2020 Content Creation User Group week #36 summary

Aspen Fell – The Notebook, July 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, September 3rd 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

EEP Fixes

Love Me Render

  • The current Love Me Render (LMR) viewer (version 6.4.8.547427 at the time of writing) contains a number of EEP fixes (as well as other rendering updates) These include:
    • BUG-229107 [EEP] [Improvement] Ice level Slider Graduation.
    • SL-13539 [EEP] Large reflection on the water when facing certain angles.
    • BUG-228992 [EEP] Appearance lighting is broken when ALM is enabled.
    • BUG-228914 [EEP] Deferred Soften Shader fails to link when Atmospheric Shaders are disabled. This causes Debug viewer builds to crash.
    • BUG-228882 [EEP] Disabling glow rendering while ALM is off results in massive rendering flicker.
    • BUG-228781 [EEP] Specular color interpreted wrong (too bright) from point lights.
    • BUG-228581 [EEP] Specular map reflections are way too weak.
    • BUG-228840 [EEP] cloud texture is rendered backwards.
    • BUG-228431 [EEP] Water lighting is wrong at certain camera angles.
    • BUG-228752 [EEP] Sky turns black when render quality is lowered to Low-Mid.
    • BUG-225784 [EEP] BUG-225446 regression – HUDs are again affected by environment setting and BUG-225446 [FIXED] [EEP] HUDs are affected by Atmosphere & Lighting changes.
  • These a further EEP updates to come, likely in the next LMR viewer, which will hopefully be issued in the next week or so. These should include a fix  to allow horizon haze to modify the Sun’s light and tint when it is close to the horizon.

Additional EEP Issues

  • Moonlight: the Lab is also aware of a number of lighting issues related to the Moon (attenuation of moonlight through clouds, for example. Again, these will be addressed in time.
  • Mainland ambient lighting: users have repeatedly noted that the default Mainland environment remains darker than under Windlight.
    • This is the result of an error made during the EEP deployment that now requires a simulator-side configuration update to be made that is slightly complex in terms of implementation.
    • Essentially, a code fix needs to be made, and then a new estate setting added to the simulator code to manage it, together with code to ensure the update is correctly propagated to the affected regions.
    •  Currently, the resources required to develop, test and implement the required changes are all heavily engaged in cloud uplift work.
  • Density Multiplier issue: this is the result of the simulator restricting the multiple value. A fix for this is an upcoming simulator release.
  • Linden Water / performance issue:
    • As noted in previous CCUG summaries, rendering Linden Water appears to impact viewer performance to a greater degree than previously (leading to some simply disabling Linden Water rendering (CTL-ALT-SHIFT-7).
    • LL currently don’t have a solution for this, in part because the precise point in rendering where the bottleneck seems to occur is proving hard to pin down.
    • Some  suggestions for dealing with it were put forward at the meeting, including:
      • As there does not appear to be occlusion culling for water, perhaps auto-disabling Linden Water from being rendered in the viewer above a certain altitude (where the water generally isn’t visible anyway).
      • Or adding a special texture UUID that, when set via EEP in a region / parcel,  resulting in Linden Water rendering being disabled (CTRL-ALT-SHIFT-7, effectively) for all viewers within the region / parcel, rather than people having to manually disable Linden Water rendering. This could be helpful for major indoor shopping events, etc.
      • Note: both of the above were user-made suggestions, not ideas that have been implemented.
  • Specularity issues: EEP has altered specularity rendering such that specularity in point lights can appear too bright, and in Sun / Moon light, too dim. Fixes for this are in the currently LMR viewer referenced above, but there is some disagreement as to how well (or not) they correct issues.
    • Part of this may be the result of EEP making adjustments so the specularity in objects appears more realistic, but creators have previously had to manually compensate for a weakness in specular map rendering in the past.

ARCTan

  • Vir’s work in updating Jelly Dolls is now available in the Project Jelly viewer, currently availability as a project viewer (version 6.4.8.547487 at the time of writing). This work is also likely to find its way into a Maintenance viewer at some point.

In Brief

  • Date of next meeting: probably Thursday, September 17th, 2020.

A new home for Seanchai Library in Second Life

Seanchai Library’s new home

Founded in 2008, Seanchai Library is one of the longest running virtual world Libraries in existence. Specialising in presenting stories and poetry and more in voice, the Seanchai team and their friends have presented thousands of storytelling events across the grid over the past dozen plus years, and in the process has raised raised thousands of real US dollars for numerous charities.

