A Spoonful of Sugar 2023 in Second Life

Spoonful of Sugar 2023

Running from September 2nd through to September 17th (inclusive) in Second Life is the 2023 edition of the Spoonful of Sugar festival in support of Médecins Sans Frontières (MSF), the globe-spanning non-profit organisation providing medical humanitarian and emergency aid to people affected by armed conflict, epidemics, natural disasters and similar, and who might otherwise be excluded from receiving much-needed healthcare and relief.

Also known as Doctors Without Borders, MSF was originally founded in Paris, France in 1971 and is entirely self-governing; the support and treatment it provides is given on the basis of need, irrespective of race, religion, gender or political affiliation. It is often one of the first organisations to have feet on the ground wherever and whenever humanitarian aid and medical support is desperately needed, and since its founding, MSF has grown to a movement of 24 associations, bound together as MSF International, now based within Switzerland. Thousands of health professionals, logistical and administrative staff – most of whom are hired locally in respect of the care they give around the world – work on programmes in some 70 countries worldwide to provide medical and social care & support for a staggering 10+ million people annually.

Spoonful of Sugar 2023

The 2023 Spoonful of Sugar event marks the ninth year the event has sought to support the work of MSF. In that time, more than US $100,000 has been raised, once again demonstrating the generosity of Second Life users in supporting those most in need around the world. The money raised through SOS events goes directly to MSF for disbursement, although since 2022, the SOS organisers has sought to work with MSF to ensure the funds raised are directed more towards providing relief in countries and regions which have been impacted by natural / environmental disasters, as the SOS website notes.

We don’t “earmark” our fundraising for a specific aspect of what they do. We think they know best where the money is most needed. We do, however, want to change our focus for the event a bit. We’re going to explore more about MSF/Doctors Without Borders work with environmental issues, natural disasters and the pressing impact of climate change, focusing on their work within these specific areas and the people they help while doing this work. So join us at places on our planet that are both astoundingly beautiful and wealthy and yet devastatingly vulnerable and poor. Let’s understand this connection between environmental imbalance and the illness, safety and resource insecurity, facing so many on our planet,

– From the Spoonful of Sugar website

Hence why the 2023 follows the same theme as 2022 – Tahiti, which both sits as a reflection of the scenes of tropical beauty that names tends to conjure whilst also reminding us that it is often smaller, poorer countries that suffer the most from ecological disasters – flooding, storms, etc., – simply because they often cannot afford the rapid response infrastructure and mechanisms required to meet such disasters.

Also as with 2022, this year’s event presents 10 regions available for exploration, entertainment and shopping. Details of the daily entertainment can be found on the SOS website’s schedule page, whilst the region list page provides a list of participating merchants and brands across the 7 shopping regions, complete with SLurl to teleport directly to each region from that page. In addition to the entertainment and shopping, the event includes the Get Crabby Hunt with an impressive selection of prizes (participation requires joining the Get Crabby Hunt Group for L$299 – all proceeds to SOS / MSF), together with the SOS Raffle, offering the chance to win gift cards valued up to L$10,000 and / or tropical cabins.

Spoonful of Sugar 2023

The landing point for the event follows the familiar SOS format of providing extensive information on MSF’s work, as well as introducing people to the teleport system which can be used for easier region hopping. However, for those who wish to explore the regions on foot, boardwalks and sandy causeways can be followed through the event regions to help avoid getting feet too wet!

As always, Spoonful of Sugar is an event well worth visiting. Even if you don’t find anything to buy in the shopping regions, the donation kiosks will welcome your Linden dollars, and you can be absolutely sure that your money is going to a very worthy cause.

SLurl and Links

2023 week #35: SL TPVD meeting summary

Natthimmel, July 2023 – blog post

The following notes were taken from my chat log transcript of the  Third Party Viewer Developer (TPVD) meeting held on Friday, September 1st, 2023, together with the video recording of the meeting made by Pantera Północy, and embedded towards the end of this summary. My thanks, as always, to Pantera for making these recordings. 

