Mosaic: a Mœbius-inspired installation in Second Life

SLEA6: Lalie Sorbet and Chrix – Mosaic

I’ve long admired the artistic collaboration between Lalie Sorbet and Chrix (chrixbed) for the immersive installations they have produced, such as Bloom: Flowers of Evil from 2024, and Murmuration – A Never-Ending Show from 2025. So when Lalie invited me to see their latest – and quite possibly most immersive thus far – installation, I knew I’d have to hop along as time permitted to immerse myself within it.

Entitled Mosaic it is, and without any hyperbole, mesmerising. However, before visiting, make sure you have local sounds enabled and your viewer is set to Use Shared Experience via World → Environment.

SLEA6: Lalie Sorbet and Chrix – Mosaic

The installation has been inspired by the works of French artist Jean Giraud (1938-2012), better known the world over as Mœbius. While his work folded into itself multiple genres such as the American West and Belgian-style comic books, it is as a co-founder of Métal Hurlant, one of the most influential science fiction publications of the latter part of the 20th century, and his work as a science fiction and fantasy artist and illustrator which earned him international recognition.

Mœbius created everything from characters to fantastical creatures and worlds through a style that became a genre of its own, being widely adopted by comic book illustrators, storyboard artists and others. He very much focused on allowing his drawings to drive a story rather than simply illustrating a written narrative. In fact, his first publication under the Métal Hurlant banner, the 4-part comic book series Arzach, comprised entirely wordless stories.

SLEA6: Lalie Sorbet and Chrix – Mosaic

All of this can be seen as influences within Mosaic.

Sitting within a desert-like landscape is a ring of monolithic structures, most carved or built from rock formations (one stands outs as being clearly of artificial construct), intermixed with exotic plants, this brings forth a world straight from Mœbius’ pens. The air is heavy with a thudding, mixed beat through which chanting can be heard together with the metronomic clicking of machinery. Every so often comes a deeper, reverberating boom accompanied by flashes of light, like forked lightning.

SLEA6: Lalie Sorbet and Chrix – Mosaic

Within this ring is a world of motion. Marvellous creatures circle the sky or wander the shallow waters whilst eight giant Guardians stand form a circle facing the centre of the water, the flora at their feet swaying in time to the drum-like beats, phantasmal trails curling and sweeping through the air. Each Guardian is of a different appearance, suggesting they all might be of different worlds. Some may have fireballs floating before them; some remain still; others at times raise one or both arms. All are clearly taking part in a ritual as, periodically and in time with the deeper booms, the lightning-like trails arc from them to the centre of the circle, bright bursts of an ethereal something.

As they do so, large mosaic-like tiles bearing familiar Earthly images  float through the installation in a cyclical process and apparently at the will of the Guardians. During the cycle, the tiles will form path-like circles together with bridges which extend away from each Guardian to reach the centre of the waters. Then the paths an bridges will slowly dismantle, the tiles rising to form structures and shapes in the air over the centre of the circle. What these structures might be varies with each round of the cycle, but once done, and on an unspoken command, the structures slowly break down and the cycle repeats.

SLEA6: Lalie Sorbet and Chrix – Mosaic

Exactly what this all might mean is up to your own eyes and imagination to determine; this is a place where stories await their time to unfold in the minds of others; a place of richness of detail and motion adrift from time where mysticism and mystery rub shoulders with technology and alien nature. Perhaps the Guardians are technomages; maybe they are gods engaged in creation. The stories are yours to weave.

Forming a part of the outer ring of structures is a hemisphere enclosing an event space, the floor of which is also formed by these tiles – at least until they rise to join with those called to the centre of the installation. Step on any of the mosaic titles anywhere within the installation and it will respond with motion, the illustration on it will illuminating briefly while a tone or sound might be heard.

SLEA6: Lalie Sorbet and Chrix – Mosaic

Meanwhile, the artificial tower – which serves as a Landing Point – includes a number of vehicles visitors can sit on or within and which will then take flight around the installation and becoming a part of it. The tower also offers the opportunity to teleport and discover how Mosaic came to be, complete with uploads of art by Mœbius. For those wishing to spend time observing the Guardians and pondering their ritual, places to sit are to be found on some of the exotic trees dotted around close to the installation’s perimeter.

For those who want to exercise their brains slightly differently, there is a memory game for up to four players sitting diagonally opposite the events space. Look for the square of grey “owl” tiles and sit on one of the mushrooms to one side of it. The game is played by trying to find pairs of tiles by selecting one of the owls to turn over, and then another. Correct selections gain the pair of tiles (removing them from the game); incorrect answers flip the tiles back, so you need to recall their positions if on a later go, you come upon the other half of a pair.