Starting life as the West of Ireland Library and Cultural Centre, a part of the West of Ireland Charity Estate, Seanchai Library’s own story has been an evolving tale of growing chapters that have over the years have included many faces in a growing family of storytellers and readers, with new chapters being added as the Library has either moved to new locations or expanded it activities and presence. Some of these chapters include:

  • 2010: joining the Community Virtual Library (CVL) estate in Second Life, when the Library officially adopted the title Seanchai (pr. Shawn-a-kee – A traditional Irish storyteller/historian).
  • 2012: the launch of The Dickens Project. Now very much a part of Second Life’s Christmas tradition, complete with the support of Linden Lab, The Dickens Project has to date received nearly 5000 visits, hosted  61 events, and run over 88 hours of live programming featuring 65 performers, presenters, and artists.
  • 2014: Seanchai expanded to the OpenSim / Hypergrid enabled Kitely, offering a range of programmes and events to a broad audience of virtual world users, and presented the first virtual / physical world presentation in what would become their EXPLORE programme; Explore The Great Gatsby was presented in partnership with the Tacoma Little Theatre (TLT), Tacoma, Washington state.
  • 2015: In partnership with CVL, Seanchai Library established a presence on (the now defunct) InWorldz grid, which operated for two years prior to both CVL and Seanchai withdrawing from InWorldz.
  • 2017: Seanchai Library relocated to Holly Kai Park as part of the integrated arts programming at the Park.
Seanchai Library’s new home

I was particularly honoured to  play a small role in the Library’s move to Holly Kai Park and to share in their work through the Stories in the Park events that featured Seanchai’s storytellers and artists from across the grid.

This coming weekend, Seanchai Library opens a new chapter in its story, as it transfers its base of operations to a new, bigger location that has generously provided by friend to the Library and to the arts (as well as a gifted storyteller / writer and raconteur), R. Dismantled.

Seanchai Library’s new home

For the last three years, it’s been my distinct pleasure to work with Cale and Shandon and Seanchai Library, and I look forward to continuing to cover their events and activities as I’ve done since 2011, and also to the opportunity of working with Seanchai through the auspices of the Phoenix Artists Collaboration (PAC) at both Seanchai’s new home at at PAC’s expanded home of Cherished Melody.

The new facilities officially open to Seanchai events on Sunday, September 6th, although they have been available to the public to visit even as the Library’s team has been preparing the land and setting up their new building and storytelling grounds. In particular, the new environment offers Seanchai Library far more space at ground level in which to offer storytelling settings, with space overhead in which to host special events and sessions.

Seanchai Library’s new home

In the meantime, if you would like to join Seanchai Library for their farewell event at Holly Kai Park, you can do so at 19:00 SLT, when Shandon Loring will be reading Rudyard Kipling’s Captains Courageous.

Seanchai Library Links

September 2020 WUG summary: uplift and SL Mobile

The Web User Group meeting venue, Denby

The following notes are taken from my recording of the Web User Group (WUG) meeting, held on Wednesday, September 2nd, 2020. These meetings are held monthly, generally on the first Wednesdays of the month, with dates and details of the meetings available via the Web User Group wiki page.

When reading these notes, please keep in mind:

  • This is not intended as a chronological transcript of the meeting. Items are drawn together by topic, although they may have been discussed at different points in the meeting.
  • Similarly, and if included, any audio extracts appearing in these summaries are presented by topic heading, rather than any chronological order in which they may have been raised during the meeting (e.g. if “topic X” is mentioned early in a meeting and then again half-way through a meeting, any audio comments related to that topic that might be included in these reports will be concatenated into a single audio extract).

Web Properties Updates

The primary focus for the web teams remains the transitioning of services from the Lab’s own servers to AWS servers as a part of the Uplift project, although non-uplift web properties work is being carried out where possible, as noted below.

Uplift Work

  • Place Pages and the land store pages are all now running in the cloud.
  • Various support tools as used by the Lab have also been transitioned to running in the cloud.

Non-Uplift Web Properties Updates

  • The Second Life Jira has been updated, although this caused some issues for users who had not used  the Jira for some time, but who had used the Name Changes capability to change their avatar (user) name. This has now been fixed.
  • A  similar update is required for the SL wiki (for those able to edit pages). This will be implemented after the cloud uplift work has been completed.
  • The Marketplace has received a number of fixes / updates, including:
    • A fix for some users being unable to create stores on the MP.
    • A fix for some of the merchant reports hanging when run.
  • The SL web properties (including the viewer’s web search) now have a Cookies Acceptance banner, as required under Californian law.

Premium Plus

  • Currently “shelved” due to cloud uplift work,
  • It is still “on the [road] map, but just not a target right now.”
  • Will be looked at again some time after the uplift work has been completed.

