Lab announces migrations to Tilia Wallet complete

via Linden Lab

On Friday January 17th, 2025, Linden Lab announced improvements to the financial and billing systems used by Second Life as provided by Tilia, the Lab’s trusted billing partner- see: Enhancing the Financial Experience in Second Life.

On Friday, February 7th, the Lab provided an update on this work: Faster Payouts Are Here! Second Life Completes Migration to Tilia Wallet.

In the interests of clarity and first-hand reading, I’m not going to list everything in here; better than people read the Lab’s own post. However, the following points are worth highlighting:

  • All USD balances are now securely managed through Tilia Wallet, providing a centralized and compliant way to handle fiat currency transactions.
  • Whilst maintaining all current pay-out connections:
    • Pay-out transactions should now process faster through Tilia.
    • There will be an introduction of direct bank deposits for the receipt of pay-outs (exact implementation time frame for this still TBA at the time of the update)
  • Updates to the Second Life Marketplace, Cashier, and Account dashboards to make managing payments smoother and more intuitive.
  • Enhanced Security & Compliance: Tilia is a fully regulated financial institution, ensuring that all transactions are secure, fully tracked, and compliant with global financial regulations.
This upgrade also marks a significant step forward in enhancing the financial and billing experience for all residents, ensuring greater security, reliability, and flexibility. Tilia has managed payments, tax forms, and KYC processes for Second Life for a while now. With this upgrade, they now also handle all fiat currency transactions, including securely holding USD earnings in Tilia wallets and processing credits (pay-outs). 
This upgrade also brings both familiar and new pay-out options, including PayPal, Skrill, and the newly added MassPay.

– From the Lab’s blog post

Again, please refer to the official blog post for full details.

2025 week #6: SL CCUG meeting summary: Linden Water news

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, February 6th, 2025.

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 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: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, 2024, promoted December 20, 2024 – No Change.
  • Release Candidate: Forever FPS, version 7.1.12.12999043440, February 4, 2025.
    • Numerous crash and performance fixes.

2K Bakes on Mesh

Linden Water Updates – Geenz Linden

  • The “not so great news”: it is not possible to get Linden Water to look exactly as it did “pre-PBR”.
  • The “great news” is that LL can get very close in terms of overall look.
    • Most of the old Fresnel reflection/refraction, together with some of the underwater fogging has been restored.
    • Some of the fixes for water are currently in the very latest Firestorm Beta (and will presumably be going into the official ForeverFPS RC, if not there already).
    • Feedback on the changes  – with the caveat things cannot (per above) ever be 1:1 with “pre-PBR” water appearance – is regarded as very important in order for the Lab to judge how well the changes are working.
  •  This work is not the end of water tweaks; Geenz is looking at restoring real-time water reflections once the performance impacts of doing so can be assessed.
    • This will involve the use class of Hero reflection probe (like mirrors), which means the mirror capability as a whole will need additional optimisation work, as any frame rate drops it might incur are currently deemed as “not acceptable” by the team.
    • In addition, Geenz is looking at improving reflections more generally via the automatic reflection probes, such as reducing the moiré effect of Screen Space Reflections (SSR) on water.
    • The above will hopefully be released either in a dedicated viewer to follow ForeverFPS, or rolled into the viewer(s) directly following ForeverFPS.

