2022 CCUG meeting week #27 summary: materials, avatars, general notes

Tilheyra, May 2022 – 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, July 7th 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar.

This is a summary of the key topics discussed in the meeting and is not intended to be a full transcript.

Materials and PBR Work

Please also see previous CCUG meeting summaries for further background on this project.

Outline of Work

  • Work on an implementation of reflection probes which can be used both with PDR shading and with legacy content.
    • The overall aim of this work is to provide a means to support more physically accurate reflections in SL than can be currently generated (seen as a requirement for PBR support).
    • It applies to both PBR generated content, once available, and to legacy content.
  • Creating a materials type with an associated inventory asset. This will initially comprise the ability to copy a texture entry (with its specific parameters) to inventory, to be followed by initial work to work implement a PBR graphics pipe in the viewer.
  • Normals will likely be MikkTSpace, as per the glTF specification, but work needs to be done to see if supporting this could lead to clashes with the current normal maps rendering. This does mean that current Normal maps will not work on PBR materials.
  • The initially supported capabilities are:
    • RGB albedo + transparency.
    • RGB Occlusion/Roughness/Metalness: R = occlusion, G = roughness; Blue = metalness.
    • RGB emissive.
    • RGB normal (- alpha).
    • Double-sized supported (disables backface calling before issuing the draw call).
    • Two-sided lighting (so if the back of a triangle is visible, it flips the normal around).
  • In addition:
    • There will be an ability to “preview” materials on an item within your own viewer (similar in nature to Local Textures) before actually uploading them.
    • LSL support is still being defined, but should at least allow individual texture UUIDs to be replaced under script control.
    • The approach being taken is to may the system extensible so that further capabilities / plug-ins / options can be added with relative ease in the future.
    • However, Displacement maps will not initially be supported due to not being defined in the core of glTF 2.0; nor will any extensions that are not adopted into the core glTF standard (either glTF 2.0 or 3.0).

Current Progress – PBR Rendering

  • Progress has been made on both the back-end and within the viewer, the latter elements being focused on hooking up EEP to work with PBR.
  • There is currently an issue with Mac OSX due to the cube map being used at present, but this will be addressed.
  • Given the work is still on-going, there is nothing as yet directly visible viewer-wise for users to test (on Aditi).

New Starter Avatars

There was some discussion of the new all-mesh starter avatars (see: SL19B MTL – the Moles (new starter avatars + Linden Homes)), reiterating / stating:

  • This is not a re-working of the avatar system; it is aimed towards providing incoming new users with:
    • A selection of mesh avatars with which they can gain familiarity in terms of using / customising.
    • A supporting ecosystem of clothing / accessories rigged to work with the avatars / existing slider system.
    • A “stepping stone to allow them to more readily move towards more complex mesh avatar bodies / heads.
  • It is hoped that as the system starts to mature, avatar clothing / accessory makers can be encouraged to support these new avatars by providing clothing / accessories of their own (and also adding to their income stream by doing so).
  • There is a concern that the new avatars will be rejected by the existing community, so information will be made available to creators, etc., as the system reaches a point where reliable information can be shared.

