Anais Nin – Feelings, Love, Passion, Life in Second Life

Kondor Art Club, August 2024: Bee – Anais Nin – Feelings, Love, Passion, Life

Currently on display at the Kondor Art Club is a richly engaging exhibition of images captured by Bee (Filipa Emor) paired with words (mostly) written by Anaïs Nin. Entitled Anaïs Nin – Feelings, Love, Passion, Life, it’s both a highly personal exhibition, forming a tribute to Anaïs and her writings from someone who admires her work, and t the same time an approachable and artistic means of introducing those less familiar with her life, her writing and her influence to all three.

Born in France in early 1903 to Cuban parents, Anaïs Nin is hailed by many as one of the finest writers of female erotica. She was one of the first women known to explore fully the realm of erotic writing, and certainly the first prominent woman in the modern West known to write erotica. Her work in this regard is both rich and deeply complex; she first became aware of erotica literature in the 1920s or 1930s, after she, her first husband, Hugh Parker Guiler and her family moved to Paris in 1924, and her fascination with it grew from there via interests in psychoanalysis, her own emerging sexuality and her explorations of self.

Kondor Art Club, August 2024: Bee – Anais Nin – Feelings, Love, Passion, Life
One by one, I read these books, which were completely new to me. I had never read erotic literature in America… They overwhelmed me. I was innocent before I read them, but by the time I had read them all, there was nothing I did not know about sexual exploits… I had my degree in erotic lore.

The Diary of Anaïs Nin, Volume 1 (1931-1934)

In truth, Nin’s life was complex – she never divorced her first husband, but this did not stop her from marrying again in 1955, this time to actor Rupert Pole (later annulled in 1966 as a result of – essentially – tax complications!), and throughout her life she had multiple affairs and relationships.

Of the latter, the one that influenced her life to the greatest was with American novelist, short story writer and essayist Henry Miller. What started as a friendship grew into a deeply passionate and complex relationship which influenced both Nin’s sexuality and her writing. Nin was also an avid diarist throughout her life, recording her thoughts and feelings daily, reflecting on her growth as a woman, on her sexuality, on her loves and desires.

Kondor Art Club, August 2024: Bee – Anais Nin – Feelings, Love, Passion, Life

This desire to give expression spilled over into her relationship with Miller, the two of them sharing intimate thoughts in prose as well as engaging on a heated affair whilst Miller’s wife June (to whom Nin had initially been drawn) was away. Within Anaïs Nin – Feelings, Love, Passion, Life, Bee offers a series of black and white images encapsulating a sense of erotica whilst also offering to illustration Nin’s thoughts, feelings and – as one travels on through the exhibition – her desires for Miller.

Presented with a passage from one of the volumes of Nin’s collected journals or later publications which drew together her writings that focused on Miller and his wife), the images are a marvellous reflection of Nin’s thoughts and emotions, her feelings towards Miller (and also his towards her).

In this, the exhibition appears to be progressive in nature, with the images and texts starting on the left side of entrance to the hall and then proceeding around the inner and outer walls, gradually progressing from Nin’s inner thoughts through to her thoughts on, and exchanges with, Miller (with the images also shifting from singular pieces to those involving couples). Thus Bee weaves a visual journal, if you will reflecting Nin’s thoughts in an intimate and engaging manner.

Kondor Art Club, August 2024: Bee – Anais Nin – Feelings, Love, Passion, Life

All told, an emotive, poignant and visually captivating exhibition.

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2024 week #33: SL CCUG summary

Grauland / Corsair Island, July 2024 – 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, August 15th, 2024.

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.
  • Meeting dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

The Atlasaurus RC (object take options; improved MOAP URL handling) updated to version 7.1.9.10326512121,  on August 14th.

The other viewers in the pipeline remain as:

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:

Upcoming Releases – Change In Priority

As a result of PBR-related issues (see the section Performance Issues, below), the priority of upcoming viewer releases has changed.