“Hide Water” – Water Exclusion Surfaces

  • Geenz Linden has been working to provide a means of excluding Linden Water from internal volumes such as boat hulls, and has arrived at a solution with the technical name Water Exclusion Surfaces (WES).
  • The capability will hopefully be surfacing in an update to the ForeverFPS RC viewer. When it does:
    • It will likely be an option setting within the Texture tab of the Build / Edit floater, the name of which is still TBD, but is currently being referred to as “Hide Water”, and will work with most prim and mesh shapes to which it is applied (see the limitations notes, below).
  • When used with boats and similar:
    • It will cull Linden Water and the associated subsurface fogging when looking down on the hull / surface from above.
    • If looked at from directly below, it will only cull the underwater plane, the fogging will be intact.
  • Water exclusion surfaces should work as well as / better than invisiprims (e.g. they won’t clash with worn alphas or cause shader issues, occlusion culling will work correctly, etc.
  • Limitations:
    • The capability will not provide volumetric water exclusion (e.g. “hiding” water from the inside of underwater buildings) –  This is a “future looking thing”, which might be addressed in the future. It is intended for use in boats and similar.
    • It is not intended to replace all use cases associated with invisiprims, and should not be taken to be a “replacement” for the latter.
    • The capability will not work when incorporated in an attachment (the attachment will render, but the exclusion surface will be ignored and will not hide Water)  or rigged mesh (the rigged mesh will likely be rendered black). This is by intent, to limit performance impacts. Also do not work on the system avatars.
    • There are some additional limits to ease performance impact (e.g. fogging will not get really dense when looking up through the water plane).

In Brief

  • Placing Linden Water on prims or mesh: not a capability currently being developed, but one that is subject to internal discussions at times.
  • It was again noted that many creators are still awaiting scripted support for PBR (e.g. PBR specific texture offset / UV coordinate manipulation).
    • This support is described as “still on the roadmap”, but may have had other priorities push it down the list of priorities.
    • The fact that creators are waiting on them will be taken back from the meeting for internal discussion.
  • Cosmic Linden’s PBR terrain painting work remains on hold due to her being engaged in other work.  Work on glTF  mesh import is much the same.
  • Geenz noted that following ForeverFPS there is a lot of additional render maintenance and similar work required on the viewer as well as additional  / in progress feature sets, and all of this work needs to be prioritised.
  • Maxwell Graf recently posted a request to increase the polygon resolution for terrain  – and asked about the potential technical / performance issue this might cause (if any), and whether it is something that might be selectable (e.g. if you want the higher polygon resolution then enable it on your region(s), if you don’t – then don’t!).
    • The short answer to this, there is no technical reasons as to why not – beyond testing and assessment for unforeseen impacts; although a) the request itself has yet to be officially responded to; b) the above doesn’t necessarily mean it will be acted upon.
    • However, it did led to LL requesting people with ideas for SL terrain to file feature requests for future consideration.
  • A further request was made for scenic backdrops to be available for regions (e.g. rendered options that can be rendered in place of the water and taking the form of a range of in-viewer selectable options – cityscape, forest, hills, mountains, etc., – so that actual mesh / sculpty based region surrounds do not have to be used.
    • This is something Sansar did reasonably well – including custom surrounds.
    • Feature requests via the feedback portal were asked for on this.
  • It was noted that SL lighting still needs to be updated – again not on the immediate roadmap, but under consideration; however, the hoped-for punctual lighting has been pushed back.
    • An issue with updating lighting (and things related, like how shadows function), is that the lighting system was developed at a time (early 2000s) where it had to be constrained. While things have developed to a point where those constraints may no longer be applicable, they are nevertheless heavily baked-in to SL, and will require considerable effect to unpick and replace.
    • Feedback through the feedback portal on what people would like to see with lighting / shadows was requested, in order to help the Lab further understand expectations, determine options and factor feedback into a more holistic approach to lighting in SL at some point in the future.
  • Screen Space Reflections (SSR): this is again something Geenz would like to get back to, but (again) would like feedback via the feedback portal on issues people have why they do / do not use SSR  –  particularly issues they have with SSR that are not related to Linden Water (e.g. on glossy surfaces), what they feel is needed, etc.
    • The general feedback on this was that SRR on other surfaces works reasonably well (if with random noise in places – which Geenz believes he has a handle on fixing in the future), and possibly increasing the angle at which it can be seen to take effect).

Next Meeting

Frank Atisso’s Tide Haven in Second Life

Tide Haven, February 2025 – click any image for full size

Update: Tide Haven has closed, so SLurl have been removed from this article.

I was one of a number of bloggers in receipt of a welcome invitation from Frank Atisso to visit his latest endeavour in Second Life: Tide Haven.

