
The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, September 7th, 2023.
- The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with viewer development work.
- As a rule, these meetings are:
- Held in-world and chaired by Vir Linden.
- Conducted in a mix of voice and text.
- Held at 13:00 SLT on their respective days.
- Are subject to the schedule set within the SL Public Calendar, which includes the location for the meetings.
- Open to all with an interest in content creation.
- The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.
glTF Materials and Reflection Probes
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.
- The overall goal for glTF as a whole is to provide as much support for the glTF 2.0 specification as possible.
- Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
- In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
- As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
- The viewer is available via the Alternate Viewers page.
Further Resources
- SL Wiki: introduction / overview / guide to authoring PBR Materials.
- List of tools and libraries supporting glTF: https://github.khronos.org/glTF-Project-Explorer/ – note that Substance Painter is also used as a guiding principal for how PBR materials should look in Second Life.
- Second Life University: How to Create PBR Materials.
- PBR / glTF release candidate viewers can be downloaded from the SL Alternate Viewers page.
- Content test regions are available at: Rumpus Room, Rumpus Room 2, Rumpus Room 3, Rumpus Room 4, Rumpus Room 5.
- Also see previous CCUG meeting summaries for further background on this project.
General Status
- An update for the PBR viewer – version 7.0.0.581684 was issued following the meeting, on Friday, September 8th.
- Work is continuing on the communications bloat issue. This will utilise a new message type – GenericStreamingMessage.
- Bug fixing continues.
Ambient Lighting / Sky Brightness
- Also noted in previous summaries, there are some issues around ambient lighting where the PBR viewer is concerned. In particular, it tends to render a lot of EEP settings darker than users are used to (in part because the ambient environment lighting in SL has tended to always be over-saturated and bright), and the PBR viewer effectively reverses this to render environments more realistically.
- This has been an area of work for some time, with none of the results particularly satisfactory, so there is going to be a further round of changes. with the aim of making existing EEP sky settings render more closely to how the author may have intended, rather than remaining overly dark.
- In addition, the tone mapper in the PBR renderer is going to be adjusted to help reduce undue darkening of older EEP settings.
- These changes will not impact EEP settings which are created specifically using the PBR settings and capabilities.
- This work will mean there will likely be a couple more viewer passes as things are tested and adjusted.
Mirrors
- Mirrors are a part of the glTF / PBR materials project, but something of a separate tranche of work.
- The idea is provide the means to have via high resolution reflections (i.e. mirrors) within a scene.
- Initially only one active mirror surface per scene will be active for any viewer.
- The process will use the PBR reflection probes mechanism, combined with a automated “Hero Probe” mechanism which with generate high resolution (512×512) “reflections” for the mirror.
- The system will operate on the basis of avatar / camera proximity to a mirror surface triggering the closest reflection probe to become a “Hero Probe” for that avatar / camera. This means that if there are multiple mirrors placed within an environment, only the one closest to a given avatar / camera will be active and display the “reflections” generated by the reflection probe.
- Depending on testing and performance, the number of mirrors might be expanded to two – one for mirror surfaces and one for Linden Water to generate high resolution water reflections where appropriate.
Status
- The promised initial build of a PBR viewer supporting mirrors should be made available in week #37. Caveats for this build include:
- It is not functionally complete and will not render as fully as LL would like.
- It is not intended for primary use will likely look like it is breaking things.
- There are already some known crash issues for Mac OS X which will not be fixed when the viewer is initially made available, but will be fixed in due course.
- The viewer will be made available via the CCUG Discord Channel, and an LSL script will be provided to allow for easy toggling through mirror options.
In Brief
- Senra:
- Requests continue to be made to surface the new web-bases avatar creation / customisation tool through the viewer – even it is is just hooking it to the internal browser and providing an easy and obvious means of accessing it. The major reason this is being requested is to to help new users who may have become “lost” or confused in trying to customise their avatar view the viewer – which is clearly a very different experience to the web capability – to get back to something they understand and can readily re-use.
- It was pointed out that Senra has yet to be featured in the Choose Your Avatar option in the viewer.
- It was also pointed out that unlike the older “starter avatars” Sentra does not inherently have any form of outfit structure, so if items are worn directly from the Library, anything worn will be copied to the item type folder (shoes to shoes, hair to hair, etc.), rather than being placed within any form of “outfit folder”, making it harder for new users to understand what is happening with their avatar + the items they are using from the Library may end up getting copied multiple times into various folders in their inventory – potentially leasing to more confusion / frustration down the line.
- This lead to a lengthy discourse through the greater part of the meeting, further demonstrating the need for a New User Experience User Group (or similar) where those actually responsible for projects like Senra could actually engage with users, address questions, etc., rather than cherry-picking if / what they want to respond to via the forums.
- The above spun-out into a broader discussion on the development of a Sansar-esque dressing room element in the local viewer of outfit / appearance changes (leaving an “untouched” version of the avatar within a region until the change / update is complete) and the complications of doing so (attachments require simulator rezzing, for example), and an general discussion on outfit changes, etc., without firm conclusions drawn.
- The question was asked about SL supporting vertex animation textures (VAT). This is seen by the Lab as something that might be investigated further down the glTF implementation road, alongside the likes of blend shapes.
Next Meeting
- 13:00 SLT, Thursday, September 21st 2023, at the Hippotropolis Campsite.
† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.