In Brief

  • llSetEnvironment (for scripted EEP changes) should start being deployed in an upcoming simulator maintenance updates.
  • Currently, there are no plans to extend materials support to Bakes on Mesh; current materials or PBR.
  • Additional avatar slider discussion:
    • A further request was made for a global scaling slider for the avatar. This was described as being harder to implement that might appear – although not impossible.
      • Part of the problem is the complexity involved in adding a new slider to work within the existing system, and the impact it has on other back-end systems (such as the Bake Service) which then also need to be tested / updated.
      • It is also unclear how the animation graph could be impacted / adjusted to allow for realistic, size-based strides with walking (e.g. so very large avatars don’t appear to be taking disproportionately small steps or tiny avatars are zipping along like they are jet-propelled -although given what is currently possible, it’s not clear if trying to address issues like these would be seen as a requirement by users.
      • As such, while the request has been noted (and has been subject to feature request Jira, it is described as being on the “back burner” of work LL would like to get to at some point.
    • Gender: a request was made to make the Gender slider less of a binary male / female choice. A modification to TPVs helps to provide this – for which LL now has the details – but it would be better to have official support.
  • The inverse kinematics system as a whole is being looked at as a part of the avatar puppeteering (formerly avatar expressiveness) project.
  • Larger prim sizes than 64m: currently not under consideration; however, LL interested in learning more about how-where they would be used, so they might better determine size ranges, etc., and in preventing Land Impact making structures created by large-scale prims becoming unaffordable.
  • Non-physical region surrounds (e.g. by using environment settings to create a 360-degree panorama): still more in the discussion stage internally at the Lab rather than anything likely to be implemented in the foreseeable future.
  • Mojo Linden indicated he would like to be able to give some kind of a representative low-poly bakes that would be vertex-shaded, the idea being to give a greater sense of the “vastness” of Mainland than can be gained from extending Draw Distance (which would also have a viewer performance hit in trying to render everything within DD range). These would then someone “fade away” and be replaced by the “real thing” as an avatar moves towards them, with further low-poly bakes appearing in the distance.
    • This is not an immediate project, but something Mojo would like feedback on, in terms of being something worth time in the LL considering.
    • If this were to become a project, the emphasis would be on the bakes being very low-poly, and the progress from a bake to actual objects would not be seamless.
  • Terrain texture update: this has been previously discussed, but was put on hold as creators favoured PBR support. However, it is something the Lab will be getting back to in the future – with the potential for PBR support to potentially be extended to the terrain as a future PBR project, with possible PBR texture painting (grass, plants, dirt, etc.).
  • There was a general discussion on land: pricing, products, instancing regions (e.g. event / experience regions) being able to spin-up / down regions when in use / not in use.
    • All of these ideas are subject to internal LL discussions, and some have their own inherent challenges (e.g. how do you account for spinning-down regions in which there are scripts running that have an expectation the region will be available 24/7, such as breedables?; how do you offer variable sized regions (e.g. 128mx128m or 1024x1024m) when the system is built around the expectation of a uniform region size (256x256m)?).
    • Beyond ideas being discussed internally and seeking feedback from users, nothing is on the current roadmap in terms of new land products.

Next Meeting

  • Thursday August 4th, 2022.

A visit to a Split Mountain in Second Life

La Montagna Spaccata, July 2022 – click any image for full size

Occupying a quarter-region parcel, La Montagna Spaccata is a personal interpretation by Lana (Svetlana Pexie) of a place she refers to as being “close to home” in Italy; a place which in English is called The Split Mountain, and which forms the location of the Sanctuary of the Most Holy Trinity.

Located near the city of Gaeta in the province of Latina, Lazio, Southern Italy, the original Montagna Spaccata lies within the Monte Orlando natural park. It comprises three sea clefts that cut into the coastal mountain, which local legend would have were created by a lightning bolt hurled to Earth by a distraught God on the crucifixion of Christ on the Cross; its a place where, to honour the legend, Benedictine monks built the Sanctuary in the 11th Century.

La Montagna Spaccata, July 2022

A place steeped in religious significance – it is said the St. Philip Neri, the “Second Apostle of Rome” would visit the Sanctuary for periods of quiet reflection and contemplation, as would Bernardino of Siena – it is a place today fabled for its primary gorge, down which – for a fee – visitors can travel the 300 stairs to where the water ebbs and flows within the Grotta del Turco, the water turned to a brilliant turquoise by the light of the Sun.

The Grotto is perhaps the centre piece for Lana’s design. I have no idea as to how reflective the build is in regards to the original – but frankly, that’s not important; this is after all and interpretation, not a representation. As such it has a beauty entirely of its own.

