A journey to the source of prims in Second Life

The Prim Rig, ANWR Channel
The Prim Rig, The ANWR Channel

“Pey!”

The familiar bellow had me on my feet and in the Editor’s office before it had finished reverberating across the office.

“Chief?” I enquired from the doorway of his inner sanctum. He tossed a folder across his desk at me. I crossed the room to look at the cover, then at him, puzzled. “The new prim allowances? I’ve covered them, Chief…”

“Yeah? Well it seems some are concerned about the supply, given those changes. I want 500 words on my desk about prim production before the end of the day!”

I opened the folder and saw a ticket for one to Heterocera and details of a charter helicopter which would get me to the ANWR Channel. I looked up at the Editor, “You want me to visit the Prim Rig?” The look I got in reply told me all I needed to know. Pausing only to grab my camera and notepad from my desk, I headed for the elevator…

"I flew out to the rig via helicopter...."
“After circling the Prim Rig to afford me a good view, the pilot brought us in to a safe landing”

ANWR – named in respect of the to the Arctic National Wildlife Refuge – forms part of the body of water connecting the continents of Heterocera (Cercopia region) and Sansara (Cyclops and Purple regions) to the south. It is the home of the Prim Rig, a massive drilling rig sitting in the midst of the water which – as legend has it – is where all the prims in Second Life come from.

"You'll need this," the rig Foreman said, handing me a yellow hard hat as I stepped off the helipad. "We run a safe operation here!"
“You’ll need this,” the rig Foreman said, handing me a yellow hard hat as I stepped off the helipad. “We run a safe operation here!”

The idea for the rig is actually a part of an initiative to add some “back story” to Second Life through the character of Magellan Linden. However, it has gained a life of its own as the place where “primoleum” is drilled, pressed into the prims we need, and then funnelled to dry land via a pipeline.

I opted to take a trip out to the rig and blog about it when Patch brought it to mind in discussing the new region prim allocations, joking that he had been out to the rig to ensure production had been increased to meet the demand brought about by the new allocations.

Easily reached via water – and hard to miss when boating / sailing – the rig can also be reached via hot air balloon, SLGI tour trains (which fly out to the rig when they come to the end of their ground lines) or the regular sailings of the resupply vessels to / from the rig. Those wishing to fly to it via helicopter can do so from any of the airfields near the coasts of the two continents (as I did from the , travelling from the Calleta City Airport, Cecropia, where the prim pipeline comes ashore. When flying to the rig, do be aware that the helipad can be used by other vehicles as well and that auto return is set to 10 minutes, with no rezzing on the rig.

"We toured the rig, the Foreman showing me how raw Primoleum is brought up from deep under the sea bed, the raw cubes quickly smoothed or rounded into cylinders before passing on for pipeline delivery. It's all a highly automated affair..."
“We toured the rig, the Foreman showing me how raw Primoleum is brought up from deep under the sea bed, the raw cubes quickly smoothed or rounded into cylinders before passing on for pipeline delivery. It’s all a highly automated affair…”

It’s a very industrial place, as you might expect; the tall central drilling derrick rises into the sky like a latter-day spire, the square bulk of the rig surrounding it, waste stacks angling outwards over the water, burning off unwanted gases safely away from the massive structure. Cranes, containers and the Helipad occupy the upper deck, but it’s the deck below that offers the main attraction; that’s where the prims first appear, ready for onward transfer for use by residents!

There’s a lot of history bound up with the ANWR drilling rig – the fable of the prim, the legend of Magellan Linden, his discovery of Heterocera – all of it so much a staple part of Second Life’s history and back story mythology. All of which makes it a “must see” stopover for any SL explorer serious about discovering the grid 🙂 . Should you choose to do so, you might also want to check-out the Valda Experimental Wave Energy Hub to the south and west of the rig; but for me, that’s the subject of a future blog post – maybe!