Meetings Overview

  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development.
  • As a rule, these meetings are:
    • Generally held once a month  the third or fourth Friday, at 13:00 SLT at the Hippotropolis Theatre. See the SL Public Calendar for specific meeting dates.
    • Open to all with an interest in viewer development.
    • Conducted in a mix of text and voice.
  • 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.

Viewer Updates

[Video: 0:00-3:17]

  • The Inventory Extensions RC viewer updated to version 6.6.15.581538, August 29.
  • The Emoji RC viewer, version 6.6.15.581557, was released on August 31.
  • The Maintenance V(ersatility) RC viewer, version 6.6.14.581315, August 30.

These updates comprise a promotion to RC status (Emoji viewer) and merging with the new release viewer code base. The remaining official viewers are unchanged as:

  • Release viewer,  version 6.6.13.580918, formerly the Maintenance U(pdate) RC viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
    • glTF / PBR Materials viewer, version 7.0.0.581126, June 26.
  • Project viewers:

Note that the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

General Viewer Notes:

  • The Emoji viewer does not include the font updates, which have been moved to their own project. This viewer currently does not have sufficient data to determine where it might stand in terms of being promoted to de facto release status. It normally takes a few days for a reasonable cohort of users on the viewer so that stats on crash rates might be more accurately gathered, together with thing like bugs reported.
  • The Inventory Extensions viewer is currently awaiting UI updates, but is otherwise defined as “pretty close” to being ready for promotion once these updates have been implemented.
  • LL is in the process of determining how to standardise the use of whitespace in the viewer code. This is described as “getting around the infinite conflicts problem” in merging code within the viewer where whitespace is defined (e.g. tabs) differently to other / existing code (e.g. spaces – or vice-versa). It is also defined as “not fixing” the issue of coders all having different opinions on what whitespace should be, but while it is acknowledged the solution will not please everyone, LL will be moving forward with it, and will give more details on the direction they are taking in due course.

Multi-Factor Authentication Update

[Video: 3:27-5:50]

  • Multi-factor authentication has been a part of SL for some time (see here for notes on its introduction), and extended to the viewer shortly thereafter.
  • Within the next “week or two” the log-in service will be updated so that users who have opted-in to MFA will only be able to do so on viewers providing the necessary MFA support.
  • This move was first announced in October 2022, but implementation was delayed to allow all TPVs the time to incorporate the viewer-side MFA code – which should now be the case.
  • Notes:
    • This does not mean all users must use the authentication process; MFA as a whole remains optional. It simply means users who have opted in to MFA will only be able to log-in to SL using a viewer supporting MFA.
    • Should users lose there ability to access SL via the authentication process for whatever reason, they should file a support ticket to have their MFA status reset.
    • Brad Linden also indicated that LL does not have “any additional MFA methods in development right now”, and that requests for things like authentication via e-mail should be made via feature request Jiras.

In Brief

Refer to the video for the following:

  • [Video: 6:05-9:38] a general discussion on code-signing – approach, pros and cons (most TPVs have not implemented code signing). In short, LL are looking to leverage the move to Github Actions for the viewer build process / code management to make code signing “more portable” should any TPVs wish to implement it.
  • [Video: 26:06 to practically to the end of the meeting] Extended discussion on the Emoji viewer and use of emojis particularly being given the choice to enable / disable whether emojis are displayed in text within your own viewer, as several other platforms provide.
    • Some of the discussion appeared predicated on the automatic conversion of text to emojis, which is not actually what the Emoji viewer is doing.
    • It was pointed out that disabling emojis might be beneficial as an accessibility option.
    • The option to add a switch to disable rendering of emojis within the viewer was requested as a feature request for consideration.
  • [Video: 46:46 onwards] discussion on ambient lighting within EEP settings, PDR, PBR reflection probes behaviour (much of it is local chat).

Next Meeting

† 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.

Discovering art at Motown in Second Life

Motown Welcome Hub Art Gallery, September 2023

Since it opened in June (see: Linden Lab and Motown: a new approach to user on-boarding in Second Life), the Motown Welcome Hub has hosted a number of events, with the most recent being a Scavenger Hunt and, for the weekend of the 2nd September, 2023, a Trivia event with music (from noon through until 14:00 SLT).