La Montagna Spaccata, July 2022

What I will say is that fortunately for visitors, Lana has reduced those 300 steps to something a lot more manageable for avatar legs that may still tire under the stress of descending climbing (!) from and to where the water can, under the right EEP settings, offer colours that whilst not necessarily turquoise, may still be as eye=catching, as I hope some of the pictures here demonstrate.

Even this is a design representative of deep coastal gorges, the land itself is understandably elevated and sits as a high plateau  into which the main grotto gorge and a second cut to varying degrees, with the second gorge being much shallower and home to a sheer waterfall at its head.

La Montagna Spaccata, July 2022

As to the third cleft from the original, visitors can take their pick: to the south the land falls away to the sea, presenting what might be a further stretch of coast near to Gaeta – or might be taken as one side of the third gorge, should the parcel to the south come to be rented. Alternatively, the north parcel is given over to Lana’s private home and is landscaped in a manner in keeping with La Montagna Spaccata, and so might again might be imagined as a part of the local coastline or where, beyond the rock wall separating the two parcels, the imagination might like to picture the remaining gorge as being.

To the west of the plateau is both the landing point and what remains of ancient fortifications. Again, whether the latter are part of the actual Montagna Spaccata or intended to evoke some of the fortifications of Gaeta itself, I’ve no idea; but they serve as a perfect backdrop to the eastern extreme of the parcel, where people can finding seating at the local café and also the entrance to the steps leading down to the grotto. The latter switch-back their way down a set of terraces built into the cliff and the rocky foot of the gorge. Meanwhile, two finger-like promontories extend eastward, the main gorge set between them. These can be wandered as well, offering heady views down into the two gorges and excellent views back to the fortifications.

La Montagna Spaccata

Lana feels that sitting within a quarter region perhaps doesn’t do the actual Montagna Spaccata, and hopes that one day to be able to build something bigger and more reflective of the original. For my part, I’d say that while I’d love to see such an expansion, the current build has a beauty and charm of it’s own; yes, there are a couple of elements of texture overlap, and I would suggest experimenting with daytime settings when taking photos, but none of these points detract from the whole in any way.

My thanks to Shawn Shakespeare for the pointer and the landmark.

La Montagna Spaccata

SLurl Details

July 2022 Web User Group: Premium Plus, MP and more

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, July 6th, 2022.

These meetings are generally held in-world on the first Wednesday of the month, with dates and venue details available via the SL public calendar. They are usually chaired by Reed Linden, who is the Lab’s Product Manager for the Second Life front-end web properties (Marketplace, secondlife.com, the sign-up pages, the Lab’s corporate pages, etc.).

A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!), and subject timestamps to the relevant points in the video are provided. Again, the following is a summary of key topics / discussions, not a full transcript of everything mentioned.

Premium Plus – Quarterly Membership

[Video: 2:55-6:42]

  • There has been what LL regard as a “positive” response to the Premium Plus launch on June 23rd, with take-up being “ahead of the curve”.
  • Quarterly accounts:
    • These were Grandfathered for Premium in 2018 (so those on Quarterly could continue, but those upgrading after the grandfathering could only opt for Monthly or Annual). As such, Quarterly was not listed as part of the original Premium Plus offering.
    • I raised the question through the Meet the Moles session at SL18B (via Saffia as host).
    • Quarterly has now bee added to Premium Plus – but only for those upgrading from Quarterly Premium. If you are not already on Quarterly Premium billing, you will only see the Monthly / Annual prices.
  • Coming soon: the ability to directly pick a Linden Home parcel (one that is available but not part of the allocation system as per my Premium Plus notes) that is currently offered via filing a support ticket will be moving to a web-based ability.
  • Still under discussion / in development for Premium Plus:
    • Reduced mesh upload fees.
    • Premium Plus linden Homes.
    • Premium Plus “VIP areas”.
  • The Premium offering will also continue to be updated.

