Of art and Silence in Second Life

Melusina Parkin: Secret Shores, Nitroglobus Roof Gallery, November 2023

This will be the second of two recent art reviews in these pages presenting a joint coverage of art exhibitions running through November / December 2023, although unlike my last (see: Artistic reflections on the human form and intimacy in Second Life), they are not connected by some subjective and potentially nebulous cooked up in side my little noggin; this time they are very much jointed at the hip, because by the same artist and encapsulating the same core theme. Coincidentally, one of these exhibitions is also taking place at Nitroglobus Roof Gallery, curated by Dido Haas, which was also the location for one of the two exhibitions reported on in the above-linked review.

The artist in question is Melusina Parkin, and the exhibitions are Silent Shores and Silent Landscapes, with the former presented within the main hall at Nitroglobus, and the latter within Melu’s own gallery space. In terms of total number of images, the larger of the two is Silent Landscapes, offering a total of 48 images, whilst Silent Shores presents 16 pieces in what might be called a subset of some of those found at Meulsina’s Place, but offered in a much large format, allowing us to be drawn more deeply into them.

Melusina Parkin: Silent Landscapes, Melusina’s Place, November 2023

Given they are connected, I’m going to cover both exhibitions as if they were a single whole; however, were I pushed pushed to give a suggestion as to the order in which they should be viewed, I would recommend visiting Silent Landscapes first. It is here that the complete collection can be seen together with Melu’s own thoughts on how the collection came into being. Silent Shores, with its use of large format images, then allows for that deeper sense of engagement mentioned above.

I’ve oft commented on Melu’s work in these pages, particularly noting her use of tight focus and angles within her photographs to concentrate the eye and mind on a specific item or element within an image, thereby limiting our frame of reference whilst simultaneously opening the image up in a manner which springboards the imagination into framing its own narrative around the piece, rather than restricting us to interpreting the story the artist wished to convey. It’s a technique I much admire, inviting as it generally does the mind to take free flight.

Melusina Parkin: Secret Shores, Nitroglobus Roof Gallery, November 2023

Here, Melu does much the same in terms of allow her audience to view each piece and formulate a narrative around it, if they so wish. However, in terms of style, she uses a reverse approach, pulling the camera back, as it were, from her more usual tight focus and closed angles to offer us – quite literally- broad horizons into which landscapes and costal settings flow and fade. Thus, we are presented with images with the suggestion of the infinite  – and yet which are intimate and personal thanks to her use of soft tones, horizon haze and a deep sense of depth present within piece.

This sense of intimacy-without-open-spaces wraps within it a subtle yet deep sense of solitude enhanced by the fact that nary an image offers so much as a bird is the sky or creature on the ground. Even the man-made objects apparent in some of the pieces come across as natural elements within each setting, rather than something interjected into it.

Melusina Parkin: Silent Landscapes, Melusina’s Place, November 2023

The result of this is that each piece draws us into it in a very personal way; these are not images of places unknown, this are places reflective of mood and feeling; they exude a silence we all, at times, desire or have felt; times when Nature allows us to be true to ourselves in thought, and where we can accept the feelings we might otherwise repress – or at least lose in the daily hubbub of life. In this, silence can be a deep and calming friend.

Given this, these are also images that carry something personal to Melusina, as she notes in her introduction to Silent Landscapes whilst also noting the power of silence itself:

Silence isn’t only a matter of hearing; it can be depicted by an image. Lonely landscapes, fuzzy or faint images suggest [a] lack of noises or voices. Silence is absence; absence is peaceful, but can also be sad.  I shot and collected dozens of images of solitary landscapes that show silences; their slight sadness and their relaxing mood match the inspiration of many of the thousands [of] photos I took in many years of SL Photography. So, I consider these pictures as a summary of the deepest feelings I wanted to express in my work. 

– Melusina Parkin, Silent Landscapes

Melusina Parkin: Secret Shores, Nitroglobus Roof Gallery, November 2023Which, at the end of the day, is really what needed to be said. Evocative, personal – to those viewing them and to the artist, albeit in a myriad of different ways as they speak to each of us – Silent Landscapes and Silent Shores form an engaging and slime collection of SL photographic art which can speak to all who witness them.

