The coffee houses of Heterocera in Second Life

Le’eaf and Tinsel Café, Heterocera – November 2022

Exploring Second life – particularly the Mainland continents – can be thirsty work. Fortunately there are often spots along the way that people have provided for the enjoyment of refreshments and a little sit-down.

Coffee is often the beverage of choice (although with the northern hemisphere winter and the holiday season approaching, hot chocolate is liable to start rivalling it as an option!), and that’s just fine with me, as I’m a genuine coffeeholic / coffee snob in the physical world :).

Take Heterocera as an example. Like all of the mainland continents it has plenty to see, particularly along its road and rail network – although the former is generally the easier way to spot public places awaiting visitors. I’m not going to try to offer an extensive review of all the cafés across the continent in this piece, instead, I’ll cover a trio I’ve enjoyed dropping into on occasion.

Le’eaf and Tinsel Café, Heterocera – November 2022

The first comes on the north side of the continent and, given its latitude and the time of year, is appropriately dressed for winter. Snuggled against the southern side of Route 3’s north-eastern curve, Le’eaf and Tinsel is reached via a short climb up a set of stone steps from the side of the highway.

Snow crunches softly under your feet as you wander the white dusted trails. Among the trees and gently falling snow you will find a winter wonderland and of course… Coffee. Le’eaf&Bean Coffee truck is onsite for your caffeine and cocoa fix.

– Le’eaf and Tinsel About Land

The work of T Lefevre (Teagan Lefevre), this 2,800 sq metre parcel sits under her Le’eaf portfolio of parcel and regions designs. Like her other work, the parcel forms a part of the Mainland Preservation Society & The Nature Collective – with Teagan working with Emm Vintner (Emmalee Evergarden) – and there will be more on this in a moment.

Le’eaf and Tinsel Café, Heterocera – November 2022

Small the parcel might be, it nevertheless offers an engaging visit, the path from the step meandering to the left between rocks, trees and shrubs to reach a little wooden bridge. Following the path offers hints of more to be found beyond the hedges: the walls and roof of a building and the top of a van. However, as the shrubs extend along the side of the path all the way to the bridge, visitors need to make a right turn at the top of the steps and follow the right arm of the path.

This also meanders somewhat, but leads to where a skating rink sits beyond a picket fence to the right (touch the sign alongside the rink for skates), and to the left is a fire pit warming outdoor seating. The building – a converted barn – and the van sit on the south side of the parcel; the former is home to a little bakery, the latter the Le’eaf & Bean coffee wagon; both lie alongside a winding boardwalk and have further outdoor seating snuggled between them.

Winter Wonders of Comelia Street and the Toe Beans Cat Café and Rescue, Heterocera – November 2022

The wooden bridge within the parcel spans a narrow stream, the path beyond passing through a set of high gates and into the next parcel and the second of the café destinations I want to talk about – the Winter Wonders of Comelia Street and the Toe Beans Cat Café and Rescue.

Both are the work of Emm Vintner as a part of her Nature Collective brand, with the former offering an almost winter-streets-of-New-York-meets-Dickens’-Victorian-England vibe. The cobbled street is lined to one side by tall apartment buildings and a cosy bookshop. With more snow falling from above, the north side of the street offers winter seasonal elements that help with the more timeless feel to the parcel – an outdoor hot chocolate stand, a snowman, and tall street lamps that might be a gaslight, together with a little place selling fir trees for the holiday season – complete with a modern machine for netting them to allow easier transport.

Winter Wonders of Comelia Street and the Toe Beans Cat Café and Rescue, Heterocera – November 2022

The far end of the street from the gate to Le’eaf and Tinsel provides access to the café, assuming you’re following my footsteps through he parcels.

As its name suggests, the Toe Beans Cat Café and Rescue is a place for both humans and cats – and particularly the latter! Kitties of all ages await visitors, with some also helping themselves to the café’s offerings! A novel aspect of the café is the ability to help toward local tier by “adopting” a cat from the board just inside the door to the left. L$25 will bring you a copy of one of the offers cats (just right-click and PAY the photo of the cat you desire).

Winter Wonders of Comelia Street and the Toe Beans Cat Café and Rescue, Heterocera – November 2022

The square outside the café is warmed on one side by a propane heater for those who would like to  sit outdoors, and one of the tables includes a game of draughts which might be enjoyed while munching on the roasted chestnuts available from the little vendor cart in one corner of the yard. Or visitors can sit on the bench next to the cart, which is also warmed by another of the propane heaters.