Future Subscription Levels

[Video: 42:29-end]

  • Are their plans to offer more Premium subscription levels? Plans, no. There is nothing definitive being planned or in the works for further levels of Premium at this time.
  • Are the discussions about / interest in possible permutations of subscription options? Yes.
  • It is certainly true that the system is now set-up to support different subscription offerings if more levels were to be added.
    • This latter point sparked a discussion of what people saw as “ala carte”, which largely came down to people wanting only pay for something specific – such as Linden Home or free tier – rather than picking a range of options – please refer to the video for details.

Name Changes – Pricing Updates

[Video: 4:25-4:45]

Currently being worked on but not implemented at the time of writing:

  • The promised lower cost for Name Changes for Premium Plus.
  • A reduction (unspecified at this time) cost to Premium members, to be introduced alongside the new Premium Plus pricing.

“Land Journey” Refresh

[Video: 7:15-8:20]

  • Work is now in progress for this.
  • Will involve a complete overhaul of obtaining land – from private islands through Mainland to rentals.
  • Intended to be a tool for all who are seeking or selling land.
  • The Lab is open to suggestions as to how the overhaul of the “Land Journey” can better serve land rental businesses across SL – those with ideas should file a Feature Request Jira.

Marketplace

[Video: 8:20-16:36]

  • Work on Marketplace variances (e.g. multiple colour options for an item available from a single listing) was placed on hold as a result of the work on Search and Premium Plus, and so is now Unlikely to be deployed until the autumn / fall period.
  • Currently for the MP, the focus is on taking the work for Search relevance that has been carried out and implementing it within Marketplace search, plus updated capabilities including Boolean searches, exact matching, fuzzy matching, etc., plus better relevance ranking, better filtering, better sorting, support for special characters.

Marketplace Rebuild

  • This was mentioned at the June 2022 meeting as a potential project – rebuilding the Marketplace from the ground up.
  • The project is still in the discussion stage, and feedback is being sought – again please refer to the June meeting notes to see what was discussed and forward ideas to LL via Feature Request Jira.
  • This is a long-term project that will not be ready for ant form of surfacing until some time in 2023 at the earliest.
  • It is possible that as and when roll-out does commence, it will be in stages until such time as parity is reached with the current MP / sufficient store owners have move across, it makes sense to complete a migration and shut down the current MP.
  • Equally, an iterative approach allows any work to be halt and reconsidered if things do not go well / do not meet with a positive response from users.
  • The new MP will be built to support mobile device access.

In Brief

  • No major news on SL Mobile, other than “avenues are being investigated”. Also see Mojo Linden’s comments from SL19B.
  • There have also been discussions on “how to engage” with the core SL product (outside of the Marketplace) via the web. Things under consideration include:
    • Group chat.
    • Inventory access / management – although this is noted as being problematic (e.g. reflecting updates on the web whilst also logged-in).
  • Also in the works are more landing pages to help promote Second Life to potential users / groups who might be interested in using the platform.
  • The future of Place Pages is uncertain. They need attention, but it is not clear how valuable they might be.

Next Meeting

  • Wednesday, August 3rd, 2022. Venue and time per top of this summary.

Life’s primary colours in Second Life

Nitroglobus Roof Gallery: Bamboo Barnes – Colores Primarios

Bamboo Barnes is back a Nitroglobus Roof Gallery for July, with an exhibition occupying the main a hall of Dido’s Haas’ superb arts venue. She comes with a new collection of pieces gathered under the title Colores Primarios (Primary Colours), offering a total of 21 pieces (six of which offer an engaging commentary on the core theme for the exhibition, lined as they are along one wall of the gallery’s space), with a fair number beautifully animated.

Whilst coming a touch over a year since her last exhibition at Nitroglobus, Colores Primarios shares something of a spiritual connection with that last display of her work – Tranquil Droplets -, presenting as it does reflections on the nature of life. However, where that exhibition focused on light and dark as expressions of mood, here Bamboo asks us to consider the colours we use in defining moments and moods and which, ultimately, define who we are.

