A Triple Sweet Café in Second Life

 Triple Sweet Café, September 2023 – click any image for full size

I’ve been back on my café-hopping again of late, with a recent stop being that of Triple Sweet Café, designed and operated by Nisha Nebula (StarfireNebula).

Located within a Homestead region and sitting on the largest of five islands located therein, the Triple Sweet Café would – but for the trees which form the island’s major occupiers – offer a commanding view out over the waters towards two of the other four islands. It would also provide a broke of the island’s foreshore, where a dock points out from the land, a place where rowing boats await those who fancy taking a trip out on the water. However, should you opt to do so, please note that with the exception of the little island closest to the café’s (and linked to it via a humpbacked bridge), the small islands are private residences, so please do not approach or explore without permission.

 Triple Sweet Café, September 2023

However, as noted above, the café is screened from the westward island by trees and they climb up the rugged hillside to its flat top, giving the café and its aged terrace and foreland a cosy sense of privacy and detachment; marking them as a place where people can come and forget worries and upsets and simply relax and let the time pass without care.

The converted cottage in which the Triple Sweet is located is the only building on the island. It offers a snug main room complete with a counter where coffee and pastries might be purchased and comfortable armchairs and sofas sit around an open fire – something likely to prove popular with visitors as the nights start to drawn in here in the northern hemisphere.

 Triple Sweet Café, September 2023

A second little snug space sits above, on a half-floor reached via a spiral stairway. Should the main room, with its armchairs and tables and chairs prove to be a little busy, a connecting hall offers the way to a glass-roofed side room. This also offers comfortable armchairs before a fireplace, together with counter seating. It’s a genuinely warm, friendly place, whilst the old terrace outside the front door has seating for those who enjoy coffee and sunshine.

The café shares the hilltop with a wooden deck presented as an event space; dances are available for the romantically-inclined, while tables to one side offer further places to sit and enjoy a drink and a nibble.

 Triple Sweet Café, September 2023

Nor is sitting in or close to the café the only options for visitors to the island. Follow the steps at the front of the café’s grounds to the lowland area, and it will not open lead to the small dock mentioned above, but also opens the way to most of the other places where people can sit and cuddle or chat and pass the time. One of these – the little campsite – has a path curving away to it to where a second set of steps descend the hill from the café to reach the stone bridge as it hops of the water to the little island I also referenced above.

Low-lying and circular in nature, the island is home to ruins of an equally circular form. What they may represent is up to the imagination, but with the surrounding trees and flow of vines over the stonework, it forms another place of romance for dancers, the fountain at its centre completing the attraction of this quiet location.

Triple Sweet Café, September 2023

Like many places in Second Life, Triple Sweet Café is dressed for the Autumn / Fall, with many of the trees around the café heavy with leaves turning brown, gold and red, while some of the leaves having decided to make the jump for the ground, where the colours also reflect the time of year, even as racoons and squirrels roam. Also given the time of year, the trappings of Halloween have started to appear, both indoors and out.

Highly photogenic and finished with a fitting local soundscape, Triple Sweet Café makes for an inviting and engaging visit. Now, if you’ll excuse me, I have a coffee and a cinnamon roll with my name on them 🙂 .

 Triple Sweet Café, September 2023

SLurl Details

Triple Sweet Café (Hydra, rated Moderate)

Art and a coffee in Second Life

LiThO – The Tiny Art(ist) Gallery

Two of the things I can appreciate in life are coffee and art. When it comes to the former, I take pride in being both an appreciator and a creator; I very much believe in the “old” saying life is too short for bad coffee, and always enjoy a well-made cup and genuinely enjoy making my own from beans to cup (by way of automatic prosumer coffee maker or a Cafetiere / French Press or a Moka pot, depending on mood / company). When it comes to the latter, however, I’m strictly an appreciator because I can neither draw nor paint. 

However, with LiThO Gallery I’ve found that I can enjoy both – and can combine my coverage of the arts in SL with my occasional series of cafés and coffee houses in Second Life whilst also making my way back to the Corsica South Coasters community, which I’ve also written about on numerous occasions (most notably in covering exhibitions at NovaOwl Galleries). Sub-titling itself the tiny art(ist) Café, LiThO offers a neat little play on words whilst also fulfilling its primary purpose: a place to relax and enjoy art.

