Catherine’s Skin like Syntax at Nitroglobus in Second Life

Nitroglobus Roof Gallery: Catherine Nikolaidis – Skin like Syntax

It was back to Nitroglobus Roof Gallery for me of late, to catch the September 2025 Main Hall exhibition. I was keen to do so as Nitroglobus owner and curator, Dido Haas, has invited Catherine Nikolaidis to display more of her art.

I’ve touched on Catherine’s SL-based  photography on several occasions in these pages. Working predominantly in monochrome with a focus on avatar studies, she has a gift for framing her work as much a photo-essays in reflection of mood, emotion, beauty, vulnerability, and life. Her skill lay not only in the technicalities of composition, framing, processing, cropping, and so on, but in inhabiting her images with a depth of life and subtle detail rich in the power of communication.

Nitroglobus Roof Gallery: Catherine Nikolaidis – Skin like Syntax

This was very much brought home to me some two years ago, when I was able to catch two overlapping solo exhibitions by Catherine, hosted at Frank Atisso’s Artsville Gallery and at the Kondor Art Centre (see: Catherine’s black and white photography in Second Life), and it is further underlined within this Nitroglobus exhibition, which Catherine has called Skin like Syntax. The easiest way to describe this exhibition is to use Catherine’s own words.

Skin like Syntax explores woman and her body as a living language. In monochrome tones, I capture shifting moods and the balance between softness and strength, intimacy and distance.
Through my lens, real life turns into visual poetry, where light, shadow, and emotion blend together.

– Catherine Nikolaidis

Nitroglobus Roof Gallery: Catherine Nikolaidis – Skin like Syntax

The result is a stunning collection of images rich in context, subtle in narrative and utterly captivating in form and presentation. Within each of them is a story  – or perhaps a poem might be a better term, given Catherine’s description – waiting to be told. In fact, such is the richness of expression to be found in each piece that offering words here is somewhat superfluous – and would merely be subjective on my part.

As such, I will close here, and leave it to you to visit Skin like Syntax and allow Catherine’s unique voice to speak to you.

Nitroglobus Roof Gallery: Catherine Nikolaidis – Skin like Syntax

SLurl Details

Jade’s Lake Bled in Second Life

Jade Koltai: Lake Bled – September 2025 – click any image for full size

For her latest region design based on a physical world location, Jade Koltai offers a personal take on the scenic beauty of Lake Bled, Slovenia.

Located close to the Julian Alps, Lake Bled has a long history, with links to Christianity, cults, healing, and – in more modern times – recreation and sport (it has been the location for the world rowing championships no fewer than four times).

Jade Koltai: Lake Bled – September 2025

Perhaps most famously, the lake with its forested surroundings is best known for Blejski otok (Bled Island), the home of a church dedicated to the Assumption of Mary. Dating from the 17th century, the church was a pilgrimage location, and includes Gothic frescos dating to the 15th century.

With her Lake Bled, Jade offers many of the highlights of its physical world namesake – the surrounding mountains, the forests and sense of peace – and, most obviously, the island and church – but take things in places in a slightly different direction to offer a location that carries with it an element of mystery mixed with the natural beauty.

Jade Koltai: Lake Bled – September 2025

The Landing Point is located on the expansive deck of a lakeside cabin now converted into a cosy café-come-rest-stop. With plenty of indoor and outdoor seating, the café offers its own alternatives to the culinary speciality of the Lake Bled region, kremna rezina (or kremšnita), in the form of a range of pastries and other delights.

The waterside length of the cafe’s deck offers a command view of the setting’s island and the shadowy form of the church thereon, but no actual way to reach the island directly.

Jade Koltai: Lake Bled – September 2025

For that, visitors should strike out southwards from the café, following the edge of the lake around to where a small wooden jetty offs boats to rez. These can be used to cross to the island and church, or to putter around on the water and perhaps visit the rafts floating out between the island and the lake’s southern shore.

Placing the boat rezzer a short distance away from the café encourages exploration, and it s possible to completely circumnavigate the lake by either setting off to the south towards the jetty, or heading north and following the steps and trail in that direction.