The final destination for this piece lies on the south-western side of Heterocera and is a place – again possibly befitting the more southerly latitude – which is snow-free for those looking for somewhere warmer to visit. It also, again if you’re following in my footsteps, continues the kitty theme found at the Toe Beans Cat Café in that there is a certain moggy presence to be found here.

Hi Café, Heterocera – November 2022

The work of Hitsu Ruby, the Hi-Café sits alongside the Atoll Road and sits within a cosy 1536 sq m parcel. The café itself sits adjacent to the cobbles of the Atoll Road, a tall brick-built building watched over by the aforementioned moggies and with an inviting, modern décor.

Caught in the shades of Autumn, the setting offers the café, with a span of a canal behind it cutting through the parcel to separate the café from Hitsu’s modest store, where she sells prefab buildings. Both the store and the café are also Hitsu’s own designs, but they appear to be custom builds rather than units she sells.  Those interested in her commercial builds can obtain demos through the store, or take a peek at the neighbouring parcel to the west, and her Store #11 on display.

Hi Café, Heterocera – November 2022

The canal itself is bordered on either side by paved footpaths complete with wildling flower beds, places to sit (allowing for the cats laying claim to portions of them!), the two halves of the parcel spanned by a pair of bridges. The rest of the parcel is peppered with little details – the bus stop (/landing point) alongside the road, the little second-hand bookstall / newspaper stand, a Parisienne-style kiosk, a fountain – all of which add character to the setting.

Those wishing to rez props for photography can do so by joining the local Group, and there is a 30-minutes return time for objects that are rezzed; however, if you avail yourself to the opportunity, do be sure to pick up your items hen done, so that other can rez without having to wait.

Hi Café, Heterocera – November 2022

All three locations are equally attractive, offering their own points of attraction. They are not the only such places to be found in Heterocera or SL as a whole, but I offer them here as a small selection, and may well do more pieces like this one in the future.

SLurl Details

2022 week #46: CCUG and TPVD meeting summaries

Vue Sur Mer, September 2022 – 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, November 17th, 2022 at 13:00 SLT.
  • My audio recording and chat log from the Third-Party Viewer Developer (TPVD) meeting held on Friday, November 18th, 2022 at 13:00 SLT. Pantera attended the meeting, but was unfortunately held-up beforehand, so around the first 10 minutes is absent from her video (embedded at the end of this summary).

Both 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 Status

[Video: 0:00-2:00]

Available Viewers

The following reflect the list of current official viewers available through Linden Lab.

  • Release viewer: version 6.6.7.576223 – MFA and TOS hotfix viewer – November 1.
  • Release channel cohorts:
    • Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.8.576431 on Monday, November 14.
    • VS  2022 RC viewer, version 6.6.8.576310, issued November 4 – utilises Visual Studio 2022 in the Windows build tool chain.
  • Project viewers:
    • PBR Materials project viewer, version 7.0.0.576331, issued on November 3.
      • This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
    • Puppetry project viewer, version 6.6.3.575529,  issued on October 12.
    • Performance Floater / Auto-FPS project viewer, version 6.6.5.575378, October 4.
    • Love Me Render (LMR) 6 graphics improvements project viewer 6.6.2.573263, July 21.

General Viewer Notes

  • There is unlikely to be any major changes to the list above in week #47, as this is a short working week for the Lab due to the Thanksgiving holiday (Thursday / Friday).

Github Changeover and Streamlining the Code Contributions Process

Github Work

As previously announced, there is an initiative to improve continuous update integration in the viewer and improve the viewer deployment process.

  • For TPVs and developers, the most visible aspect of this is moving the viewer repositories from BitBucket to Github. This includes the viewer code base and the other public code bases currently in BitBucket (Autobuild, LLCA, etc.).
  • There is still no firm date as to when the actual switch-over to using the new repositories will occur, but the viewer development team is working steadily towards it, and the plan remains to provide plenty of advanced warning to TPVs on when LL plan to cut over to the new repositories before making a clean cut-over.

Status

  • The switch-over to using Github is now slated for “early in the morning” (PST / SLT) on Monday, November 21st, 2022.
  • This means that from the point of switch-over, the Bitbucket repositories will be locked and carry a warning that they are no longer current, and developers / viewer builders should use the GitHub repositories, as directed to in the warning.
  • The master viewer branch is already up-to-date on GitHub as of Friday, November 18th, 2022.
  • Notes on the switch-over were posted to developers on the open-source developers list.
  • There is no plan in place to phase out the Bitbucket repositories immediately, but they may well be removed in time.