"As we lifted off from the helipad, I took a last snap of the rig, knowing that as long as it was standing, prim needs in Second Life would always be met..."
“As we lifted off from the helipad, I took a last snap of the Prim Rig through the helicopter’s open door, knowing that as long as it was standing, prim needs in Second Life would always be met…”

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The haunting beauty of Everwinter in Second Life

Everwinter; Inara Pey, October 2016, on Flickr Everwinter – click any image for full size

I make no secret of being a fan of Lauren Bentham’s region designs. I’ve covered several of them in these pages; they are always beautifully conceived and wonderfully executed – even when the theme might be a little on the dark side – making them a joy to visit and explore.

Take Everwinter. It is a dark design, and might easily be taken to be in keeping with the time of year. However, its roots go far deeper than Halloween or any “traditional” apocalyptic setting. As Lauren notes in her introduction to the region, Everwinter takes its inspiration from a place in the physical world, and centre of a very specific event.

Everwinter; Inara Pey, October 2016, on Flickr Everwinter

Located in northern Ukraine, close to the border with the Republic of Belarus in 1970, Pripyat City was the ninth nuclear city (a kind of closed city) dedicated to supporting the Soviet Union’s burgeoning nuclear power industry. By early 1986, its population was over 49,000 – but by the end of April that year,  it lay a ghost town. It has remained that way ever since; and while most of us might not know its name first-hand, few of us are unfamiliar with the name that brought about Pripyat’s desertion: Chernobyl.

Pripyat’s sole purpose was to house all those involved in running and maintaining the Chernobyl nuclear plant, giving those workers and their families all the necessities of life: housing, shops, schools, public amenities including a public swimming pool and an amusement park. But when a systems test at the power station went disastrously wrong, the entire city was evacuated on the afternoon of April 27th, 1986, leaving the great Ferris wheel of its amusement park as one of the most enduring photographic images of the aftermath of the Chernobyl accident.

Everwinter; Inara Pey, October 2016, on Flickr Everwinter

It is the amusement park which forms the centre of Lauren’s build at Everwinter – but as she points out, this is not intended to be a recreation of either Pripyat park, or a reflection of the Chernobyl disaster itself, although she provide some starting statistics about both in her introductory notes, and they make sobering reading.

From all of this, you can probably guess expect, Everwinter is an atmospheric build; one which should be visited with local sounds enabled. By doing so, arriving visitors can hear the actual evacuation message just as it was broadcast that chilling afternoon in April 27th, 1986.

A ruined, broken road leads away from the landing point, neon signs  – in English, a further demonstration that Everwinter is not intended to be a historical recreation of Pripyat – glow faintly, competing with a lowering Sun which lights the old amusement park in the distance. Along this cracked road, tumbleweeds roll in the wind, vehicles lie rusting and broken, and locals stand, heads encased in gas masks.

Everwinter; Inara Pey, October 2016, on Flickr Everwinter

The amusement park stands deserted, the Ferris wheel rising into a cloudy sky, its cars broken and arms rusting, caught in flickers of lightning. Mist – or what appears to be mist – drifts across the ground beneath and wraps itself around trees and the remains of the park. But is it really mist? Look again and none the flickers of pigment within it, like tiny particles suspending in the air – a symbol, perhaps of the deadly nuclear poisons which sparkles and shifted through the air over the city in the wake of Chernobyl’s meltdown.

Dark, with the shells of concrete apartment buildings blurring with rugged hills to form the region’s edge, broken only by the route to a small area of coastline, Everwinter is a foreboding place. The home of dangerous mists and even stranger, haunting clowns and creatures. Yet one nevertheless photogenic and encouraging exploration. A masterpiece of design; the ideal destination for those seeking an engaging and very different kind of haunting visit.

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Opening November’s Art at the Park in Second Life

Art at the Park, November 2016
Art at the Park, November 2016

The November 2016 Art at the Park exhibition opens at Holly Kai Park on October 29th, 2016 and runs through until November 27th.

For this exhibition, we are both pleased and privileged to be featuring the work of five more talented artists, who between them offer a rich diversity of art and styles. They are: Sheba Blitz, Maxi Daviau, Skinnynilla, Terrygold and Sorcha Tyles.

The exhibition will formally open on Saturday, October 29th at 12:00 noon SLT, with a live performance by Winston Ackland, making his first appearance at the park, with music streamed from 1:00pm onwards. Formal attire is requested for the opening.