Frank is perhaps best known in SL as the originator of the Artsville, one of the foremost art galleries in Second Life, and which I routinely feature in these pages (and which he now runs with Vitoria Galli), and as both an artist in his own right, and as a Second Life DJ.  However, Tide Haven sees him move into a new area of expression: that of region design; and as one would instantly expect, given Frank’s artistic eye, this Homestead region design resonates as a highly visual, richly ambient and engagingly photogenic location.

Tide Haven, February 2025

Forming a rugged ribbon of land mixing uplands and coastline runs of sand and rock, Tide Haven could be just about anywhere in the world. The main landmass curves in a open C-shape facing south, a broad bay caught within its arms offering something of a sheltered – if potentially hazardous to the unwary skipper – place for boats to seek harbour. At one time, it may even have been a place for fishing vessels to off-load some of their catch.

The latter is attested to by the comprehensive set of wharves, decks and wooden huts built out over the the water along the innermost sweep of the bay. Meanwhile, the hazardous nature of parts of the bay are witnessed by eddying whitecaps suggestive of dangerous shallows, and the wreck of a trawler stuck fast to the rocks in the midst of the bay’s waters, despite the presence of a lighthouse close by.

Tide Haven, February 2025

Just how many fishing boats still come to the island is difficult to judge; what might have been working buildings for the the fishing trade built along the wharf now appear to have been converted (or replaced) by vacation cabins, the piers and decks themselves, whilst a little careworn in places, more a waterfront boardwalk than a place of work. The fish drying on lines along a section of them perhaps speak to more casual offshore and on-shore angling – the latter also witnessed to by the presence of little fishing camps dotted around the coast – than any concerted effort at fishing, while the surfboards and rowing boats stacked up on one of the piers add to the more vacation-like use of the place.

The uplands to the island lie mostly to the north-east and north-west, the land between them dipping down to a point where the sea looks to have invaded in an attempt to cut through the main island. The result is a wetland rich in swamp moss and stunted foliage through which narrow boardwalks have been laid on wooden piles. These allow passage across the wetlands, passing by way of a sandbar on which sits a fishing shack offering kayaks for rent.

Tide Haven, February 2025

It is the two upland areas that actually help Frank’s inspiration for the setting, as he explained to me.

My starting point was the church on the hill [to the north-west]. It’s inspired by a real life location in New Zealand, the Church of the Good Shepherd, and the caves are inspired by the Waitomo Glowworm Caves. Then I sort-of stuck to the New Zealand theme using stuff from there, but I didn’t want to name it as New Zealand as such, because I’ve taken liberties to deviate in spots!

– Frank Atisso

Tide Haven, February 2025

The Church of the Good Shepherd is located on the southern shore of Lake Tekapo (Māori: Takapō) within New Zealand’s South Island. It sits on a headland created by the lake’s shoreline and the inflow to it of Tekapo River. The area around the lake is famous for its seasonal displays of lupins that bloom from around Mid November until the end of December. The sea of colours created by the lupins have – together with its dramatic and romantic views over the lake and towards the surrounding mountains – made the church one of the most photographed in the world, further elevating Lake Tekapo as a popular destination for domestic and international tourists.

However, despite the annual influx of tourists, the southern end of the lake bordering the town and church is a protected regional park, and the lake as a whole and its surroundings are a designated as the Aoraki Mackenzie International Dark Sky Reserve, the largest dark-sky reserve in the southern hemisphere. This also marks the mountains around the lake as an important centre for astronomy, with a number of observatories located there, including the Microlensing Observations in Astrophysics (MOA), atop Mount John, a place often involved in seeking and studying worlds beyond our own solar system.

Tide Haven, February 2025

Located on New Zealand’s North Island, the Waitomo (from the Māori for “water” and “hole” or “shaft”) Glowworm Caves, known for its population of a species of glowworm exclusive to New Zealand, and which is also home to albino ants, giant crickets and – in the bodies of water within the cave system – longfin eels. However, it is the glowworms which attract visitors because of the stunning light displays “30 million years in the making” they provide to those taking the carefully monitored tours through the caves. With romantic names like Pipe Organ, Banquet Chamber, Catacombs and Cathedral (where Dame Kiri Jeanette Claire Te Kanawa once sang!), these caves are regarded as one of the spectacles of the world.