  • The next planned viewer promotion was to have been the dedicated WebRTC Voice viewer.
  • The plan now is to prioritise a “more ambitious” viewer which will include the WebRTC updates and a number of high-level bug fixes related to performance (e.g.  a major vertex buffer fix, which although specifically targeted at Mac users, could help others on systems with integrated graphics).

Graphics / glTF

PBR Terrain Painting – Cosmic Linden

Summary
  • An in-development project. Current intent:
    • Provide a means to support the four PBR materials currently used in SL for “terrain painting”.
    • Will allow materials to be defined in their X,Y co-ordinates within a region by using a paint map, rather than having them defined by elevation defined in a height map. This will allow where grass or rock or stones or dirt, etc., appear within the region. providing much more flexibility in how terrain appears / changes.
    • Terrain painting will use the same permissions as terrain texturing (so if you have terraforming permissions, then tertian paining is possible; if you have the appropriate region permissions, you can define the PBR materials for the region.
    • Region owners / estate managers will have the ability to select whether the texture / heightmap is available in a region or whether the region uses terrain painting via a toggle switch in the Region floater. If Terrain painting is enabled at the region level, parcel holders (if I am understanding correctly) will be able to opt out / in.
  • Other points of note:
    • LL prefer to limit terrain painting to the four available slots at region revel, rather than allowing fully customisable swatches / slots at parcel level, as the latter presents “non-trivial issues” for terrain texture handling /loading.
    • Terrain painting will require a new entity to be introduced. Exactly what form this will take is still being discussed internally; it is unlikely to be a new asset type.
  • Much longer term options being considered for this capability might be to:
    • Allow prims to act as part of the terrain, inheriting the materials of the terrain, whilst still allowing the prim to be sized and shaped.
    • Perhaps allow the terrain within a region to be replaced by “something” else created externally to SL and then imported.
    • Neither of these ideas are currently being pursued beyond possible ideas / options.
Status
  • Cosmic believe she is getting close – perhaps another couple of weeks – to having an initial viewer build with the capability.
  • This initial build will allow terrain painting purely on the viewer-side; there will be no support for saving changes on the simulator; this will come as the work continues to be developed.

Transmission / IOR – Geenz Linden

  • Transmission and Index of Reflection (IOR)  will provide:
    • Both refraction and “blurry” refraction suitable for things like frosted glass surfaces.
    • Dispersion, allowing chromatic aberration, allowing the RGB channels to “separate out” based on a certain factor.
    • Volume, allowing an object surface to be tinted at different surface thicknesses .
    • Geenz is currently wrapping this work to get it into the Develop branch of the viewer following an internal demonstration at the Lab.

General Discussion

Performance Issues

  • It’s been confirmed that the potential for performance drops was missed within the code Firestorm took to integrate into their PBR viewer offering, and given they have the largest share of users (particularly those on low-to-mid range systems – e.g. those with 16Gb of RAM or less, and mid-to-low spec GPUs or with integrated graphics), their users have been the hardest hit with performance issues.
    • As a result, Linden Lab is now working with Firestorm to resolve the current issues.
    • As noted above, Linden Lab is now working to prioritise the release of a viewer with a number of fixes and updates aimed at improving / restoring viewer performance.
    • In the interim, the recommendation is for anyone experiencing severe performance issues to roll back to a pre-PBR viewer release.
    • Further, given that fixes beyond those currently being prioritised by LL will take time to surface, and the fact that there will continue to be systems that struggle with PBR, Firestorm has stated that version 6.6.17 of their viewer (the last pre-PBR release) will not be blocked per standard policy, but will remain available on as “as is” basis (e.g. not subject to bug maintenance or update with new features).
  • Fixes LL are looking to get out after the “prioritised” viewer has been released include:
    • Addressing  issues with the texture pipeline.
    • Fixing an issue whereby viewers on systems without dedicated video memory continually allocating available system memory to textures until all available system memory is consumed and the system suffers “performance death” until restarted.
    • A fix from the Alchemy team for an issue wherein if Mirrors are disabled in a viewer session, they continue using system resources until the viewer is restarted.
  • There will be “some form of communications coming out soon” to help inform people who are having a negative experience with PBR about what is going on to help alleviate issues.