We look forward to welcoming you to Holly Kai Park and our November exhibition, and hope you’ll join us for the opening event on Saturday, October 29th!

About the Artists

Sheba Blitz

Sheba Blitz
Sheba Blitz

Sheba Blitz is a SL and RL artist who exclusively paints Mandalas, and her who have captivated me since I first encountered it at Kayly Iali’s Gallery 24.

Mandalas are ancient and mystical symbols of the universe. And represent the way of the “peaceful path”. Classically in the form of a circle (the Cosmos) enclosing a square (Earthbound matter).

Sheba’s Mandalas generally contain what is called a quarternity or a multiple of four. This squaring of the circle is a common archetypal image of wholeness and order. Mandalas are perceived as sacred spaces and remind the viewer of the immanence of sanctity in the universe and its potential to themselves. Used for meditation, contemplation, healing and pure visual pleasure.

Sheba was born and lives in Australia; she has studied, explored and accumulated many Art Diplomas from different art processes over the years but always returns to her love of geometrical hand painted mandala designs in mixed media. As someone who loves mandala art, I’m elated she agreed to join us at Holly Kai Park.

Maxi Daviau and Skinnynilla

Second Life Partners Maxi Daviau and Skinnynilla are both superb second Life photographers and regions designers. The Mill, their homestead region is a delight to visit, and their Flickr streams completely absorbing.

Maxi Daviau and Skinnynilla
Maxi Daviau and Skinnynilla

“I have always loved and been amazed at the creativity in this virtual world. Exploring and taking pictures has always been my main hobby in Second Life,” Maxi says of her in-world time. “I love to see what all the residents create here,” Skinnynilla – show also goes by the sobriquet Shakespeare – adds.

Between them, they produce stunning landscape images that capture the very soul of the regions they visit, as well as producing incredible and intimate avatar studies. It is an absolute delight to have them exhibiting side by side at Holly Kai park.

Terrygold

terrygold
Terrygold

“I do not like to say I am an artist,” says Terrygold of her work. “In my spare time I make photos in which at time, a quick idea – like a flash – is a starting point. I develop the idea, and the trip begins.”

It’s a disarming statement, made in all genuine modesty, by a true talent within Second Life. Terry’s work, which I’ve covered on numerous occasions in my own blog, is never anything less than utterly captivating in form, style and presentation.

Rich in narrative, unique in approach, Terry’s work is attractive, and I am genuinely thrilled to see her work on display at Holly Kai Park.

Sorcha Tyles

Sorcha Tyles
Sorcha Tyles

I confess – much to my shame – to not having encountered Sorcha’s work until Skinnynilla pointed me in the direction of her Flickr stream.

I’m glad he did.

There is a deep, personal richness to Sorcha’s work which is almost overwhelming. She regards SL photography as perhaps her biggest addiction in Second Life, and looking at her work, one can not only see why, but also catch a glimpse of Sorcha herself. Her images gracefully combine landscapes with personal studies, producing a range of art that is bewitching in its breadth and intimate in its depth.

My thanks to skinny for introducing us, and to Sorcha for being a part of Art at the Park.

Our Opening Event Musician

winston-ackland
Winston Ackland

Winston Ackland is making his first appearance at Holly Kai Park. An accomplished physical world musician, who in-world provides smiles and tapping feet with his clever original works and quirky adaptations of obscure covers. Somehow, it all makes sense as audiences relax in a comfortable atmosphere and enjoy innovative songs crafted from a blend of rock, blues, bossa nova, jazz and lounge.

In 2008, Winston’s physical and virtual lives merged when his cover of Lithium hit the big screen in 20th Century Fox Films, Marley and Me. In 2012 his cover of Psycho Killer was featured in Oliver Stone’s Savages.

Stories at the Park

In addition, this exhibition will feature a special Stories at the Park event on Saturday, November 20th from 3:00pm. Presented by Seanchai Library, Stories at the Park features readings of 100-word short stories and poems of up to 100 words, inspired by the art on display at the park, and written by some of Second Life’s top writers. The event is open for anyone who enjoys writing, and details of how to take part can be found on our Stories at the Park guidelines. Note that you do not have to read your own work if you prefer not to use Voice: Seanchai Library staff would be happy to read it for you.