Jade Koltai: Lake Bled – September 2025

Which route you take is a matter of choice; neither direction out from the café holds any particular advantage (unless heading out on one of the boats is your particular aim!). As the route do circle the lake, effectively forming a single path around it, you will pass pass by or through all the points of interest along the lake’s shores, including a raised platform with its burning brazier offering an artificially elevated view over the lake; the little cabin tucked into a corner of the the setting and a peaceful hideaway; the paved overlook above the lake that is slightly suggestive of the remains of an ancient road, and more besides.

Given the limited space within a region, Jade’s Lake Bled offers a different take on the island church to its physical world namesake. While the latter offers a number of buildings as well as the church and its separate bell tower, the majority with whitewashed walls and tidy red-titled roofs, Jade’s small island presents a single chapel standing at the head of steps rising from the single small dock.

Jade Koltai: Lake Bled – September 2025

With its darkened walls, and seemingly abandoned interior coupled with the overgrown nature of the little island, the church offers that sense of mystery I noted, bringing a possible narrative twist to the setting: why was the chapel set here? Why is it now deserted? Is it a place of romance or something else? The crows gathered on the island perhaps add to the mystery present on the island, their dark plumage certainly a contrast to the more gaily-coloured birds to be found around the shores of the lake.

When visiting, I do recommend using the local environment settings. Whilst these place the Sun to west, suggesting that the day is ending, the fact that mist is in places hugging the waters of the lake and drifting through the grasslands at its edge conversely give a feeling of an early morning, and that time of day between first light and the Sun actually taking a peek over the horizon. It further adds to the romance of the setting, as well as that sense of mystery one might feel when visiting, the church and its island rising as silhouettes from the waters of the lake, guarded on either side by the tall peaks of the haze-softened mountains.

Jade Koltai: Lake Bled – September 2025

In all, and as ever with Jade’s work, a beautiful and evocative setting; definitely not one to be missed.

SLurl Details

2025 SL viewer release summaries week #36

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, September 7th, 2025

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
  • This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer 2025.06 7.2.1.17108480561 – August 29 – NEW.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

LL Viewer Resources

Third-party Viewers

V7-style

  • Kokua: 7.2.1.57692 (no RLV) and 7.2.1.61405 (RLV variants)  (2025.06), September 6 – release notes.
  • Megaphit Release – 7.2.1.54496 – August 28 – changelog.

V1-style

  • Cool VL Viewer Stable: 1.32.4.4, September 6 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Exploring a Lost Swamp in Second Life

Lost Swamp, September 2025 – click any image for full size

Designed by Philippe Brora (brutal), the Lost Swamp is a Homestead Region recently added to the Destination Guide, where its description attracted my attention as a place to visit and explore.

Surrounded by off-region mountains caught in a distant mist when seen using the region’s default environment settings, it presents a rugged setting rising from east to west; one in which water has played a role in its formation.

Lost Swamp, September 2025
Lost Swamp is a quiet and atmospheric destination where misty waters and whispering trees create a backdrop for reflection and photography. Visitors can explore its calm paths and find inspiration in its timeless setting.

– from Lost Swamp’s Destination Guide description

The Landing Point sits on the eastern extent of the region, atop a small dock with a motor launch alongside. The latter gives the impression that those teleporting in have in fact just arrived aboard the old but functional boat. Close by is the mouth of a narrow river, exiting the land after flowing outwards from the uplands to the west.

Lost Swamp, September 2025

A large tree house sits across the river. It is not the only structure on the island, but it is the largest and best-kept, the others looking a little more careworn in nature. Open to the public, the house sits close to the tower of an old brick-built lighthouse which has seen better days – although exactly what has befallen it is open to visitors to consider for themselves.

Both sit on the edge of the swamplands which presumably give the setting its name. These lie to the north side of the region, between the river and the open waters surrounding it, although neither appears to feed into it.

Lost Swamp, September 2025

Mist-wreathed, home to mangroves, swamp pines and dead and rotting vegetation, the swamp is the populated by crows, bats, snakes and vultures. An aging shack and barn clearly suffering from the swamp’s damp air sit within it, but again, who might live here is up to the imagination to decide.