However, on new venue which may have been overlooked in the hubbub surrounding the recent Scavenger Hunt is the opening of the Motown Art Gallery, feature for it’s first (?) exhibition, the work of one of SL’s most well-known – and rightly celebrated – physical world artists, JudiLynn India, who uses the platform as a means to bring her art to a global audience, thus demonstrating one of Second Life’s great strengths in providing a reach which can at times exceed that available to us in the physical world.

Motown Art Gallery, September 2023: JudiLynn India

The gallery is housed in a warehouse-like building on the north side of the open-air music events area within the main Motown region, and offers both an indoor display space across a main an mezzanine floor, and additional space within its back lot (which can be either reached most readily via the alleyway running between the gallery’s neighbouring beauty salon and pizza house, or in the case of JudiLynn’s exhibition, the thoughtfully-provided teleport disc on the gallery’s main floor.

I’ve been drawing since I could hold a crayon. I studied art throughout school, Commercial Art in high school and Graphic Design at Tyler School of Art/Temple University in Philadelphia, PA. I’ve always been interested in various crafts such as sewing and ceramics. I’ve also been active in music, playing piano, guitar and violin. After the turn of the century, I decided to focus my creativity on acrylic and digital painting and have totally enjoyed the ongoing journey.

– JudiLynn India

Motown Welcome Hub Art Gallery, September 2023

JudiLynn is perhaps best known is Second Life for her vibrant and richly layered abstract art, produced both through “wet” painting and digital means, and which might be most accurately described as intuitive art. By this I mean that rather than being based on an specific premeditated design or idea, these are pieces that are defined through the artistic process itself; the loop between mood, colour, texture and imagination all combining with what is already on the canvas or screen to inform what should come next. allow each piece to grow entirely organically to a finished state.

The result of this are pieces rich in colour and contrast and also highly fluid in their nature. They attract the eye and offer patterns and interactions which seem to ebb and flow as the eye passes over them, provoking the imagination. Sometimes motifs or patterns will become apparent which will lead JudiLynn to experiment with them across two or more pieces, resulting in small collections such as the likes of  Spiralling, Land of Fantasy, Jazzy and Fences, all of which can be found within the “backyard” section of this exhibition.

Motown Art Gallery, September 2023: JudiLynn India

However, JudiLynn’s work covers a much broader canvas – so to speak – which encompasses portraiture, pieces exuding an impressionist sensibility and landscapes. Some of this work is again demonstrated within this exhibition through the likes of the utterly captivating Royal Elegance, Grace and Majestic pieces.

None of the pieces presented is available for sale; for those looking to make some purchases for their SL homes / appreciation, please refer to the list of galleries included in JudiLynn’s biography available through the wall panel under the stairs leading up to the mezzanine area. For those who would like to have JudiLynn’s work as part of their physical lives, do be sure to visit her website.

Motown Welcome Hub Art Gallery, September 2023

As noted through the use of the bracketed question mark towards the top of this article, I’ve no idea whether exhibitions at the gallery will be rotated or on what basis; frankly, I’d be very disappointed if this were not the case; the inclusion of the gallery within the Welcome Hub is an excellent means of demonstrating SL’s ability to stand as a platform for artistic expressionism in its visual forms as much as the music venue outside the gallery demonstrates its ability to be a venue for social events and entertainment (and in regard to  visual art, I would also note JudiLynn has taken care to give a subtle underlining of SL’s scope for 3D artistic expression as well). As such, and whilst recommending JudiLynn’s exhibition, I certainly hope we’ll get to see the gallery reflect all genres of 2D and 3D art popular within SL.