PBR: Materials and Reflections

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • To provide support for reflection probes and cubemap reflections.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.

Status

  • Please also see previous CCUG meeting summaries for further background on this project.
  • The  viewer is available as a project viewer via the Alternate Viewers page, but will only work on the following regions on Aditi (the Beta grid):  Materials1; Materials Adult and Rumpus Room 1 through 4.
  • The focus is currently on reviewing bugs reported by those testing the viewer, and creators using glTF PBR workflows to create content are encouraged to test out their content on the project viewer to ensure things look as expected when imported into SL.
  • One aspect of SL that does require testing is EEP assets; changes have had to be made to the shaders which mean that commercial EEP settings may not render as expected (things like haze density my  be modified, etc).
    • EEP creators may therefore want to test their settings using the project viewer, and Jira issues – please include “non PBR viewer” shots of how the settings should look and shots taken with the PBR project viewer for easier comparison / understanding of the issues seen.
  • Issues with alpha blending are being investigated – particularly linear space alpha blending and how best to carry forward “pre-PBR” alpha blending, which does not use linear space.
  • It has been reported that the PBR project viewer generating some 10% more CPU temperature and 17% more GPU temperature – this may be the result of the viewer having to work that much harder with PBR in order to maintain frame rates.
  • Reflection probes: concern was again raised over people excessively using probes (e.g. attaching them to all their products / objects they own).
    • Providing a means for users to disable probes attached to objects they purchase has been previously discussed within the project / CCUG meetings.
    • It is hoped the latter (people just randomly setting-up probes all over their house / land) can be mitigated against through a mix of education and explicit warnings / actions in the viewer.
    • Concern was also raised about the potential of localised reflection probes (essentially an invisible prim) could interfere with intended interactions (e.g. a probe enclosing a chair could block people’s ability to sit on the chair). If cases like this are found in testing, a request has been made for bug reports.
    • The PBR viewer does include a Build / Edit option to “ignore invisible prims” so that when building / editing, an attempt to select an object within the volume of a reflection probe prim will ensure the object is selected, not the probe prim, but it is acknowledged that this kind of operation needs to be better integrated with other mouse click options.
  • (TPV Meeting video)
    • It was noted that this project also marks the start of the deprecation (and eventual removal) of some real-time console performance reports, such as Fast Timers.
    • It has been reported that some testing the PBR viewer are finding that within the texture console, Bias is constantly being reported at 5 (which tends to cause texture thrashing in non-PBR viewers). However, within the PBR viewer  a Bias of 5 should indicate that the viewer is swapping – and keeping to – a lower texture resolution, and so should not result in any texture thrashing.

Screen Space Reflections (SSR)

  • LL does have a “subtle” SSR system working to replace Linden water reflections as currently rendered.
  • There is some further work to be carried out before it is “viewer-ready”, with the focus being on ironing out the bumps and cleaning-up bugs.
  • It was made clear that while this implementation of SSR will be applicable to scenes as a whole, it is not intended to be a replacement for creating mirrors – and so expectations should be set accordingly.

CCUG Meeting Specific Notes

The majority of the meeting was given over to a general discussion, per the cliff-notes below:

  • VR hardware and Second Life:
    • While frame rates are not so much an issue now in broad terms, there is still the need to get a high frame rate on a consistent basis for VR viewing to be enjoyable – and this is still not a giving with SL.
    • However, VR isn’t just about headsets; its about the “full” experience in using a range of associated peripherals: controllers, haptic gloves, the ability to have a “full-body experience” that VR users would want and expect, such as seeing your hand and arm when going to pick something up, being able to grip an object in your hands and feel responses from it when using it (e.g. the strike of a blade against another or a baseball sat against the ball, etc.).
    • The level of support for this more complete sense of immersiveness requires some extensive re-engineering of Second Life (e.g. facilitating a full and proper Inverse Kinematics system  as a single example).
    • The Puppetry project may facilitate some work towards this. However, the focus of this project is not on providing any form of in-depth VR support (it is intended to work with a broader range of peripherals, notably webcams, although use of some VR software support via OpenVR is being considered), being intended for use by as broad a cross-section of SL users as might be interested in it.
    • Another problem is determining what people want from VR; is it purely a mechanism for games, or does it need to be capable of “realistic” social interactions (some do still proclaim games, other demand social capabilities; the truth is probably more a blending of the two, just like life in the physical realm).
  • New users and their experience:
    • Much was made of the need for a completely new avatar system (LL is actually working on a new all-mesh “starter avatar”, but using the existing skeleton) – but overhauling / replacing the current avatar system raises its own compatibility / market issues.
    • A fair point was raised by LL concerning the use of eviction / ban scripts that specifically ban avatars that are less than X days old and / or avatars that do not have Payment Information On File.
      • These tend to get used at event spaces etc., to try to prevent griefers / trolls using throwaway accounts from accessing the space, rather than using other available moderation tools (which, admittedly tend to require human intervention with the right permissions, which might not always be available).
      • The problem here is that often, a “genuine” new user will often sign-up, go through the new user experience, then try to go to a event – only to immediately find they are denied entry or are ejected without warning or explanation, and as a result, they log-out.
      • The need for improved tools to handle griefing and trolling are likely required – but no discussion on what form these might take.
  • Audio: a general conversation on the potential of “full” spatial audio, including directional (e.g. so an audio stream at a disco appears to be coming from the speaker system in the venue) and also sound volumes.
    • Nothing is currently planned for audio in the roadmap, but it was noted that the first test of using volumes (reflection probes) is in Aditi testing, and LL will obviously seeing how well that works.
  • It  was made clear that scripts will “NEVER” be allowed to create new assets (so no ability to generate notecards from a script). One of the reasons cited for this is the cost of storing assets if there is an uncontrolled ability to generate them through scripts (particularly given SL’s asset count is already in the petabytes range in terms of storage).

TPVD Meeting Specific Notes

Atlassian Jira and Bug Reporting

  • Atlassian has announced it will be restructuring how it licenses the Jira bug reporting product from 2024 onwards. Currently, LL can run a public-facing Jira reporting system that effectively allows every Second Life user to create an account on it to view all the public SL bug reports and feature requests.
  • Under the 2024 pricing restructure (which will be pretty much per-account), this will be prohibitively expensive for LL, so they are starting into the process of looking for an alternative means to provide some form of user-facing bug reporting mechanism.
    • one option being considered is to continue to use Jira internally (where the number of licensed accounts can be controlled), and use a different mechanism for public bug reporting, with a bridge between the two.
    • Another is to move away from Jira entirely.
  • No decision has been made as yet, but as Firestorm also use Jira, the suggestion has been made that the two develop a joint plan to resolve the situation in terms of future tools.
  • The topic lead to a general discussion on possible options, but no conclusions drawn – and there is sufficient lead-time on the matter for various options to be looked into, allowing for the time required to transition to any alternate that might be selected / finding the means to keep the wealth of information on the SL Jira available for reference.

General Notes

  • There is a report that Active Voice on at least some viewers is not updating correctly (e.g. following a teleport, and it is proving easier to enable  / disable Voice morphing vie the menu than to disconnect / reconnect Voice in order to correct.
    • The issue here is not so much which is the preferred method to correct the problem, but whether the Active Voice list failing to update is a widespread issue with viewers, and whether it can be reproduced on the official viewer & a bug report raised.
  • Beq Janus has written a post on alpha blending issues (see: Alpha blend issues? Get them sorted – subtitled Making it easier to avoid alpha-clashes with Second Life and OpenSim outfits). Rather than have me  decimate the discussion, please refer to the video fat 35:56 through video end for more.

Next Meetings

  • CCUG: Thursday, December 1st, 2022.
  • TPVD: Friday, December 23rd, 2022.

The Face of Beauty in Second Life

Carmel Art Community: Hermes Kondor – The Face of Beauty

The Carmel Art Community is home to many SL artists, offering both boutique studio spaces in which they can display / sell their work, and regular art-related events through the year. It’s a community I’ve covered in terms of facilities and exhibitions in the past in these pages – and will continue to do so. However, for this piece I want to focus on just one newly-opened exhibit, as it is focused on an tool that is fast becoming very popular with artists the world over, and one I’ve mentioned rather a lot of late: Midjourney AI art generator.

The exhibition in question is The Face of Beauty, by Hermes Kondor. Comprising a total of 14 pieces, it has attracted me due to the manner in which Hermes has used Midjourney;  one that is somewhat different to the exhibitions featuring its use I’ve so far mentioned in these pages.