In Brief

  • As far as enhancing rendering / shaders is concerned, the focus currently is on getting a working glTF scene implementation first, then working out what to backport to materials in inventory for applying to prims / non-glTF meshes. The will provide a good frame of reference when backporting materials to legacy objects and help maintain a consistency of appearance.
  • The meeting was overtaking by an extended discussion / diagnosis of a issue with hair which is becoming increasingly notices (hair appearing to “clump” or get blurred which does not appear to be directly related to colour alpha blending).
    • The problem is in part exacerbated by the fact the most SL hair is No Mod; so issues cannot be easily user-addressed.
    • No clear solution to this was presented, and the conversation is liable to continue, so will update if / when a way forward becomes clearer.
    • One idea floated, but will require a lot more internal investigation before LL move one way or the other, is to potentially add flags that will allow certain parameters within No Mod objects to be modified where it makes sense for them to be modifiable.
    • Expect further discussion on this.

Next Meetings

† 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.

2024 SL SUG meetings week #33 summary

Cloud Edge II, July 2024 – blog post

The following notes were taken from the Tuesday,  August 13th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. Pantera videoed the meeting, and the recording is embedded at the end of this piece – my thanks, as always, for her work.

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):
  • 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.

Simulator Deployments

  • There will be no planned deployments for the week, but the channels will be restarted. LL have decided to hold-off deploying the Summer Fun / Combat 2 update to further channels for another week. Rider Linden described the reason thus:
As we rolled out further we encountered a product that had a scripting bug that caused it to misbehave on the new servers. We reached out to the creator and he’s fixed the issue and is issuing updates. We wanted to give him a chance to get those out all across the grid.

SL Viewer Updates

On Tuesday, August 13th, the WebRTC RC viewer updated to version 7.1.9.10325451220.

The rest of the current crop of viewers remains as:

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:
    • Atlasaurus RC (object take options; improved MOAP URL handling), version 7.1.9.10220184061, August 7.
    • Maintenance B RC (usability updates / imposter changes) 7.1.9.9555137545, June 21.
    • Maintenance C RC (reset skeleton in all viewers), version 7.1.9.9469671545, June 14.

In Brief

Combat Partnership Reminder

  • With Combat 2.0 becoming available, Linden Lab has announced the Combat 2.0 Promotion Partnership Programme has been launched.
    • The intention behind the Promotion Partnership Programme this is to give those actively involved in combat activities in Second Life the “opportunity to help us spread the word across the grid about Combat 2.0 in Second Life”.
    • In particular, this will see some of the LL combat regions (e.g. Concord and Lexington) a facelift and use them to showcase Combat 2.0, with participants in the Programme asked to donate free-to-use combat items for use in the regions.
    • In addition, participants will have their regions / communities included in a Combat section of the Destination Guide. There may be other benefits for participants as well.
    • Those interested can sign-up via this Google form.

General

  • Recent bugs / requests under review / potentially to be pulled into upcoming simulator updates (e.g. BBG, which will follow Picnic):
  • Weird region crossing behaviour:
    • Various reports of a rare and intermittent vehicle region crossing oddity, in which the crossing goes wrong, unseating the rider- but rezzing a grey prim in the rider’s place as a par to of the vehicle’s linkset “created” by the rider. When unlinked, the prim slides around on the ground but has a rotation lock property on it that keeps it upright.
    • Some think this might be a very old bug that can replace the vehicle rider with an agent-sized cube, per [#BUG-3547] Sim Crossing Rezzes Objects Surrounding Individuals.
    •  It is unclear if any report has been filed recently against the problem, so if anyone encounters it, they are asked to raise a bug report with as much details as possible.
    • Leviathan Linden noted:
Avatars ARE prims, but with some meta data and a session that makes them special. The prim should have been deleted when the session was cleaned up or failed…. which suggests the session itself failed to be created on the far side of the region crossing.
  • There was a discussion on regex functions, based off of llRegex* functions, of which Rider Liden said:
I’ve just not had time to get to it yet. I think I have the code organized to a point right now where they wouldn’t be too much work to implement.
  • Please refer to the video below for further details of the 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 rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Winchester Harbor’s autumnal delight in Second Life

Winchester Harbor, August 2024 – click any image for full size

Winchester Harbor is a magnificent Full region design by Lilly Blackwood with the support of her SL and RL partner William Winchester, who performs the role the region’s Harbour Master. I was fortunate to come across it recently after poking the Destination Guide, and the description there immediately piqued my curiosity.