SLurl Details

2023 SL SUG meetings week #46 summary

 Triple Sweet Café, September 2023 – blog post

The following notes were taken from the Tuesday, November 14th Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and providing it.

Apologies for the lateness of this summary, RL is not playing nice at the moment.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Server Deployments

  • No deployments for SLS Main channel, but the simhosts were restarted.
  • Wednesday, November 15th should have seen the deployment of the PBR Material simulator support to all RC channels.
    • Please remember: if you have anything that uses PBR materials and you rez that object (or wear it) on a non-PBR simulator,  the PBR Materials will be stripped from the object and forgotten.
  • There are currently internal discussions on whether or not to deploy the simulator support for PBR before or after US Thanksgiving.

Viewer Updates

Two new Maintenance viewers were issued on Tuesday, November 14th:

  • Maintenance X, version 6855926535, comprising viewer usability improvements.
  • Maintenance Y, version 6.6.17.6855930358, comprising improvements to the My Outfits folder (display thumbnails on hover) and to remove entries from landmark history

The rest of the official remain unchanged at the start of the week:

  • Github Actions (GHA) RC viewer, version 6.6.16.6566955269, issued October 20 (with major CEF update and number version numbering) and promoted on October 25.
  • Release channel cohorts:
  • Project viewers:

Game Controllers

  • The simulator code for the game controller support is now in the “Fall Colours” simulator RC update, which is currently scheduled as the first simulator RC deployment in December.
  • The viewer code needs further work, including:  keyboard mapping to controller input channels; the ability to set the dead zone of various axes; support for “less common” controllers; additional UI to work alongside existing support options (e.g. SpaceNavigator).
    • In terms of the SpaceNavigator, the project will not include an update to support the latest 3dconnexion drivers, as it is felt this will break expected behaviour for the SpaceNav mouse in SL – the aim is to continue to support SpaceNav as is.
  • This work does not, as yet, include the ability to control avatar motion, although there was additional discussion around this.
  • Expansions to inputs have been filed in Feature Request BUG-234678.
  • There was also significant discussion on game controller / LSL interactions.
  • When available via the Alternate Viewers pages, the viewer will has a MacOS build as well. Meanwhile, documentation on the game controller work can be found on the SL wiki, and this includes Github link for downloading a pre-release version of the Windows viewer.

SL Combat

  • A further general discussion on updating SL’s support for combat gaming, most of which has been covered in recent SUG summaries here (e.g. adjusting the avatar bounding box and hit box when crouching  / seating (so the form allows for crawling under object, for example, and the latter makes for a small target).
  • Camera control options:
    • A new request was for a native means to set the camera to follow remote objects (e.g. RC vehicles) rather than having to relay on “janky” scripts to achieve the capability.
    • There were also requests for offsetting mouselook view (see VWR-28745 for an example of such a request).
    • Rider suggested updates to the camera control mechanism and positioning might be better suited to an update to scripted camera capabilities he is considering (but not anywhere close to being in a position to discuss in terms of what might / can / cannot be done).

In Brief

  • A lot of requests for updates to SL terrain, including updating the textures and improving the resolution (which should hopefully be covered by the PBR terrain support Cosmic Linden is developing, which should also reduce texture stretching as the heightmap is morphed); full terrain painting (not currently on the books); a general smoothing terrain deformations to make movement, etc., smoother.
  • Region Crossing: following the most recent pile-on tests, Monty Linden is working on some updated code, which he is trying to get onto Aditi (the Beta grid) on server channel DRTSIM-565, however there is a bug he needs to hammer on first.
  • Monty is also working on “an EventQueueGet thing”, which he hopes to get on to Aditi on DRTSIM-577.
  • Further requests for a means of masking Linden Water from the interiors of object – see BUG-227965 as a reference for this.
  • There was a request to be able to adjust the centre of mass for a linkset (e.g. a vehicle). While this can be done to some degree via prim cutting, it is not so possible with mesh; how it would be handled is unclear, but Leviathan Linden indicated he would kick some ideas around.
  • somewhat/ sort-of related to the above, a Feature Request has been filed to allow control of where a vehicle rotates from without having to do prim hackery – see BUG-234649, an update to SVC-6619). It was noted this could be useful for objects other than vehicles alone.

† 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 rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.