Situated on a north-western plateau rich in flowers (including lupins!), Frank’s little chapel captures the spirit of Church of the Good Shepherd, including its rich photogenic nature. Meanwhile, off to the north-east, and under another rocky plateau, Frank’s homage to the Waitomo Glowworm Caves offers a small take on their uniqueness which can be reached on foot (and provides access to one of the setting’s lovely hideaway seating areas.

Tide Haven, February 2025

Throughout all of this is an attention to detail that brings Tide Haven to life, including very personal touches by Frank. There are multiple places to sit and pass the time, indoors and out, much to explore on foot and – most obviously – photograph. When visiting do take your time exploring to appreciate everything in full – and do be sure to both use the local Shared Environment and have local sounds enabled.

And with all that said, and leaving you with things to find and appreciate for yourself when visiting (like the coffee bar out on its own rocky outcrop!), I’ll close with thanks to Frank for the invitation, and by saying to you – in keeping with some of the region’s inspiration – nau mai haere mai ki Tide Haven!

Tide Haven, February 2025

Lab officially announces 2K Bakes on Mesh is live for Second Life

Comparison (not overly great) between 2K BOM (l) and current maximum of 1K (r). Credit: Girl Crush (Zipper) via Linden Lab

Following Pepper Linden’s statement at the Tuesday, February  4th, 2025 Simulator User Group meeting that Second Life 2K Bakes on Mesh support is now grid-wide, Linden Lab posted an official announcement on Thursday, February 6th, 2025.

Residents, the wait is over! We’re thrilled to announce that as of February 3rd, 2025, 2K Bakes on Mesh (BOM) is now officially live!
After an exciting round of testing on Aditi, where many of you helped us refine this feature (thank you, beta testers!), we’re now rolling it out to the main grid. That means higher-resolution baked textures are here to take your avatars to the next level!

– 2K BOM Official blog post

This is the service that allows compatible wearable textures – skins, clothing layers, tattoos – to be baked at up to 2048×2048 resolution, which should lead to them appearing crisper and sharper on avatars (system or mesh with Bakes on Mesh enabled), although the following should be noted:

  • Bakes will be to the highest texture resolution in the bake composition (e.g. if the highest resolution among the layers – skin, clothing, etc – is 512x512K, then the overall bake will be 512x512K overall; if the highest resolution is 1024x1024K, then the bake will be 1024x1024K; if just one texture is 2048×2048, then the entire bake will by 2048×2048).
  • The exception to this is eye textures: these will never be bakes any anything higher than 512x512K (so there is not need for creators to start producing 2048×2048 eyes).

This blog post include sample shots- one of which is included in this post – and people should read the official post for full details.

Feedback is requested via the feedback portal, or via the weekly Simulator User Group (SUG) meetings, held Tuesdays at 12:00 noon SLT at this location.

February 2025 SL Web User Group summary

The Web User Group meeting venue, Denby
The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday February 5th, 2025. They form a summary of the items discussed and is not intended to be a full transcript. A video of the meeting, recorded by Pantera Północy, is embedded at the end of this summary – my thanks as always to Pantera for recording it and making it available. Table of Contents

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • Meetings 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.

General Updates

[Video: 1:27-10:21]

  • As reported following the January meeting, the dashboard page (secondlife.com) received something of a refresh, utilising the new colour scheme, banner, etc., but not offering a choice of themes.
  • Featured News Blog feed:  the Feature News blog widget on the default viewer log-in screen (“Linden News” on Firestorm) has been fixed to display correctly, the the Event screen on that splash screen has been enlarged.
The blog feed on the viewer splash screen has been fixed, and the Events listing increased in size
  • Second life web maps –  fixes to several issues, and a basic refresh (change of colour to the teleport button); however, web maps still do not provide meaningful information on places highlighted, which has previously been noted as something the Web Team would like to address; nor does it search by region name.
  • A new “secret thing” which, at the time of the meeting, “could not be talked about”.