LiThO – The Tiny Art(ist) Gallery

The play on words – as the notes from owners Lizzy Swordthain and Tom Willis available from the café’s terrace explain – first off takes the short-form of lithography, the planographic method of printing developed by author and actor Alois Senefelder, and most frequently used initially for musical scores and maps. In the second, it is a tease on their SL names. It occupies one of three parcels the couple have developed, the one alongside the café offering an open-air event space (although the café also has one of its own up on the roof and reached via stairs to one side of the building). The reaming parcel, to the rear of the café, is a private home, the two separated by the gully and bridge – the latter marking the limit of public spaces.

As a gallery space, the café hosts modest exhibitions in casual boutique style. Pieces from the invited artist are displayed the the two covered wings of the terrace and on the walls of the café’s rooms. At the time of my visit the gallery was playing host to an exhibition of Second Life landscapes by Michiel Bechir  – an artist whose work is always worth seeing. It opened on September 3rd, 2023, so has a while to run for those wishing to visit without feeling rushed. The select of pieces – 15 in total are well-suited to the ambience of the café and offer engaging views of some of Second Life’s most popular public regions, past and present.

LiThO – The Tiny Art(ist) Gallery

Cosy and nicely presented, LiThO makes for an easy-going visit, and the trails and paths around it offer opportunities for exploration.

SLurl Details

2023 SL SUG meetings week #37 summary

The Shambles, July 2023 – blog post

The following notes were taken from the Tuesday,  September 12th Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording 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.
  • These meetings are conducted (as a rule):
  • They 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.

Server Deployments

  • On Tuesday, September 12th, SLS Main channel was updated to simulator update 581292, previously on the majority of the RC channels.
  • On Wednesday, September 13th, the “Dog Days” update should be deployed across all RC channels. This update includes:
    • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
    • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the Maintenance U RC viewer promoted to Release status in week #34.
    • PRIM_CLICK_ACTION is added to llSet/GetPrimParams so you can set the click action on prims in a linkset.
    • It was noted that as LL has “changed some of the tools that we use for simulator builds … the version number is now longer”.

Viewer Updates

No updates to the official SL viewers at the start of the week, leaving the current list as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
    • Maintenance W RC viewer, version 6.6.15.581670, September 11.
    • glTF / PBR Materials viewer, version 7.0.0.581684, September 8.
    • Inventory Extensions RC viewer, version 6.6.15.581692, September 8.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
    • Maintenance V(ersatility) RC viewer, version 6.6.15.581557, August 30.
  • Project viewers:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Potential for Improving Vehicle Control Options

Further to recent meetings, Leviathan Linden gave the following update.

Last week it was suggested (although I missed it, Signal later pointed it out to me) that instead of using a new specific library for detecting devices we should use SDL (Simple DirectMedia Layer) since it is already used by various 3rd party viewers for Linux support. So, I’ve gone ahead and starting walking that road, FYI. This will bring the official SL viewer closer in compliance to some 3rd party viewers and won’t add a new dependency.

This led to an interim agreement that the API could be analog_control, and a discussion on the control events it should recognise / support, how the data should be transmitted, etc. This conversation commenced during the last 20 minutes of the meeting and continued through until then end.

In Brief

Please refer to the video for:

  • A potential issue with llRezAtRoot generating unexpected results.
  • Rider Linden indicated he’d like to implement an extended rez function similar to BUG-233084 “Rez function with prim properties, primarily for projectiles”, “soon”.
  • a discussion on llkeyframedmotion. and whether or not an object using can reliably differentiate between “I stopped moving because I ran out of keyframes” and “I stopped moving because someone with edit perms selected me”, which broadened into a discussion on kfm objects.