Carmel Art Community: Hermes Kondor – The Face of Beauty

As  I’ve mentioned previously, Midjourney utilises descriptive text and text terms to curate together / generate images. The results can be far ranging, from almost perfectly capturing the artist’s intent in the most realistic of fashion, to entirely abstract or impressionistic results, depending on what is defined. For example, “/imagine a city in Japan at night” will result in something close to the description, whereas, “/imagine a knight in battle, cinematic, epic, detailed, octane render, intricate” may result in something more abstract – or at at least, unexpected.

For the images presented in The Face of Beauty, Hermes has used his own descriptions – or as he terms it, “personal concept and prompts”, then taking the results and further processing them using PhotoShop. The result is the most remarkable collection of head-and-shoulder portraits of women from around the world, dressed in period / floral / regional dress. Such is the craft involved – and allowing from the human touch in post-processing, it is difficult to comprehend these were images defined by the use of algorithms rather than captured on film or committed to canvas in oil.

Carmel Art Community: Hermes Kondor – The Face of Beauty

To describe these pieces further is to defeat the objective of having them displayed by the artist; therefore I’ll leave you with the images here as a taste and suggest you pay a visit and witness The Face of Beauty first-hand.

SLurl Details

LL launch “Plus” subscription, reduce Mainland fees and more

via Linden Lab

Linden Lab have officially launched their latest subscription plan for users – and announced both updates to their across-the-board subscription plans that will benefit those liable for VAT, and new fees for holding Mainland parcels of 8,192 sq metres or more.

Details below.

Plus

As outlined by by Reed Linden at the November Web User Group meeting, the new subscription offer is called simply “Plus” (nothing else, just “Plus”), and is designed to sit “between” Basic and the Premium option.

Given this positioning, Plus obviously offers less than Premium in terms of benefits, and is being combined with the reductions in Mainland fees (see below) as an incentive for those who might want to get onto the Mainland property ladder but do not wish to pay Premium subscription rates in order to do so.

Plus Pricing and Benefits

Fees are in US dollars.

Fees
Monthly: $5.99
Annual: $65.99
Benefits L$150 weekly stipend; 50 Groups; 512 sq m free Mainland tier

Note there is no Linden Home or other benefits associated with Plus.

VAT Removed From ALL Subscription Payment Plans

As from Thursday, November 17th, 2022, Linden Lab has removed VAT from all subscription payment plans.

Annual payment plans (Premium or Premium Plus) have been VAT-free for some time. With this change, those paying on either a Monthly or Quarterly payment plan will also no longer have to pay VAT, if it is applicable to them.

Mainland Fee Changes

As from Thursday, November 17th, 2022,  Linden Lab has reduced the cost of monthly Mainland fees for holding 8,192 square metres and above, per the table below (all prices US dollars – fees for additional parcel sizes of 512, 1024, 2048 and 4096 sq m remains unchanged):

Additional Land  (sq m) Monthly Fee (USD) Now Old Fee
8192 $31.00 $35.00
16,384 (1/4 region) $60.00 $67.00
32,768 (1/2 a region) $103.00 $112.00
49,152 $142.00 $150.00
65,536 (Full Region) $166.00 $175.00

Additional Links

Exploring Mullein Woods in Second Life

Mullein Woods, November 2022 – click any image for full size

Emm Vintner  (Emmalee Evergarden) has opened a new parcel under her Nature Collective group. Entitled Mullein Woods, it directly adjoin her What The Buzz  setting, which I originally wrote about in Making a beeline for WTB in Second Life. Together they offer a double-header of settings.

Still located in Heterocera, both regions offer a pleasant visit. What The Buzz retains its interactive nature as a bee preserve, albeit on a smaller scale to the setting I explored in May of 2022, offering the opportunity to learn about bees and their importance to the ecosystem.  It sit directly to the west of Mullein Forest, seamlessly joining with it thanks to the shared narrow-gauge railway.

Mullein Woods, November 2022
Discover the quiet wild of Mullein Woods. Get lost among the trees and explore nature as it was meant to be – natural, alive and full of wonder and beauty. Explore by foot or by train – on the path or off the beaten path. By the Nature Collective!

Mullein Woods About Land

Mullein Woods, November 2022

Located alongside Route 3.5, Mullein Woods offers a gentle spot of some 6,600 square metres to explore, the aforementioned narrow-gauge railway circling it and running between it and What the Buzz, and serving the two stations that lie along it – the first for the woods themselves, the second for What the Buzz.

