
The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, May 16th, 2024.
Meeting Purpose
- 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 related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
- In regards to meetings:
- Dates and times are recorded in the SL Public Calendar.
- Commence at 13:00 SLT on their respective dates.
- Are conducted in a mix of Voice and text chat.
- Are open to all with an interest in content creation.
- The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.
Official Viewers Status
- Release viewer: Maintenance X RC (usability improvements), version 7.1.7.8974243247, dated May 8and promoted May 13 – NEW
- Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
- Maintenance C RC (reset skeleton in all viewers), version 7.1.7.8820704257, May 6.
- Materials Featurettes RC viewer, version 7.1.7.8883017948, May 2.
- Maintenance B RC (usability updates / imposter changes), version 7.1.7.8820696922, April 29.
- Project viewers:
- WebRTC Voice project viewer, version 7.1.4.8947030231, May 8.
Graphics / glTF
Featurettes Viewer – Recap
- Support for:
- Viewer-side setting of PBR materials for terrain.
- 2K texture upload support.
- Mirrors: using reflection probes to generate local static or dynamic (incl. avatar) reflections in real-time.
- Both Geenz Linden (mirrors) and Cosmic Linden (PBR terrain) are engaged in follow-up work for both of these projects, which will hopefully appear in a future graphics featurette viewer – not the current version (e.g. allowing PBR materials on terrain to have custom repeats, offsets, rotation).
- It terms of PBR terrain, it was noted:
- Emissive is supported on terrain.
- There is a issue with Mac systems (either emissive or normal may “fall off”).
- As running all four PBR materials on terrain can put a load on the viewer, there are some automatic fallbacks for systems unable to handle the full load which mean some of the materials may not be applied
- Those opting to use PBR for terrain, as the viewer capability gains adoption (and region owners enable it), there is not requirement to also provide textures for terrain (to allow for those on non-PBR viewers).
General Notes on glTF / PBR
- As an extension to the last point above, it was further noted that as PBR gains adoption, there is no enforced requirement for creators to continue to provide fallbacks to handle “non-PBR” viewers.
- This lead to a further statement (first made at the May 10th TPV Developer meeting) that creators building for SL21B are not required to provide Blinn-Phong materials fallbacks on their builds when using PBR.
- The above can be taken as an informal view that viewers need to support PBR either fully or with a “beta” release by the time of SL21B (commencing Friday, June 21st, 2024).
- One of the reasons Linden Water reflections are not as good under PBR is due to attempts to optimise the rendering load so that any potential frame rate hit is minimised for more users.
- Geenz Linden is looking at improving them once more as a result of the work done for mirrors. This work, if successful won’t bring water reflections up to the standard of pre-PBR water reflections (updated every frame), but will offer an improvement over what is currently seen with PBR.
- Water as a material has been requested and is something LL “is interested in”, but this is not part of the current glTF / PBR work.
- LL believe that most users should not see a dramatic fall-off in viewer FPS as a result of PBR, such that their experience is heavily impacted.
- There remains no current plan to support displacement maps.
- As well as working on mirrors, Geenz Linden is now working on Index of Refraction (IOR) and transmission, both in line with the glTF 2.0 specification (e.g. allowing transparent surfaces that distort what is behind them, as can sometimes be seen in the physical world).
glTF Scene Import
- Recap:
- Runitai Linden is continuing to work on glTF scene import. This has reached a point where (on test viewers) it is now possible to preview a scene (tied to an in-world object) in-world.
- The initial aim is to get to a point where scenes can be imported and seen, and nodes within them updated with both tools in the viewer and / or using LSL, and ensuring they stay in synch with the rest of the scene.
- Scenes are liable to use the MSFT glTF extension for Level of Detail (LOD), as this allows LODs to be set per node within a scene, providing more intuitive / consistent LOD switching management (based on screen coverage).
- There will be constraints placed on scene imports (e.g. will not be able to have a scene which exceeds the capacity of a region; scenes will not be able to span more than one region (so as to avoid issues with physics, etc.); and so on).
- In terms of scene import / export, while it is still earlier days, Runitai noted again that:
- The idea is to make the import / export a two-way street for creators so they can modify their scenes with relative ease by taking it back to Blender to fix issues that cannot be fixed in-world.
- This will be subject to the permissions system to prevent the wholesale export of content added to a scene.
- Scenes uploaded will have attributions appended by the asset service (we owns the asset, when it was uploaded, etc).
In Brief
- PBR and Bakes on Mesh:
- LL “keenly aware” this needs to be done, and is noting support for it coming via the Feedback Portal.
- However – it is not currently a live project.
- The discussion also again carried the caveat that updating the Bake Service to support 2K textures is only part of the issue: all SL wearable definitions all also need to be revised to be able to support 2K textures, as these are also currently limited in their resolution.
- There was an extended discussion on content ripping from Second Life and copybotting (with the latter covering a number of flavours). In short:
- The is the hoary old (but nevertheless true) acknowledgement that Second Life relies on local computer rendering; ergo, regardless of whether it is via a”copybot viewer” or not, content can be ripped from SL and used elsewhere by those determined to do so.
- Insofar as content being ripped and re-sold in Second Life (or elsewhere) there is the DMCA process – and in terms of other platforms, it does not matter if they have a DMCA Portal or not – a formal identification of content being misused (with proof of ownership) can still be sent to them in order to initiate a take-down process.
- There was discussion on why “obvious” copyright-infringing content in SL was not taken down (with the example of Chanel products being used). As I understand it (and IANAL), this is bound up with the Safe Harbor provisions of the DMCA, design to provide immunity to ISPs and website operators for copyright infringement committed by their users by providing them with a framework for taking action. Pro-actively removing content potentially circumvents this process, leaving the company open to possible legal action if mistakes are made (and / or for simply not pre-actively addressing all infringements, large and small).
- There was also a discussion on animations under glTF. However, as this will be a future element of the glTF scene support project, so I’ll leave specifics until such time as the work starts and LL talk more directly as to what they are doing and when.
- The latter part of the meeting included (an occasionally heated) discussion on the new Modesty Layers being proposed by Linden Lab (see: 2024 SL Governance meeting week #19: Child Avatar Policy). However, as this was somewhat entangled with matters of policy, and those directly involved in making the changes to said policy / overseeing changes were not available / present at the meeting, ad what was suggested as to possible technical solutions was somewhat speculative, I would prefer to leave further reference out of this summary, and leave matters until those at Linden Lab responsible for the policy have more fully engaged directly with content creators.
Next Meeting
- 13:00 SLT, Thursday, June 6th, 2024, 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.