Mobile Client

  • Issues arose during the QA testing of the last iOS update, these are currently being worked  on.
  • The current plan is now:
    • A further QA testing on the iOS version of the app.
    • If  this version passes QA successfully, make it available to the current closed alpha testers AND submit it to Apple for their testing / review.
  • While LL will *not* be offering the ability for using to purchase L$ or make transactions in the initial releases of the app, they are watching the escalating Epic (Fortnite) / Apple + Google situation (see: Epic suing Apple and Google over Fortnite bans: Everything you need to know) to see how this affects fees levied by both Apple and Google regarding L$ transactions, once they become available through the SL mobile app.
  • As per last month, the Android version of the apps remain some way behind the iOS version.
  • General reminder: in its initial iterations, the app will be primarily focused on communications. It will not have a full range of capabilities when initially made available to users, but will be iterated upon; this includes the app not having any world rendering capability, although this may be added in the future.
  • General updates on the app can be found in my periodic SL Mobile updates.

Next Meeting

Wednesday, October 7th, 14:00 SLT.

Getting Extreme at Nitroglobus in Second Life

Nitroglobus: Extreme by Poupée Anna-Nana (IMaestra) and Nathaniel Jehangir

Tuesday, September 1st saw the opening of the September 2020 exhibition at Nitroglobus Roof Gallery, curated by Dido Haas. Extreme is a joint exhibition by Poupée Anna-Nana (IMaestra) and Nathaniel Jehangir, who are apparently making their first joint foray into exhibiting their photography through the medium of an in-world gallery.

Both artists focus on avatar photography, although Nathaniel also produces landscape images as well. For Extreme, the pair between them present 14 images supported by sculptures by Igor Ballyhoo and the late Nitro Fireguard, bot of which  have been selected by Dido for the way they reflect the central theme of the exhibit.

Each of us has deep-rooted extreme feelings, often based in traumatic experience, that can be hard to control. We often aren’t even aware of these feelings. Sometimes these feelings make us move around in circles, influencing our relationships with others and our own self-awareness. It’s only through self-awareness that we are able to see and free ourselves from these feelings, that we can step out of the ‘circle’. We present these extreme feelings here in our images, each of us in our own way. We are two distinct artists, two different views and ways of interpreting the same themes.

– statement by the artists

Presented as a mix of monochrome colour images, the pictures are offered without further explanation other than their titles, the artists noting that they would prefer those witnessing the pieces to interpret them for themselves.

Nitroglobus: Extreme by Poupée Anna-Nana (IMaestra) and Nathaniel Jehangir

At first, it can perhaps be hard seeing the extremes of experience within some of these pieces. This is not to say they are without emotion or narrative; rather the reverse, in fact, both narrative and emotion are clearly visible in all of the pieces – but within some of them, it may initially appear  both narrative and emotion is more rooted in perennial questions related to our digital lives  – identity (What’s Left and Mask for example), and whether or not we can find love and companionship (Love Me, Be Mine), for example. Others, such as The Frame, The Whisper, the Kill may initially suggest stories of introversion  more than anything else; even those that touch the fringes of what society might regard as “extreme” (notably  Don’t Mess With Me) may not immediately speak of trauma.

But flip your viewpoint with a second look, and look upon these pieces not as the result of past trauma, but rather the propose of trauma about to be visited upon the subject or those they are about to encounter, and a new narrative is revealed. This is perhaps most evident in Don’t Miss With Me, with its threat of open violence directed towards the observer, and the hint of trauma that may come from it. Then, within Monsters, the scratches over breasts and the banding  about wrist suggest the observer is being cast into the role of the traumatiser, while The Kill similarly switches to reveal a man who is about to visit trauma on an unseen third party.

Thus, throughout this exhibition, we’re presented with a nuanced series of images, and kudos to the artists for not trying to overlay our reactions to their work by offering their own expositions.

Nitroglobus: Extreme by Poupée Anna-Nana (IMaestra) and Nathaniel Jehangir

SLurl Details

2020 Simulator User Group week #36 summary

Carolina, July 2020 – blog post

No genuinely reportable news from the Tuesday, September 1st Simulator User Group meeting, outside of the server deployment notes, hence the brief summary.

Simulator Deployments

Please refer to the server deployment thread for news and updates:

  • On Tuesday, September 1st, the majority of servers were updated to server maintenance update 547626, comprising:
    • Internal fixes (to help with the Lab’s own simulator testing)
    • Logging improvements
    • Updates related to SL-13785 “Vehicle LSL scripts do not see any passengers shortly after a region crossing”. The Lab notes the patch deployed with this release may not fix all instances of this issue, but it should offer some relief for the issue.
  • On Wednesday, September 2nd, the Magum RC channel should also receive server maintenance update 54726, placing the entire grid on the same release (BlueSteel and LeTigre having been updates with it in week #35).