South of the river the land is partially flooded; channels of water cutting it into small islands sufficiently high above the waters so as to be dry rather than swampy, but perhaps damp enough to cause the corn here to rot as it grows (or perhaps it has simply been abandoned).

Lost Swamp, September 2025

Bridges and wooden walkways offer the means to cross the various channels, making for multiple routs of exploration, including the boat shack on the southern coast. The latter has again seen better days, but is again open to the public.

To the west, the uplands are rugged, the home of high waterfalls and largely naked in terms of flora. The northern hills are home to stairs rising to a plateau where more ruined and makeshift buildings stand. These offer table-top games and the area appears to be a possible events space – with the latter promised as “coming soon”.

Lost Swamp, September 2025

Southwards, and hidden by surrounding hills and cliffs, lies something of a secret heart to the setting – but I’ll let you find that in a visit of your own and determine what its story might be.

With multiple places to sit scattered throughout the region, coupled with enough to encourage the imagination to start conjuring possible backstories for the setting, the Lost Swamp offer a lot to see and plenty of opportunities for photography.

Lost Swamp, September 2025

SLurl Details

Linden Lab offers comment on acquisition of Blush AI

Via the Blush AI website

Towards the end of August 2025, I was contacted to ask if I knew anything about a recent acquisition by Linden Lab – that of Blush AI, a dating simulator  available for both Android and iOS that (quote) “helps you learn and practice relationship skills in a safe and fun environment”.

Blush AI was originally developed by Luka Inc., the company behind Replika, an emotional artificial intelligence (AI) companion chatbot first released in 2017, and which has proven highly popular with a claim of over 30 million users – although it has not been without its share of concerns around user data protection.

At the time I was contacted, the acquisition of Blush AI from Luka Inc., was causing some concern within the forums and on social media, with some of the concerns being around the possible use of SL chat logs being used to train the AI. As there had been no official announcement on the matter, I contacted Linden Lab to see if they would comment on the acquisition. Due to matters of vacations, etc., it took a while to obtain a response, but this week I did receive an official statement on the acquisition, which hopefully addresses some of the concerns raised in the forum thread:

Linden Lab has always been a place where new ideas are explored both in and outside of Second Life. Blush is one of those explorations—a small, independent product with its own team and no connection to Second Life user data. Blush is a separate effort focused on AI companionship, while our focus in Second Life is on growing and improving the world our creators have built.
We have no plans now or in the future to use Second Life conversations or content to train AI systems. Any such use would require explicit disclosure in our Privacy Policy. Second Life remains our flagship offering, built around empowering human creativity, and we are continuing to invest heavily in it with recent updates like glTF imports, WebRTC voice, our mobile app, and Project Zero.

– Linden Lab spokesperson

The Blush App page on Google Play, listing the Lab as the new developer

Given this, it would appear that the intent is to have Blush AI continue to operate independently from Second Life using its own revenue stream via in-app purchases. Most particularly, it makes clear that conversation logs, etc., from Second Life will not be used to help train the Blush AI, nor is likely that there be any other connections between Blush AI and Second Life user data.

Obviously, the question remains why make such an acquisition in the first place. Without any direct statement from the Lab, anything relating to this question is pure supposition. On a personal level, I have no strong opinion on; AI tools / entertainment of this nature simply do not interest me at all. So long as the acquisition doesn’t interfere with /detract from the on-going effort to enhance and grow Second Life, which remains the Lab’s bread and butter, then I can happily ignore Blush AI. That said, given that past acquisitions by the Lab haven’t always gone that well (Blocksworld being the only real exception), I will admit to my curiosity being piqued as to how this one progresses and how long it lasts.

2025 week #36: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting of Thursday, September 4th, 2025, and the official video is embedded at the end of this article. Please note that this is not a full transcript, but a summary of key topics.
Table of Contents

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 generally held on alternate Thursdays at Hippotropolis.
  • Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

  • Default viewer 2025.06 7.2.1.17108480561 – August 29.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13.