Marketplace

  • [Video: 13:37-18:51] A suggestion to allow people to “subscribe” to their favourite stores, allowing them to see a page for those stores listing all of the recent new items added to the stores.
    • However, this functionality already exists (albeit it with a limited display) using the Marketplace Favourites > Newest First; so rather than adding new functionality which effectively repeats what is there already, why not:
      • Refresh the existing page so it can display more than just 4 items per store  – such as by using a left / right scrolling display a-la the Related Items section of the listing pages (and add an RSS feed based on the listing order selected via the drop-down options).
      • Surface this page better, so users are aware it exists and can access it quicker. , and perhaps make that page more accessible/visible and (if required) add an RSS feed to it which pushes information based on the selected drop-down?
  • [Video: 19:56-20:14] Marketplace: a request for an update on Marketplace Styles (aka “variants”) –  e.g. allowing multiple colours of an item in a single listing – was made. This was functionality Reed Linden indicated would likely be deployed at that start of 2023, but which is (for whatever reason) still “not prioritised” for finishing / deployment.
  • [Video: 20:29-21:00] It is know that the keyword blocking on Ad Blocker (and similar tools) can actually block Marketplace listings.
  • [Video: 36:56 -38:17 ] Marketplace Shopping Events: having shopping event pages on the MP creators could register to join and on which have their nominated products listed. The pages could be set-up by creators on the MP for creators on the MP (like in-world shopping events), rather than jus LL-created events.

In Brief

  • It has been repeatedly noted across multiple meetings that the What’s Next pages (accessed via the menu bar at secondlife.com) are in need of update. This message has been repeatedly heard by LL, and noted as heard, such that updates to these pages should hopefully be deployed some time in the next month.
  • [26:35-36:30] A request from the web team for suggestions on what people would like to see added  / improved. Suggestions included:
    • Making secondlife.com more dynamic (something I’ve directly discussed with Brett Linden and Philip Rosedale).
    • Making the websites feel more an extension to users’ in-world lives.
    • Web-based inventory management capability for carrying out basic inventory sorting tasks (moving items between folders, etc.).
    • Ability to respond to / send IMs from the web, rather than having to log-in via the viewer / SL Mobile.
    • Ability to carry out basic Group task: see notices, etc.
    • This discussion tipped into 3rd party tools such as browser extensions (such as Marketplace Enhancer – note: link does not indicate endorsement – for Firefox / Chrome / Edge) people use alongside of any SL web properties.
  • A request for some Last Name updates to include more “regular/international” names, rather than only rolling out updates based on a specific theme and / or holiday/event (e.g. as with the current crop of “Valentine’s Day” themed last names).
  • A suggestion for LL to promote resident-organised events celebrating notable days / holidays outside of those marked by the Lab as well (Christmas, St. Patrick’s Day, etc.), such as by a category in the Destination Guide.
  • Request for more genuinely international themes of Linden Homes (e.g. “Alpine”, “Victorian” and “Mediterranean” are all US-centric versions of such buildings, and not necessarily representation of their European equivalents).
  •  Also with Linden Homes, the promise to make the Premium Plus ability to request specific locations for a home more streamlined, rather than relying on Support tickets, has also slipped down the priority list.
  • An informal discussion on the Web team – all are remotely based, rather than office-based, they do have occasional get-togethers in person (although the formal annual full-staff meet-ups the Lab used to have – as noted on more than one occasion during Ebbe Altberg’s time with the Lab – have not been held “in a while”), as well as regular in-world team meetings/meetings via Zoom (or similar).

Next Meeting

  • Wednesday, March 5th, 2025.