SL Viewer

The have been no official viewer updates to mark the start of the week, leaving the pipelines as follows:

  • Current release viewer version 6.4.7.546539, dated August 11, promoted August 17, formerly the Arrack Maintenance RC viewer – No Change.
  • Release channel cohorts:
    • Bormotukha Maintenance RC viewer, version 6.4.8.547468, issued August 28.
    • Love Me Render RC viewer, version 6.4.8.547427,August 21.
    • Mesh uploader RC viewer, version 6.4.5.544027, July 27.
  • Project viewers:
    • Project Jelly project viewer (Jellydoll updates), version 6.4.8.547487, issued August 26.
    • Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

The stunning beauty of Souls of Dreams in Second Life

Souls of Dreams, September 2020 – click any image for full size

We first visited visited Xana Newall’s Souls of Dreams in November 2019 (see: Souls of Dreams in Second Life). A captivating design built by Loly Hallison with added décor from Xana, at that time it occupied a Homestead region. Well, time has moved on since then, and so has Souls of Dreams, with Xana relocating to a Full region and bringing in Busta (BadboyHi) to provide the a new look.

Busta is responsible for a range of captivating region designs across Second Life, many of which I’ve covered in these pages since 2016. It’s something I’m always happy to do, as he really does produce designs that are worth seeing; and with the new Souls of Dreams (which at the time of our visits, he was busily completing), Busta has produced something truly exceptional.

Souls of Dreams, September 2020

A visit commences on the south side of the region on a wide terrace complete with waterside structures that have something of an ancient Greece feel to them. Steps slip gently down into the shallow waters on two sides, the water also being the home to an expanse of marsh plants floating on its surface.

These marshy waters continue on around to the west side of the island, beyond a growth of tall mangroves, to where wooden board walks span faster-moving waters fed via a variety of falls tumbling out of the region’s uplands.  Beyond these, flat shingle runs sit between the high cliffs and the water, moss-covered stone slabs suggesting a path or terrace may once have lain across them, wooden bridges offering crossings where water continues to flow outward from further falls.

Souls of Dreams, September 2020

Rounding the island to the north, the path offers wooden steps leading up to the higher ground, guarded at their top by an old warehouse now converted into a place of residence. This is furnished by Xana, who once again has offered plenty of touches of her own throughout the region to help bring it to life, and is open to the public to explore inside. For those who prefer, the path at the base of the cliffs continues onwards to the east, passing a beach and further opportunities to move inland via by rocky path or rough wooden steps, before it arrives at a headland house, also open for exploration.

And that’s just the start of things for the region – indeed, given it is reached by skirting the mangroves and following a path lying in the shadow of the cliffs that rise behind them, it is really the least obvious route of exploration for arriving visitors. This is because immediately to the east of the landing point (and visible from it) sits the bulk of what appears to be a small seafront town beckons, reached by way of a small flagstoned and gated terrace and two gently arching bridges which a distinctly Dutch flavour to them.

Souls of Dreams, September 2020

Within the archways leading into the town, the Dutch feeling is for me heightened both by the tall forms of the buildings used to define it, and the narrow, stone-sided waterways spanned by cobbled bridges, that have more of a feeling of canals rather than that of a simple mooring basin for boats. Though it may occupy less than a quarter of the region, the little town is very evocative of parts of Amsterdam and Rotterdam, and has plenty to offer the camera lens both within and around it.

Cut off from the rest of the region by two narrow channels of water, the town is nevertheless very much a part of the whole, not just joined to it by the bridges that physically link it with the rest of the setting, but because Busta’s design offers a marvellous blending of locations and styles.

Souls of Dreams, September 2020

There’s the aforementioned landing point with its Mediterranean hints, the town with its Dutch twist, suggestions of terraces and paved areas of great age mixed with beaches and a curving bay backed by ancient walls that also sit behind a more recent  terraced bar, and the Tuscan villa lying in the lee of the island’s highest peak.  This is reached via a number of paths, be they stone steps, rocky trail or rutted track, and is again open to exploration. And off of these elements are richly and marvellously presented, drawn together into a single and quite natural whole both by the various paths and trails that link them, and by the green stitching of foliage provided by great oaks and smaller maples.

To catalogue everything here would be a waste, as Souls of Dreams needs to be not just seen, but savoured. Places abound where visitors can sit and relax, whilst joining the local group for L$250 gives photographers rezzing rights for props (do remember to pick them up afterwards!). But truly, there is so much to see and appreciate here that you’re going to want to set aside plenty of time for wandering and finding all the paths and touches; and even then,it’s likely the region will call you back because the region really is that attractive.

Souls of Dreams, September 2020

Definitely not a place to miss, although given the amount of detail, some adjustment to viewer settings might be required to ease moving around comfortably if you tend to have a lot of rendering options turned up).

With thanks to Loverdag by way of Annie Brightstar for the pointer. 

SLurl Details