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Giovanna’s Monochrome in Second Life

Monochrome - Giovanna Cerise
Monochrome – Giovanna Cerise

Open now through until the end of the year is Monochrome, a full region installation on three levels, designed and built by Giovanna Cerise. It’s a hard piece to quantify – if indeed it requires quantifying. Spread over its three levels, it presents three different environments / structures, offered in black, white and red respectively.

The black element is located at ground level, facing the landing point, with a teleport door providing to the next level – white – which then connects to the upper, red level. There is no specific windlight for the installation; visitors are encouraged to experiment with different times of day / settings.

Monochrome - Giovanna Cerise
Monochrome – Giovanna Cerise

Sitting over the water, the Black level presents a series of cubic and rectangular boxes rising into the sky, some interlinked and stacked like great square hills. Their walls are phantom, allowing visitors to walk  or fly through them (watch out for transparent floors when flying up!). Slender metal spars rise up around them, while string like strands loop through the air, threaded with cubes of their own.

At the centre of all this are three tall, cube-headed female figures. One stands threading a cube onto another metal-like strand, which is being fed to her by the seated and kneeling figures. One of these holds a pair of scissors, ready to cut the strand, presumably so it can also be set floating in the air once a suitable number of cubes have been threaded.

Monochrome - Giovanna Cerise
Monochrome – Giovanna Cerise

The pattern of cube-like rooms is repeated on the White level – only this time the cubes all occupy just one level, spread like a vast building across a white plain. Phantom in nature, they can again be walked through, only this time their walls can also be seen through from both sides. Once their bounds, this gives the feeling of being in some vast maze, one where many of the rooms have large magnifying glasses standing in their centres, while others are empty. Wandering through them, it is exceptionally easy to lose one’s sense of direction.

And on the upper Red level, lies a mass of red cubes, as if caught in a swirling wind lifting them into the air. At their centre is a red mass, like a congealed lump of spilled paint, on which four red figures appear caught in the same vortex, being pulled apart from the head down, their broken bodies rising and twirling together within the vortex, becoming a single strand rising into the sky, eventually to bind the spine of a huge red notebook.

Monochrome - Giovanna Cerise
Monochrome – Giovanna Cerise

All three levels offer intriguing montages. They challenge us to quantify them according to our own perception, by challenging that very perception as we study them each in turn. Is the binding of the book on the Red level really being drawn from the figures below, for example, or is it slowly unravelling from the book to fall and become those figures? And if it is, does this not alter our thinking about what is being portrayed here?

You decide.

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A metaphorical Tumor in Second Life

MetaLES: Tumor
MetaLES: Tumor

“This work is my acknowledgement of greed for material things of human kind which is so powerful that it is going to cost us our own existence,” Igor Ballyhoo states of his new installation, Tumor, now open at MetaLES. “This is not [an] effort to fight it, it is not made in least hope to change anything, it is just a recording of my observation of human society at this point.”

Across a flat, misted plain – reached via teleport of the region’s skyborne landing point – strange structures rise, strange cubic conifers, denuded of branches and leaves. Underfoot, square stepping-stones of brown earth vie with an oily, sludge-like morass pulsating around them, The glowing mist hovers above this, with closer examination revealing it to be sheets of a digital grid pattern which blurs this strange, almost alien landscape into a soft focus.

MetaLES: Tumor
MetaLES: Tumor

But none of this holds the attention for long. Across the region a massive steel pylon raises multiple arms splitting and branching over and again as they reach into the sky. It stands as the embodiment of a the great metal pylons which march across many countries of the world, feeding our insatiable need for energy. Even the metal arms, rising into pincer-like pairs which seem to pluck and pull at the ball of the Sun overhead, offer a further metaphor for our energy greed.

More of these grasping metal arms and fingers can be seen overhead, stretching out from the sides of huge structures rising into the sky. Their blocky forms shimmering in the sunlight and defying the eye to pick out details, they rise one atop the last like great drilling platforms, oblivious of the strange, denuded and oozing landscape below, topped by a strange gigantic cube of cubes.