Nitroglobus Roof Gallery: Bamboo Barnes – Colores Primarios
What colour is the ground you cower on?
What colour is the sigh your breath makes?
What colour is that place where you fall asleep?
What are your basic colours?

– Bamboo Barnes, Colores Primarios

We’re all familiar with the concept of using colour to define our emotional states – red with embarrassment; down and blue; green with envy; a black mood; white with rage; a rosy smile, and so on. We are all likely familiar with the idea of our aura; the supposed spiritual / energy field said to surround all living things (yes, George, we know where you got your idea for the Force from!), which is also expressed in terms of colour: red, green, blue, orange, yellow, white, violet, black.

Nitroglobus Roof Gallery: Bamboo Barnes – Colores Primarios
But what if, rather than standing as simple reflections of mood or state, colours were a genuine outflow of every moment of life; something informed by where we are, what we are feeling, events recently passed, and so on? Colours that, if visible, would literally paint our lives for all to see – what would they show? How would they ebb and flow? Would they further reveal us, giving expression to not only the emotions we are feeling, but the depth of those emotions (Neon Glitch)? Would they be forever flicking and changing, moment to moment (the Assemble 3 series)? Would they offer a reflection of us that is real, or own that is blurred by our own confusion?

How would they define us to both ourselves and those around us? What would we say through them?

Nitroglobus Roof Gallery: Bamboo Barnes – Colores Primarios

I offer no answers here; Colores Primarios deserves to speak directly to all who see it and give pause to consider what it has to say. As always, Bamboo’s work is rich in colour and presentation, primal in look – again, reflection the exhibition’s title – and always absorbing; an exhibition once again supported by Adwehe’s colour spheres.

SLurl Details

This week with Seanchai Library – July 4th-8th

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home in Nowhereville, unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

Tuesday, July 5th

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: The One and Only Bob

Intrepid canine Bob sets out on a dangerous journey in search of his long-lost sister with the help of his two best friends, Ivan and Ruby. As a hurricane approaches and time is running out, Bob finds courage he never knew he had and learns the true meaning of friendship and family.

In the tradition of timeless stories like Charlotte’s Web and Stuart Little, Katherine Applegate blends humour and poignancy to create an unforgettable story of friendship, family, and hope in this sequel to her 2013 Newbery Medal winner  The One and Only Ivan.

Read by Caledonia Skytower.

Wednesday, July 6th. 19:00: Seanchai Flicks

A special for Star Wars month as the Seanchai cinema space plays host to videos and throw popcorn around!

Thursday, July 7th, 19:00: The Mandalorian

Shandon Loring reads the novelisation of the popular Disney+ original series.

2022 SUG meetings week #27 summary

Frogmore, May 2022 – blog post

The following notes were taken from the Tuesday, July 5th 28th, 2022 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.

Server Deployments

For the latest updates and news, please refer to the simulator release thread in the forums.

  • On Tuesday, July 5th, the SLS Main and Event channel servers were updated restarted without any simulator updates.
  • On Wednesday, July 6th, servers on the Bluesteel the RC channel will be updated with an infrastructure change that shouldn’t have any user-visible impact.

Available Official Viewers

There have been no official viewer updates at the start of the week, leaving the current crop as:

  • Release viewer: version 6.6.0.571939 – formerly the Performance Improvements viewer, dated May 25th – no change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Nomayo Maintenance RC (Maintenance N) viewer, version 6.6.1.572179, June 1.
    • Makgeolli Maintenance RC viewer (Maintenance M) viewer, version 6.5.6.571575, May 12.
  • Project viewers:
    • Performance Floater project viewer, version 6.5.4.571296, May 10.
    • Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

In Brief

  • General discussion of HTTP 5xx errors and the potential for having webpages built using LSL capable of paginating. A feature request Jira has been requested on the latter, so that the Lab can fully understand what is being sought & if possible.
  • Please refer to the video for the general meeting chat.