG meeting week #26 summary: materials + graphics update

The Pond, May 2022 – click any image for full size

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, June 30th 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar.

This is a summary of the key topics discussed in the meeting and is not intended to be a full transcript.

Official Viewers Update

One Wednesday, June 29th, The Maintenance M(akgeolli) RC viewer, version 6.6.1.572458 was promoted to de facto release status.

No changes to the rest of the official viewers through until Thursday, June 30th, leaving them as:

  • Release channel cohorts:
    • Nomayo Maintenance RC (Maintenance N) viewer, version 6.6.1.572179, June 1.
  • Project viewers:
    • Performance Floater project viewer, version 6.5.4.571296, May 10.
    • Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

Materials and PBR Work

Please also see previous CCUG meeting summaries for further background on this project.

Outline of Work

  • Work on an implementation of reflection probes which can be used both with PDR shading and with legacy content.
    • The overall aim of this work is to provide a means to support more physically accurate reflections in SL than can be currently generated (seen as a requirement for PBR support).
    • It applies to both PBR generated content, once available, and to legacy content.
  • Creating a materials type with an associated inventory asset. This  will initially comprise the ability to copy a texture entry (with its specific parameters) to inventory, to be followed by initial work to work implement a PBR graphics pipe in the viewer.
  • Normals will likely be MikkTSpace, as per the glTF specification, but work needs to be done to see if supporting this could lead to clashes with the current normal maps rendering. This does mean that current Normal maps will not work on PBR materials.
  • The initially supported capabilities are:
    • RGB albedo + transparency.
    • RGB Occlusion/Roughness/Metalness: R = occlusion, G = roughness; Blue = metalness.
    • RGB emissive.
    • RGB normal (- alpha).
    • Double-sized supported (disables backface calling before issuing the draw call).
    • Two-sided lighting (so if the back of a triangle is visible, it flips the normal around).
  • In addition:
    • There will be an ability to “preview” materials on an item within your own viewer (similar in nature to Local Textures) before actually uploading them.
    • LSL support is still being defined, but should at least allow individual texture UUIDs to be replaced under script control.
    • The approach being taken is to may the system extensible so that further capabilities / plug-ins / options can be added with relative ease in the future.
    • However, Displacement maps will not initially be supported due to not being defined in the core of glTF 2.0; nor will any extensions that are not adopted into the core glTF standard (either glTF 2.0 or 3.0).

Materials Progress

Screen Cap from a video by Runitai Linden showing (l) the basic PBR Materials UI, and right, materials assets in inventory, which can be dragged / dropped onto objects / object faces in-world (centre)
  • There is further work required on the back-end inventory services and asset store, and on some of the shaders in the viewer, before any of this work is ready for public testing on Aditi.

ALM Proposal / Work – Recap

At the #week #23 TPVD Developer Meeting (notes here), it was indicated that LL are “leaning” towards removal of the non-Advanced Lighting Model (ALM) (aka “forward rendering”) rendering path from the viewer, leaving just ALM rendering (aka deferred rendering”).

  • Were this to be done, it would only be done if it can be shown that this does not adversely impact performance (e.g. ALM runs roughly as well as non-ALM for those using the latter) on the broad cross-section of hardware most commonly operated by SL users.
  • The work will include:
    • A slider to manage the number of rendered local lights to lightening the load of rendering illumination on lower specification systems.
    • A “data saving mode” primarily intended to help those on metered connections by culling the download of additional materials / PBR maps and potentially downloading lower resolution textures mips, all of which will reduce the data passing over their connections. However, it will result in a much poorer visual experience once the PBR work has been implemented, and the hope is the mode will only be used in the minority of cases.
  • Given the ongoing work to support PBR and a more rounded set of materials, moving to deferred (ALM) rendering without fallbacks to non-ALM rendering – providing, again, the caveats noted above can be met / implemented – will in general help ensure a more reliable / consistent viewing experience across a broad range of hardware.

In Brief

  • The work to make full use of available video memory on a client computer is being put out to a hardware compatibility lab to help ensure the code changes are doing what they are supposed to be doing on a wide variety of hardware. These tests will also look at the impact of running the viewer with ALM active all the time across all hardware configurations.
  • On Animation:
    • The Puppeteering project highlighted at Grumpity and Mojo Linden’s Meet the Lindens session came in for criticism, but it was suggested people give the system a chance to reach a more advanced stage before judging, as the video presented in the talk does not do the work justice.
    • Vir indicated that while there is an understanding at the Lab that people would like the animation system overhauled:
      • Such a project currently isn’t on the roadmap
      • However, consideration is being given to allowing an on-the-fly adjustment of animation priorities.
      • Requests for additional animation work were requested via Feature Request Jira.
    • Runitai Linden suggested that as glTF supports animations it might – in the future – be a possible option for animation improvements. However, note that moving in this direction is also not part of the current roadmap.

Next Meeting

  • Thursday July 7th, 2022.

Art at the Airport in Second Life

Gateway Airport Terminal, July 2022: Rage Darkstone and Nils Urqhart

Erik Mondrian pointed me towards Gateway International Airport on the Mainland continent of Sansara – not, as might be suspected, because I’m a sometimes SL aviator, but because it is the setting for a newly-opened art exhibition featuring 2D and 3D artists.

Located in the airport’s gallery, a spacious setting with a large main floor and suspended walkways around it, the untitled exhibition features Zia Branner and Nils Urqhart presenting 2D art works, with Terra Merhyem and Rage Darkstone offering 3D pieces. The gallery itself is spacious.

Gateway Airport Terminal, July 2022: Zia Branner

The 2D art – more of Nil’s superb landscape photography from the physical world and Zia’s ever-engaging abstract art, together with a series of stunning floral pieces – is neatly spaces and framed around the outer wall spaces on the main level and catwalks and on some of the inner supporting walls. Each piece is ideally sized and positioned for individual viewing.The 3D pieces have been placed throughout the main floor and along the catwalks so that they stand both as individual pieces and both frame and have elements of the 2D works as backdrops. As might be expected given these pieces are by Terra and Rage, the 3D works are instantly attractive and engaging, with some static and others mobile, colours scintillating and samples twisting and turning as if alive.

Gateway Airport Terminal, July 2022: Terra Merhyem and Zia Branner

With still-life elements celebrating dance and motion, Rage’s selection of pieces presents a richly flowing narrative, their colours and tones perfectly off-setting the blue tint of Nils’ winter landscapes. Across the hall, Terra’s vibrant and animated pieces are grouped as a series of individual collections of mobile sculptures which also flow one to the next, while their colours and motion offer a transitioning reflection of the sense of life within Zia’s art. Also to be found within Terra’s pieces are books of her art, ready to be enjoyed by visitors.

To be fully and properly appreciated, this is an exhibition that must be seen with the Advanced Lighting Model mode enabled in the viewer (Preferences → Graphics make sure Advanced Lighting Model is checked), and make sure you are using the local shared environment. Also, as a last point, keep an eye out for the exhibition gift!

Gateway Airport Terminal, July 2022: Nils Urqhart

Richly contrasting, finely balanced and very visual and appealing, a superb exhibition of work by four very talented artists.

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