The Art and Life of Sofonisba Anguissola in Second Life

The Art and Life of Sofonisba Anguissola

Art in Second Life can cover many genres, disciplines and forms – some of which can be controversial (perhaps most notably at the time this article was being written, the use of AI tools). The platform also has the ability to bring art – both from the platform itself and from the physical world – to an audience who might not otherwise come to see or appreciate. In this regard, Second Life can be an educational force for art and the history of art.

In this latter regard, I recently visited a fascinating exhibition concerning Renaissance artist with whom I was not overly familiar. Created by Camie Rembrandt, herself a creator and visual storyteller, The Art and Life of Sofonisba Anguissola takes the visitor on a visual and informative dive into the life and art of a highly influential Italian artist, Sofonisba Anguissola. Located within the estate of the Confederation of Democratic Simulators (CDS), the installation also touches upon the work of both some of her contemporaries (including two of her sisters), and the influence she exerted over those who followed her.

The Art and Life of Sofonisba Anguissola

For those – like me – previously unaware of Sofonisba, she was born around 1532 in one of the more modest Lombardy noble families, and received an education which included fine arts to become one of the first women painters to be accepted for formal apprenticeships and training as a student of art. As a young woman, her talent was recognised by Michelangelo when she moved to Rome, and in around 1559, she moved to Madrid to become a lady-in-waiting and personal tutor in art to  Elizabeth of Valois, the Spanish Queen, and later an official court painter to the king, Philip II. This, coupled with her rising fame and financial independence (courtesy of two supportive husbands, the first the result of an arranged marriage on the part of Philip II, the second the result of love), allowed her to become a skilled and highly regarded artist, famous for her portraiture, willing to encourage and train younger artists.

Passing away at the astonishing age of 93, Sofonisba’s oeuvre had a lasting influence on subsequent generations of artists, influencing the likes of Rubens and Caravaggio, whilst inspiring a cadre of contemporary female artists to reach beyond the constraints placed on their education (such as not being able to study anatomy or nudity), and reach similar heights of ability and fame in painting, including Lavinia Fontana.

The Art and Life of Sofonisba Anguissola

For her installation, Camie presents prints of some of Sofonisba’s most highly regarded works across five rooms:

  • Ground floor to the right of the landing point: family paintings by young Sofonisba, and regarded as her most attractive pieces, painted at a time when she had yet to have the formal strictures of courtly painting impressed upon her.
  • A selection of her self-portraits painted throughout her life – as Cami notes, between Albrecht Dürer and Rembrandt van Rijn, Sofonisba Anguissola produced the most numerous self-portraits of any artist in that period, laving us a rich legacy of work marking her passing years.
  • A selection of paintings from her 20-year career as a royal painter for the court of Philip II.
The Art and Life of Sofonisba Anguissola

Upstairs, and split between two rooms are paintings by other artists:

  • The first room (furnished in a style befitting Anguissola’s time) contains works by Sofonisba’s sisters Lucia (2) and Europa (1) and by contemporary Lavinia Fontana (who studied with Anguissola before going on become perhaps the first female career artist in Western Europe, relying on commissions for her income.
  • The second room presents portraits of Sofonisba which contain their own mysteries. The first is that of The Sienna Portrait, featuring Bernadino Campi, one of her teachers, painting Sofonisba. The second is a piece by Antoon van Dyck, depicting Sofonisba shortly before her death. However, I’ll allow Cami to reveal the mysteries to you when you visit the exhibition.

What is particularly engaging with this exhibition is the care with which it has been developed. All of the images presented are public domain, and Cami guides visitor through the exhibition via 5 HUDs (one for each room and obtained from the INFO signs in each room, or via vendors in the upstairs lounge area if any of the signs prove recalcitrant). Also in the lounge area, visitors can find a catalogue for the exhibition Cami has put together and which offers even more insight to Sofonisba’s life and art and the pieces included in this exhibition, together with a video version of the catalogue.

The Art and Life of Sofonisba Anguissola – one of the exhibition HUDs

A magnificent endeavour, rich in art and history, the The Art and Life of Sofonisba Anguissola should be visited by anyone with an interest in art and its history.

SLurl Detail