Winchester Harbour is a mysterious abandoned fishing outpost in the North Atlantic Sea, suspended in time, and cloaked in eternal Autumn. It’s home to lush forests, waterfalls, a river, grass fields, and several haunted places. Enjoy a brew at the Harbour Bar, or sit atop the lighthouse and enjoy the views! There is much to see for those who love to explore.

– Winchester Harbor’s Destination Guide entry

Winchester Harbor, August 2024

I say “magnificent” as Winchester Harbor is a genuine feast for the eyes and camera; the care and love with which it has been put together has to be witnessed first-hand to be fully appreciated. The landscape is marvellous, the detailing both indoors and out sublime, and the blending of elements exquisite, all neatly wrapped within a sense of mystery edged with the occult and presented in (at the time of my visit at least – I’ve honestly no idea if it changes with the seasons) the perfect autumnal feel.

While the Destination Guide description indicates the setting is “in” the North Atlantic, suggesting a group of islands (something perhaps supported by the lack of region surround), to me the Winchester Harbor evoked thoughts of a coastal location, perhaps along the New England coast of the United States – and not because of any thoughts of Winchester, New Hampshire – or across the border in New Brunswick or Nova Scotia. Of  course, it could be anywhere, either side of the Atlantic, but it was thought of New England that tickled my imagination at times when I was wandering around and taking-in all that the setting has to offer.

Winchester Harbor, August 2024

The bulk of the region forms an extensive land mass richly wooded throughout, with four smaller islands bracketing it from three corners (one with a further little island tucked away out-of-sight behind it, and counted separately for reasons I’ll come to in a moment). In fact, given the stream running through the main landmass from from south-west to north-east, connects to open waters at either end, effectively splitting the north-west side of the land (albeit narrowly) from the rest, some might consider this an additional island in is own right.

The landing point sits on a pier jutting out into the waters to the south of the land and within a bay overlooked by two of the smaller islands. It is on one of these islands that the first hints of mystery might be found by those camming. An old church and graveyard are perched on the island’s shoulder, aged and blackened and with a fire burning within the abandoned church. The trees here add their own brooding presence with their darkened trunks as skulls stare at visitors, a cauldron bubbles and strange child-like figures dance spookily among the tombstones.

Winchester Harbor, August 2024

Also overlooking the landing point from a vantage point on a rocky island is one of the region’s lighthouses. This is open to the public – although to reach it you’ll need a boat, so keep an eye open for the rezzers (not that they are hard to find 🙂 ), and is nicely decorated for the onset of autumn and the coming of Halloween – the latter just adding a touch to the mysterious / ghostly goings-on hereabouts. It is behind this island that the little hideaway island I mentioned earlier might be found, neatly out of sight from the rest of the setting – and with good reason: it is a private home, so if you do pottle across to the lighthouse by boat, please keep that in mind and don’t be tempted to go and have a pike in person.

On the landward side of the landing point the path is marked by a signpost indicating the major points of interest to visit. Chief among these is the harbour itself, located on the east side of the region and watched over by the second the the setting’s lighthouses. The piers along the waterfront offer a variety of places to sit and pass the time – although the apparent imminent arrival of a kraken might give some pause for thought before hanging around! 🙂 .

Winchester Harbor, August 2024

It is from one of these piers that boats can be rezzed for pootling around on the water. However, they are not the only options for locomotion outside of pure shank’s pony; the harbour bar pier offers both bicycles and Segways for rezzing / riding. A further touch of the occult can also be found here in the form of the fortune teller’s shack, whilst the apothecary adds its air to the place by being the largest building on the harbour front.