† 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 rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

An everglades autumn at Tilheyra in Second Life

Tilheyra, September 2023 – click any image for full size

In May 2022, I visited Tilheyra, a Full region leveraging the private region land capacity bonus and designed by Teagan Lefevre as a means to showcase her TL Designs brand. It’s a place blogged about here – but that was spring 16 months ago; time has marched on, and those of us in the northern hemisphere are watching autumn stride towards us, and Second Life being what it is, Tilheyra has also marched forward.

I was recently made aware of this by Teagan herself, who invited me to re-visit the region and view its latest redressing. In particular, the estate has been extended with the additional of a Homestead region, which Teagan and her team have called Kuulua. It has been combined with Tilheyra to form a continuous landscape modelled after US swamplands.

Tilheyra, September 2023
Fall unfurls its colours in such splendour, we are but forced to take notice of it. Tilheyra, welcomes you to wade through the everglades, tour the swamps by foot or by boat, and taste the delicious flavours that autumn in the bayou brings.

– Tilheyra About Land

Given this description, and as one would expect, both of the regions present a low-lying landscape rich in trees and cut through with water as it forms natural channels and pools. Some of the latter are open, others increasingly choked by reeds and wetlands grasses, the greenery providing – if any were needed – perfect cover for local alligators as they prowl the shallows.

Tilheyra, September 2023

Sitting solidly towards the centre of this setting is a town. It is a place of indeterminate age; some of the buildings within it have the appearance of belonging to a grander setting whilst others – well, perhaps not so much; however all are showing signs of being past their prime. Roads, tracks and trails spread outward from the town, some of them crossing the water by means of bridges, all of variable designs and solidity – including one which started life as railway carriage! It a network of trails and paths which might be seen as a web spreading out through the swamplands, the town being the spider so often at the heart of a web; only rather than waiting for prey, the town awaits visitors to get caught in the unusual beauty of the landscape and itself.

During my May 2022 visit to Tilheyra I noted that while most of the region was open to the public, it also presented a number of rental properties. This is still the case with this latest iteration, with houseboats and cabins available for rent. All are clearly signed as private, so the risk of trespass should be minimised.

Tilheyra, September 2023

Those wanting to explore will find a lot to see, from places to eat to hangouts for passing the time – there’s even a corner memorial to pets that have passed on, tucked away in a corner. For the more adventurous, there’s a small dock on the shoreline of Kuulua, offering rowing boats and little Culprit speed boats for those who wish to explore the waterways.

Caught under the reds, greens and golds of autumn and framed by a sky in which both the Sun and the Moon might be found, the Tilheyra wetlands avoids the clichés often found within swamp-themed regions (such as an over-abundance of alligators or a “haunted” cabin or two), and instead presents an engaging and very natural setting, available for those seeking a home, and a destination for explorers and photographers.

Tilheyra, September 2023

My thanks to Teagan for the invite!

SLurl Details

2023 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 10th, 2023

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.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer,  version 6.6.13.580918, formerly the Maintenance U(pdate) RC viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
    • The glTF / PBR Materials viewer, updated to version 7.0.0.581684 on September 8.
    • The Inventory Extensions RC viewer, updated to version 6.6.15.581692, September 8.
  • Project viewers:
    • No updates.

Note: The Alternative Viewers page appears to have suffered a hiccup, listing version 6.6.12.579987 as the “Win32+MacOS<10.13” RC viewer.  However, the Win 32  + Pre-MAC OS 10.3 viewer was actually version 6.6.13.580794, promoted to release status on July 5; 6.6.12.579987  was the version number assigned to the Maintenance S RC viewer promoted to release status on May 16th.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • Cool Viewer Stable release updated to version 1.30.2.27 and Experimental Branch updated to version 1.31.0.5, both on September 9 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2023 week #36: SL CCUG meeting summary: glTF PBR

Viper Heaven, July 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday,  September 7th, 2023.

  • 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 viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes the location for the meetings.
    • Open to all with an interest in content creation.
  • The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.

glTF Materials and Reflection Probes

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • The overall goal for glTF as a whole is to provide as much support for the glTF 2.0 specification as possible.
  • Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
  • In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

General Status

  • An update for the PBR viewer – version 7.0.0.581684 was issued following the meeting, on Friday, September 8th.
  • Work is continuing on the communications bloat issue. This will utilise a new message type – GenericStreamingMessage.
  • Bug fixing continues.