MetaLES: Tumor
MetaLES: Tumor

As a statement and as an art installation, Tumor is a powerfully visual piece, underlined by its dedication to  Georgina Hope “Gina” Rinehart, climate change sceptic and CEO of Hancock Prospecting, a company which could be said to have questionable concerns over the environmental impact of its projects. It will remain open until the end of November. At the time of writing, it overlaps lanjran Choche’s photographic exhibition, 5Y Smoking, which can also be reached via teleport from the landing point.

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Tumor (MetaLES, rated Moderate)

Revisiting the Reshade injector with Second Life

Reshade is a real-time post-process injector allwoing you to overlay Second Life with various shader options, individually or collectively, to produce assorted effects and results
Reshade is a real-time post-process injector allowing you to overlay Second Life with various shader effects, individually or collectively, to produce assorted results, real-time, in both images and video

Back in August 2015, I blogged about Reshade, a post-processing injector for games and video software available for Windows. When installed and associated with a game or application like Second Life, it can be used to overlay the screen with a wide range of shader-based effects. These can them be used in screen captures or when recording machinima, to provide “real-time” visual effects.

Since that time, Reshade has been through a couple of iterations, with version 3.0.3 appearing on October 21st. As I’ve not revisited Reshade since that 2015 article, I thought I’d provide a short overview of installation and general use of this latest version.


A quick and dirty demo video I made with Reshade 1.0, showing how it can be used used in Second Life machinima filming

Installation

Please ensure you’re logged out of Second Life when setting-up ReShade.

  • Go to the Reshade website and download the installer, double-click to run it.
  • You will be prompted to select a programme for association with Reshade:

install-1

  • Click Select Game and navigate to the installed folder of the viewer with which you want to use Reshade and click on the viewer EXE file.
  • You will be prompted to Select Rendering API:

install-2

  • Click on OpenGL (note this may already appear to be selected – click on it anyway). You will be asked if you want to install the shaders- make sure you do.
  • The shaders will be downloaded and installed in a folder in your viewer’s installation location on your computer.
  • The Reshade installer will report Done, and can be closed.

To associate Reshade with any other viewer you have installed on your PC, you will have to follow these instructions again. You do not necessarily have to install the shaders again (although this is easiest) – you can set any additional versions of Reshade to point to shaders already installed.

Using Reshade

Note: the following is not intended to be an exhaustive guide to using Reshade. It is intended to get you started. The best way to gain familiarity with Reshade is to use it; should you need additional assistance, please refer to the Reshade forums. I don’t profess to be an expert in the applications, and will probably not be able to help with detailed technical support!

Reshade is available whenever you launch the viewer with which it has been associated. To access it, press SHIFT-F2. This will display the UI panel which may enter Tutorial mode, if you haven’t saved any presets.

  • Click the Continue button in the Reshade panel.
  • The preset selection bar will be highlighted. Click on the + button to the right of it to open the Name bar, and type in anything you like – this will become the name of a preset INI file, which yo can save and then select at a later date, loading all the sahder settings you have established in it.
  • The available shaders are loaded (and highlighted in red in the tutorial). Read the explanatory text and click continue.
  • The settings panel is highlighted and briefly explained. Read and click Finish.
  • The full Home tab will be displayed.
The Reshade Home tab
The Reshade Home tab – click for full size

This comprises 5 sections:

  • Preset selection area (top), with + (create a new preset INI) and – (delete selected preset INI)
  • The shader search bar  – type in all or part of a shader to display just that shader and its settings options. This also includes the Collapse / Expand toggle for opening / collapsing all shaders in the upper and lower panes of the tab
  • A scrollable list of available shaders. Clicking on any one of these will open it to display the activation button (1), above, and the hotkey toggle option (2), above – you can type-in any key combination you like here to automatically select the shader.
  • A scrollable list of settings, by shader (3), above).
  • The Reload button (reset everything to defaults) and Show error log buttons.

The two main panes in the tab – shader list and settings – can be adjusted by clicking on the divider between them and moving it up or down.

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