Beyond the harbour, the path following the waterfront on to reach the bridge giving  access to the two north-eastern islands (one of which is home to the lighthouse mentioned above, reached by way of the chapel-like witch’s cottage occupying the other little island in the pair. Beyond this, the path curves to to one of my favourite parts of the region – the old ruins.

Winchester Harbor, August 2024

Making excellent use of the Ruined Walls kits from Marcthur Gossoon (which I’ve used myself on my island home, together with his superb No Cottage Bizar build). Here, Lily has used the kit elements to create a lovely little ruined retreat that is utterly welcoming and cosy, and a sheer delight to spend time within.

And still there is more to explore – be it the little swamp with its slightly run-down cabin or Mystery Mansion atop the north-western hills with its well-appointed décor and ghostly hostess on the veranda. There’s also the local camp sites and the gazebo hidden in the woods, and the high waterfalls. Paths are clear and easy to follow, with lanterns thoughtfully placed to alert travellers at night as to where routes divide.

Winchester Harbor, August 2024

Rounded-out with places to dance for those of a romantic disposition, a fitting soundscape and ideal EEP setting, Winchester Harbor makes for an engaging, enjoyable visit.

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2024 SL viewer release summaries week #32

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, August 11th, 2024

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 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:
    • Atlasaurus RC (object take options; improved MOAP URL handling), updated to version 7.1.9.10220184061, August 7.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • No updates.

Mobile / Other Clients

  • SL Mobile (Beta) version 2024.7.526 – August.

Additional TPV Resources

Related Links

It’s All Bling-Phong to Me! in Second Life

Akijima August 2024: Eta Mae: t’s All Blinn-Phong to Me!
It’s All Blinn-Phong to Me! is a new and relatively light-hearted art exhibition by EtaMae (Etamae) and being hosted at Akiko Kinoshi (A Kiko) at her Akijima arts region with her Akipelago chain of Islands.

For those who may not be familiar with the term, Blinn-Phong is a reflection / shading model which, in terms of Second Life has been the mechanism by which materials and their reflectivity worked exclusively prior to the arrival of glTF / PBR in SL (and indeed, still work – they haven’t gone away with the arrival of PBR).

Akijima August 2024: Eta Mae: t’s All Blinn-Phong to Me!

While Blinn-Phong is the correct name for this type of shading / reflection model, the fact is that for many, it is another odd term being ushered in alongside a tonne of others as glTF makes its presence felt in Second Life. There’s glTF and PBR themselves, together with metallic roughness, base colour, emissive, transmission, index of reflection, and so on. All of which can start to sound like a foreign language and seem quite frightening when really all they signify is an effort to bring SL graphically and technologically in line with modern rendering engines and the toolsets and standards used in content creation.

And that’s something of the “message” behind this art exhibition: don’t worry about all the terms; they are either just new ways of expressing what you’ve been doing all this time, or indicating there are new ways of doing things you’re always done, whilst offering new little tweaks you can make to things.

Akijima August 2024: Eta Mae: t’s All Blinn-Phong to Me!

On offer are a series of beautifully abstract pieces by Eta, 15 in a larger format, created using Blinn-Phong materials and seven smaller pieces (including the one at one of the entrances to the gallery space) created using PBR materials. Each set incorporates subtle animations, and both look very similar – emphasising the fact that whether you call them Blinn-Phong, PBR or just “materials”, nothing has changed in terms of what the finished results can be – or might be; we can still build and create and display – and have a few new treats to boot, such as the mirror elements Eta has added to her PBR art (and which could have been as easily built using Blinn-Phong materials).

It’s an elegant, simple statement; as Eta notes: it’s not profound, it’s not deep – but it it is illustrative. Just because the terms are new and the technology is changing, there’s no need to be frightened or object to what’s going on. SL is still a place where we can express ourselves (physically and artfully). So just chill, have fun – and enjoy!

Akijima August 2024: Eta Mae: t’s All Blinn-Phong to Me!

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