Mullein Woods, November 2022

The Mullein Wood station offers an introduction to the location and to the Great Little Railways of Second Life  -some of which I’ve also covered in these pages (see here and here).

The setting itself is easy to explore, being small enough to cover easily on foot,  with numerous opportunities for photography. However, rather than ramble on about it here – I’ll leave it to you to find out via a visit to the Woods and What the Buzz! – Just keep an eye out for the local critters and creatures! 🙂 .

Mullein Woods, November 2022

 

Mullein Woods, November 2022

SLurl Details

Mullein is rated Moderate

Melusina’s Greyscale Magic in Second Life

Artsville: Melusina Parkin – Greyscale Magic

Currently open at the relocated Artsville Galleries and Community is a new exhibition by Melusina Parkin entitled Greyscale Magic. Located in a skyborne gallery space at Artsville, this is an exhibition that makes full use of the main display/ event hall and its two side wings to present a collection of images offered – as the title implies – greyscale tones which have been captured in Melusina’s always-engaging style.

Black-and-White or greyscale? I preferred to title this exhibition using the greyscale term because b/w photographs actually aren’t black-and-white: they show a palette of endless shades of grey, from the absolute black to the absolute white. 
But why are they “magic”? It’s because they offer a conventional image of the reality they depict, forcing our brain[s] to interpret the different greys as colours of the “normal” view.

– Melusina Parkin, Greyscale Magic

Artsville: Melusina Parkin – Greyscale Magic

The three-room layout of the gallery space allows Melu to present this collect as a three-part portfolio; one in which she those familiar with her work might see as being – intentionally or otherwise – new interpretations from themes which have been the focus of some of her past exhibitions and work.

In the main hall, for example, is a total of ten images that offer us unique views of rooms and furnishings. Some present images of private living, others more public spaces – a café here, a diner there; collectively they bring to mind Melu’s work in exhibitions such as Empty Spaces and Absences (2017). Meanwhile, in the side rooms we have, respectively, fives studies focused on motor vehicles, evoking thoughts of Cars (2019) and perhaps also Roadside Images (2020); and also five images of buildings and streets that carry with them an echo of Night Walks (2019).

Greyscale photography has been, for a long while, the only one admitted and legitimated to represent “art photography”. Although colour techniques have been available for many decades, [it was] only in the late 1930s [that] colour photography started to be considered a form  of art, thanks to the surprising new technique introduced by Kodak with the famous Kodachrome film … But while the colour TV overwhelmed the b/w one and made it obsolete, greyscale photography endured as a more sophisticated for of art.

– Melusina Parkin, Greyscale Magic

Artsville: Melusina Parkin – Greyscale Magic

Which is most certainly not to say Greyscale Magic is is any way derivative of those past exhibitions, these are new pieces. However, in echoing these from her past exhibits, Melusina is both (again, quite possibly subconsciously) drawing a thread of continuance through her work, giving us further chapters in her ever-expanding and captivating artistic narrative. This is further reflected in the overall framing of these pieces, wherein the angle, subject, lighting and focus speak a single utterance of a much larger story that sits beyond their physical size, so inviting us to enter into the story and interpret it according to our own viewpoint, thoughts and imagination.

More particularly with this collection however, is the fact that these are images captured in Second Life which exude a powerful sense of depth and life entirely of their own and separate to that which otherwise might be present were they to be offered in colour. As a long-time admirer of both greyscale and monochrome images and art, I’ve always felt both have a powerful means to often better convey the vitality of Second Life as a “place” we don’t merely see – we inhabit through our avatars and the time we spend here. As, again, Melusina notes in her statement on the exhibit:

I think that this is due to the “magic” I was talking [about] before. SL photography is colourful, windlight and PhotoShop allow us to play with meaningful colours to represent more real, or more surreal, scenes. But if you select the the right images, desaturate them or turn them greyscale, the result is often closer to the “real” world that it can cheat even the most attentive observer. Isn’t that “magic”?

– Melusina Parkin, Greyscale Magic

Artsville: Melusina Parkin – Greyscale Magic

I  would wholeheartedly agree; and within Greyscale Magic, Melusina demonstrates again, that she is a master magician in the magical arts of Second Life photography.

SLurl Details

  • Artsville (Caribbean Ocean, rated Moderate)