Viewer 2025.07

  • This is now in development.
  • Will likely include (although the list is subject to possible change as the viewer develops):
    • “Proper Discord support” for those with a Discord account  – further clarification to follow as the viewer is developed.
    • Native Apple Silicon support, which should see a performance boost for those running Apple Silicon.
    • A Chrome Embedded Framework (CEF) update (used to power the in-viewer browser, media on a prim (MOAP), etc.), which should bring some performance and security improvements – although the former will not necessarily be observed in regions / parcels making heavy use of MOAP (e.g. in arcades, and similar).
      • This also might include a code contribution which enables  PRIM_MEDIA_FIRST_CLICK_INTERACT within the viewer, allowing the user to interact with a media without an initial “focus” click, as well as passes hover to the media.
      • As a side note: a code contribution included in 2025.05 7.2.0.16729091892 (current release at the time of writing) allows media Autoplay turned off, whilst still allowing it to work on HUDs using MOAP.
    • New performance metrics which should allow the Lab to gather data on the likely performance impact new features might have on the viewer. This should benefit updates such as the improvements to screen space reflections (SSR), which have been parked in a viewer branch pending the ability to better assess how these updates might impact the average user’s experience in terms of frame rate (speed, smoothness, etc.).
  • It was indicated that 2025.07 could act as a baseline for updates to SLua support in the viewer.

General Discussion – In Brief

  • Alpha / Gamma issues (linear alpha blending):
    • In order for PBR lighting to render anywhere close to correctly, alpha blending had to be switched from SRGB to linear colour space. This can cause some older content using Blinn-Phong, to look either more opaque or more transparent than in did pre-PBR.
    • A suggested fix for this would be to give people the ability to adjust the alpha/gamma on per texture entry for the object (including no mod items), and this had been scheduled in 2024 for release “after the  ExtraFPS viewer”.
    • However, as this was essentially a “permission hack”, the update got held-up. It has now been decided to default all old content to gamma space blending, to bring back some of the “old” alpha blending functionality
  • Extracting Sky and Water Settings assets from a Day Cycle was filed a year ago and noted as tracked (also: https://github.com/secondlife/viewer/issues/2887), but progress may have stalled. As such, a effort will be make to raise its priority, although it still likely will not surface in a viewer until at least the 2025.09 release.
  • Issues with updating alphas on PBR materials was raised (currently, it is not possible to change the alpha without also changing the colour/tint. llSetLinkGLTFOverrides can be of some help with certain issues, and Brad Linden indicated that a Canny on the matter is working through the system, which should also help.
  • Custom Skeleton support: Geenz noted that the move to glTF mesh import was primarily to address the fact that COLLADA .DAE is increasingly unsupported by content creation apps, and thus SL needed to update to a “newer” format.
    • However, the manner in which the work has been done could support the use of custom skeletons in the future.
    • But, in order for this to be possible, several other hurdles would have to be cleared first (such as updating the internal SL mesh file format to support custom skeletons and without breaking existing content).
    • As such, any such support would need further consideration and prioritisation against other updates / projects before getting on the roadmap.
  • Vulkan support: this was referred to as still being “some way off” and requiring some extensive work, including cleaning-up how the view handles OpenGL.

General Questions

  • Questions were asked about both segmenting regions / parcels into vertical zones; the status of further work on Combat 2. and on Land impact calculations. These were questions more specific to Rider Linden (who was unfortunately unable to attend the meeting) / the Simulator User Group, and as such were redirected to the latter.
  • The question was raised if the developing Lobby capability for SL Mobile (which will eventually allow people to use some aspects of the Mobile app such as chat without them appearing as on-line to others) could be implemented within the viewer.  It was indicated that this might be possible in the future, although there is no current work in this direction at present.
  • This above encompassed a conversation on where conversation logs are currently stored (on the local device, be it computer or Mobile) vs. being stored in a manner that makes it accessible to all devices a user might employ to access Second Life. This is something the Lab is looking at, allowing for the privacy / data protection concerns of storing logs on third-party services, and would likely be an opt-in service
  • Additional questions on cashing-out, lifetime memberships, etc., were similarly pointed towards the relevant user group meetings, as no-one from the Lab at the CCUG in involved in these areas.

Next Meeting