 

SLEA6: Lalie Sorbet and Chrix – Mosaic

Immersive, excellently conceived and executed (the timing of the drumming booms and the lightning is exquisite), populated by beings and creatures which Mœbius – if he were able to see them – would have doubtless approved and lauded, Mosaic is genuinely captivating. As already noted, make sure you have local sounds enabled when visiting and do use the Shared Environment; once you have visited, don’t forget the opportunity to hop up and learn how the installation was developed and perhaps catch the official video.

Congrats to Lalie and Chrix for again demonstrating the power of Second Life to artistically delight and enthral.

Slurl Details

  • Mosaic (SLEA6, rated Moderate)

2026 week #29: SUG Leviathan Hour

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, July 14th, 2026 Simulator User Group (SUG) off-week meeting (the “SUG Leviathan Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting, and Pantera’s video is embedded at the end of this article – my thanks to her, as always, for recording and providing it.

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 is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Update

  • As recorded in my notes from the the previous Simulator User Group, there has been a bug which has been causing some regions to fail to grant capabilities.
  • Rider Linden has been investigating the issue, and a hot fix should have been / will be deployed during the July 14th SLS Main channel restarts and the restarts of the RC channels on July 15th.

Game_Control

  • Whilst not directly linked to Lua, Leviathan hopes to get his work on game_control complete and into the Lua editor viewer so it can be shipped with the Linux viewer support.
  • It has been suggested that PromptFont could be used for the game_control preferences UI, and Leviathan is investigating this.
  • He will also be providing some viewer-side actions that can be mapped to, and triggered by, pressing buttons on the game controller (e.g. fly, run, toggle Voice on/off) in addition to the existing ability to move the avatar around (walk, crouch-walk, jump, strafe).
  • Another area of work he is investigating is to add a limited interaction capability so avatars can walk up to in-world, unseated object and transmit an action event to it (such as display any dialogue menu it has associated with it).
  • Leviathan has previously mentioned the idea of adding “semantic” meanings to the game-control data, and had been considering adding a new event to provide that info.
    • However, Monty Linden has suggested using a new function call (e.g. “llGetSemanticGameControl()” or similar) which could be used in the regular event to get the same data but resorted according to how the viewer has mapped it.
  • Leviathan noted he also needs to add new data to the GameControlInput message.
  • These updates led to a further discussion on possibilities for game_control together with possible additional avatar movement option – please refer to the video for more.
  • Alongside of game_control, Leviathan has been working on enhancement for the viewer’s flycam capabilities (e.g. for use with a 3D mouse system), such as Roll. More work is required on this, which might see the enhancements ported to game-control.

In Brief

  • Leviathan noted he has been working on a fix for an issue he actually caused, in which attachment scripts sometimes cease working correctly according to parcel permissions. He tracked this to his changes in making the simulator process idle scripts faster.
  • Lua:
    • Following an internal meeting, it appears there is a “hopeful tentative plan” to release Lua in the “O” simulator update.
    • If time frames stand, this could be sometime in late August or September, given that the next simulator release will be Mango, which will be followed by Nectarine, which is targeting late July or August.
    • This would see the Lua editor viewer (with resumed official support for Linux) released around the same time, if not a little earlier.
  • Work on this has not as yet been merged into the simulator development code.
    • Leviathan believes the work is almost done, he just needs consensus for the rest of the team that the fix as he’s implemented it is the right thing to do.
    • Once consensus has been reached, the fix will likely be merged into the simulator development code for a future release.
  • It has been reported that there is an issue with events being dropped causing scripts to stop working as intended.
    • One report is that  scripted object stop working correctly when they change owner change owner, or message_linked or linksetdataRead randomly stop working.
    • The issue of scripts dropping is known to LL and Monty Linden is apparently investigating it.
  • A report has been made about the new dual-queue UDP messages processing code (currently in viewer-development but not released) in the viewer in that it causes out-of-order messages processing.
    • In particular, the first ObjectUpdate message creating an avatar can be processed too late and after the AvatarAppearance message to rez that avatar: since the avatar object is not yet created (not in object list), the AvatarAppearance is ignored and the avatar does not rez.
    • This may be due to there being assumptions in the dual queue design (both server and viewer side), which could be inappropriate, on the order in which some messages must be sent and processed for things to work properly.
    • Leviathan has indicated this will be looked into.
  • The above prompted Leviathan to note that he has a follow-up project to his UDP work and related to viewer networking he still hopes to get to.
    • This will be to tighten up the back-pressure info from viewer to server when it starts to get overloaded by network traffic, the problem being that when the viewer gets into this state, it will inform the server, but the process to send the messages takes too long and the viewer might only inform the primary simulator to which it is connected, not all the simulators it is currently talking to.
    • This led to a brief discussion on bandwidth throttling and use of an ACK UDP message to inform the server that its UDP queue is getting full, reducing the volume of messages until the flag is cleared by the viewer.
    • This was seen by Leviathan as a good idea.
    • See the last 15 minutes for the video for more on this.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, July 21, 2026.
  • Leviathan Linden: Tuesday, July 28, 2026.