2023 week #40: SL CCUG meeting summary: PBR and combat / gaming

Sonder, August 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, October 6th, 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.

Viewer Updates

The Maintenance W RC viewer updated to version 6.6.16.582075 on October 5th. The rest of the current official viewers in the pipelines remain as:

  • Release viewer, version 6.6.15.581961, promoted October 2 (formerly the Inventory Extensions Viewer).
  • Release channel cohorts:
    • glTF / PBR Materials viewer, version 7.0.0.581684, September 8.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
    • Maintenance V(ersatility) RC viewer, version 6.6.15.581557, August 30.
  • Project viewers:

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

  • There has been a reported issue with animated textures on glTF materials which is under investigation.
  • Work is focused on clearing the backlog of niggling issues. Part of this is a glTF update which clarifies glare on transparent surfaces (e.g. things like glass and the degree of glare / sheen on it) which is helping for properly define this property (index of refraction), rather than leaving it up to artistic licence.

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

  • Geenz Linden is working on performance improvements within the viewer. There is a target than an active real-time mirror should not exceed cutting a viewer’s frame rate by more than 50% at the highest impact.
  • Culling has been updated so that objects that are physically behind a mirror are no longer reflected by the mirror.
  • Shader work is in progress to get mirror reflections generally looking better visually.

Combat and Gameplay

  • Rider Linden confirmed he is adding a new function and event to llRezObject per the discussion in this forum thread about features for combat gameplay.
  • He also referenced his idea for moving Second Life damage from being a function of a script o being a function of the object, per his comments at the Simulator User Group meeting, and if possible this will include “negative damage” (or health recovery, if you prefer!).
  • A request was made to have a means to cap or better manage damage in some way, in order to prevent scenarios where it is possible to have a single bullet strike a object on which (say) five avatars are seated and have them all be killed (100% damage each), wherein in reality the bullet would only kill one and (maybe) wound another (so instead of all of them getting 100% damage, it is capped to each of them only getting X%). This request grew out of feature request BUG-231985, “Incoming LL Damage Cap”.

In Brief

  • BUG-234493 “Add an “until shortcut key released” option to gestures so we can do properly user-mappable keys” has been raised as a means of potentially making gestures more versatile, particularly in gameplay / combat, but also other areas, such as vehicle control options (e.g. creating a gesture to raise / lower the forks on a forklift truck and have the creator free to bind that to whatever keys / controller button(s) they like), etc.
  • A wide-raging discussion on the ability to create large-scale games in Second Life to attract a new audience, running from the technicalities involved and the need for more integrated toolsets (e.g. viewer-side scripting for HUD creation; and updated physics engine) through the ideas for a type of Second Life Endowment for the Arts (SLEA) but focused on content creation specifically targeted at encouraging people in to SL, to various ideas for new specialist simulator / region types, such as on demand regions and “game / event / entertainment” region types that can be instanced on the basis of demand.
    • The majority of this discussion was among users, the Lindens at the meeting not being in a position to comment on policy or revenue matters.

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.

Louvre’s Power of Water in Second Life

NovaOwl Sky Gallery, October 2023: Louvre – Agua

Open through October at the NovaOwl Sky Gallery is an exhibition of art by Louvre (Iamlouvre), a physical world artist who is now making her mark in Second Life, having joined (I believe) in 2021. This is the first time I have witnessed at exhibition of her work, and found it to be richly expressive.

Entitled Agua (the Spanish for “water”), this is an exhibition which fully embraces the space in which it displayed, Louvre demonstrating that as well as being a skilled artist, she has an innate sense of space and design, offering an environment that neatly folds itself around the exhibition’s theme, with the art split between the two levels of the gallery.

Water symbolises much more than an infinite space where we lose ourselves
when we look to sea. Water symbolises transformation, Life. All of us are water.  

– Louvre (Iamlouvre)

NovaOwl Sky Gallery, October 2023: Louvre – Agua

On the upper level, prints of her work are mounted on easels and walls, some of the latter backed by curtains of water tumbling to the floor below. On the lower level, this water spreads across a floor decorated with squares, some just below the surface other rising above it. All offer a sense of being stepping stones, encouraging visitors to make their way across them. These squares and mirrored by cubes and blocks climbing up the walls, the shimmering curtains of water visible in the gaps between them.

Close to the gallery entrance, sixteen cubes present sixteen paintings by Louvre, each painting repeated on all six faces of the cubes. Further back sit two larger cubes, each with an image of one of her paintings projected within it whilst further pieces are mounted on easels in an intentionally understated display, the entire level dominated by a single piece entitled Submarine.

Almost all of the paintings might be seen as portraits of a most unique kind. Few present a complete individual; rather they present images wherein the subjects are blurred or obscured, as if seen through a sheen of water, or with their subjects incomplete of cracked and fractured. In amongst them are paintings of a more abstract nature, but even these contain a sense of water-like fluidity and motion.

NovaOwl Sky Gallery, October 2023: Louvre – Agua

All of this is heavily suggestive of the opening lines of Louvre’s description for Agua, of water giving, being and transforming life. But there is more here as well, as Louvre goes on to note:

Water is also the tears produced by pain and sorrow. It is the force of the DANA flood that just hit my city. Washing away the homes of many neighbours and friends, taking within it their daily objects and their homes. Never in all my life have I been able to contemplate a greater disaster so closely. 
Water is the effort of my hands helping them, to the point of exhaustion, with water and more water.

– Louvre (Iamlouvre)

Storm Dana lashed Spain with torrential rain in early September, causing widespread flooding, particularly in the region of Castilla La-Mancha, home to the cities of Madrid and Toledo, with water levels rising such that streets, major transport arteries  – and most particularly, homes were overwhelmed. Such was the force of the water in places that cars were overturned or smashed together and evacuations were ordered. At least two deaths occurred, and several more people were reported missing.

NovaOwl Sky Gallery, October 2023: Louvre – Agua

It is this devastation, this sense of loss Louvre conveys through her paintings through their blurred / missing / incomplete elements. This reflection of Dana’s destruction is – as Louvre notes – very personal. She has witnessed the loss and hurt it has caused, and sought to help alleviate it through practical support for those around her hit by the storm’s ferocity. That this has also triggered her creativity through her art additionally completes the circle represented by Agua: that as a force of nature, water has the power to both positively and negatively bring about transformative experiences in life.

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