Ambient Lighting / Sky Brightness

  • Also noted in previous summaries, there are some issues around ambient lighting where the PBR viewer is concerned. In particular, it tends to render a lot of EEP settings darker than users are used to (in part because the ambient environment lighting in SL has tended to always be over-saturated and bright), and the PBR viewer effectively reverses this to render environments more realistically.
  • This has been an area of work for some time, with none of the results particularly satisfactory, so there is going to be a further round of changes. with the aim of making existing EEP sky settings render more closely to how the author may have intended, rather than remaining overly dark.
  • In addition, the tone mapper in the PBR renderer is going to be adjusted to help reduce undue darkening of older EEP settings.
  • These changes will not impact EEP settings which are created specifically using the PBR settings and capabilities.
  • This work will mean there will likely be a couple more viewer passes as things are tested and adjusted.

Mirrors

  • Mirrors are a part of the glTF / PBR materials project, but something of a separate tranche of work.
  • The idea is provide the means to have via high resolution reflections (i.e. mirrors) within a scene.
  • Initially only one active mirror surface per scene will be active for any viewer.
  • The process will use the PBR reflection probes mechanism, combined with a automated “Hero Probe” mechanism which with generate high resolution (512×512) “reflections” for the mirror.
  • The system will operate on the basis of avatar / camera proximity to a mirror surface triggering the closest reflection probe to become a “Hero Probe” for that avatar / camera. This means that if there are multiple mirrors placed within an environment, only the one closest to a given avatar / camera will be active and display the “reflections” generated by the reflection probe.
  • Depending on testing and performance, the number of mirrors might be expanded to two – one for mirror surfaces and one for Linden Water to generate high resolution water reflections where appropriate.

Status

  • The promised initial build of a PBR viewer supporting mirrors should be made available in week #37. Caveats for this build include:
    • It is not functionally complete and will not render as fully as LL would like.
    • It is not intended for primary use will likely look like it is breaking things.
    • There are already some known crash issues for Mac OS X which will not be fixed when the viewer is initially made available, but will be fixed in due course.
  • The viewer will be made available via the CCUG Discord Channel, and an LSL script will be provided to allow for easy toggling through mirror options.

In Brief

  • Senra:
    • Requests continue to be made to surface the new web-bases avatar creation / customisation tool through the viewer – even it is is just hooking it to the internal browser and providing an easy and obvious means of accessing it. The major reason this is being requested is to to help new users who may have become “lost” or confused in trying to customise their avatar view the viewer – which is clearly a very different experience to the web capability – to get back to something they understand and can readily re-use.
    • It was pointed out that Senra has yet to be featured in the Choose Your Avatar option in the viewer.
    • It was also pointed out that unlike the older “starter avatars” Sentra does not inherently have any form of outfit structure, so if items are worn directly from the Library, anything worn will be copied to the item type folder (shoes to shoes, hair to hair, etc.), rather than being placed within any form of “outfit folder”, making it harder for new users to understand what is happening with their avatar + the items they are using from the Library may end up getting copied multiple times into various folders in their inventory – potentially leasing to more confusion / frustration down the line.
    • This lead to a lengthy discourse through the greater part of the meeting, further demonstrating the need for a New User Experience User Group (or similar) where those actually responsible for projects like Senra could actually engage with users, address questions, etc., rather than cherry-picking if / what they want to respond to via the forums.
  • The above spun-out into a broader discussion on the development of a Sansar-esque dressing room element in the local viewer of outfit / appearance changes (leaving an “untouched” version of the avatar within a region until the change / update is complete) and the complications of doing so (attachments require simulator rezzing, for example), and an general discussion on outfit changes, etc., without firm conclusions drawn.
  • The question was asked about SL supporting vertex animation textures (VAT). This is seen by the Lab as something that might be investigated further down the glTF implementation road, alongside the likes of blend shapes.

Next Meeting

† 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.