
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:
- Puppetry project viewer, version 6.6.12.579958, May 11.
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
- 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
- 13:00 SLT, Thursday, October 19th 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.