SLurl Details

2023 week #35: SL CCUG meeting summary: glTF PBR

Reality Escape – Books, Coffee & Chairs – Oh My! – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, August 31st, 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

General Status

  • Cosmic Linden has been working on some permissions updates to make permissions meaningful when being addressed via LSL. This means that is a materials surface in set to No Modify, a script will not be able to change its tint, for example.
    • Support for this is currently on the glTF / PBR servers on Aditi, where it is being tested (same region names as above, just on Aditi).
    • Changes to reflect these updates will also be made to the viewer so things like the build floater correctly reflect the permissions status.
  • Runitai Linden is continuing to work on the communications bloat issue. This will utilise a new message type – GenericStreamingMessage. This will both make messages passing between the simulator and viewer more compact and also less frequent in order to reduce the load.
  • To help improve people’s awareness / avoid confusion with the updated Build floater, a new pop-up is being implemented that will be displayed and give information on the change when the floater is first opened and used with a PBR material, complete with a link to the PBR wiki page.

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.

Summary

  • Geenz Linden hopes to start working on a version of the PBR viewer which supports mirrors very shortly.
  • The final data model for mirrors will not be available on the server end in time for the initial version of a Mirrors viewer, but will be coming later, as it is dependent on dialling-in the parameters required for the mirrors functionality based on testing.
  • Overall, the approach now taken means that mirrors will now not just be limited to planar (flat) surfaces.

Lighting / Ambient Lighting

  • Concerns continue to be raised over colour saturation / ambient colour / light within the PBR viewer within non-PBR regions. People appear to be reporting particular issues with over-saturation and with black surfaces (particularly clothing) looking “flat” or minus any clear definition.
  • It was pointed out that some of the issue may well be down to a combination of running the PBR viewer within regions that do not have the proper PBR environment adjustments, thus leading  – to some degree at least – to tone mapping being overly biased for darker colours + the adjustments made within the PBR viewer to compensate for the lack of reflection probes in non-PBR regions still requiring further tweaking + the PBR viewer generally not rendering the excess ambient light common to existing ambient lighting in non-PBR regions.
  • A lot of this is known to be an issue, and something Runitai Linden has been looking to address, as per my pervious CCUG summaries such as this one.

In Brief

  • Rider Linden noted the following updates will be available in the near future via simulator RC releases:
    • “Dog Days” update, due to go to one or more simulator RC channels during week #36 (commencing Monday, September 4th):
      • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
      • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the current release viewer.
    • The still in development “Fall Colours” update, which will include:
      • llIsFriend – essentially “Is the avatar touching this object a friend of the object’s owner?”, and then act accordingly.
      • llGetInventoyDesc(ription) – a function to return a list of the contents within an rezzed object.
  • User Animats has been experimenting with a new open-source convex hull algorithm for making physics models, which he describes as probably “not suitable” for the SL mesh uploader, but which “might be useful” when working in Blender. There is a forum thread on this line of investigation got those interested.
  • A suggestion was made that as LL gather stats on the hardware users are employing to access SL, that some measure of this data is made public-facing so that creators might have a better idea of the “typical” hardware environment they need to consider, rather than assuming everyone is either running high-end or low-end systems.
    • This was put in terms of something like a list of the 10 or so most commonly used CPU / GPUs (either individually or in combination); most common RAM amounts used (8GB, 16GB, etc.), with the information made available via a web page or similar.
    • It was pointed out that some of the information might be difficult to put together as it might not be possible to accurately extrapolate or consolidate in a meaningful way.
    • However, Vir Linden thought the idea is worth poking at to see what, if anything might be done towards achieving it.
  • An animated discussion on the permissions system and No Mod objects including:
    • Why people use No Mod (such as the mistaken belief that it “prevents copybotting” + the misunderstanding users might have that while a scripted item may way have No Mod scripts, the item itself can still be modified, etc).
    • A idea for the “reset to defaults” override button for Modify object so that if a user royally messes up an object, they can click the button and restore the original look / texturing, etc., of the object (potentially very hand for Mod / No Copy objects).
    • The addition of a new attribute “Demo” which can be used to both lock an object into No Mod and add some form of “demo” indicator to it for when the user is wearing / examining it.
    • The problem with any changes with the permissions system is that it is a) already extremely complicated in its implementation; b) would require considerable care; c) is liable to be a lengthy, far-reaching project. As such, there may not be the appetite within LL to take on such work.

Next Meeting

† 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.