Looking at the Second Life Inventory Extensions Project Viewer

Inventory Extensions in the official viewer: Item and folder contents preview images (l) and the Single Folder View (r)

On Monday, June 26th, Linden Lab issued the Inventory Extensions project viewer, offering two new inventory features intended to make browsing inventory and inventory folders and ascertaining what they / their contents are a lot easier. An official blog post accompanied the new viewer, and this post is intended to offer a little meat an bones on that post for the curious.

The new capabilities comprise:

  • Inventory Previews (previously referred to as Inventory Thumbnails):
    • The ability to take images of individual items within inventory (clothing, body parts, accessories, attachments).
    • Have these images persistently linked to the item (unless intentionally deleted or changed) and displayed when the mouse pointer is hovered over the item in question.
    • The ability to use your own images, either from inventory or uploaded through the preview tool, which can be persistently associated with the item when the mouse pointer hover over it.
    • The ability to create and include images for other inventory asset types such as Calling Cards (e.g. a photo of the person to whom the card relates),  EEP Settings, Landmarks (e.g. a photo of a location), Notecards, Gestures, Scripts, etc.
    • The ability to associated images with an entire folder (e.g. a photo of a complete outfit contained in a folder).
    • There is no fee associated with creating such preview images, whether taken using the in-viewer tool or when uploading your own image via the tool (note the fee will be applied still if you use the Build → Upload Image option).
    • Merchants and creators can add previews to their delivery folders and items, and these will be automatically displayed on mouseover with the item / folder.
  • Single Folder view: the ability to see the contents of a single inventory folder in its own window.
  • As far as I’m aware, these previews should not place any overhead on inventory loading.

Please note: at the time of writing, these features are only available via a project viewer available via the Alternate Viewers page, and thus should be regarded as being for testing purposes, and they may be subject to further iterations / changes between now and when they do review a de facto release status. Those trying the viewer are encouraged to file any bugs they may find via the Second Life Jira.

Inventory Previews

Creating a Preview via the Preview Snapshot

  • Select (and wear / display, as applicable) the item for which you wish to create a preview image. In this example, I’m using a hairstyle.
  • If you are creating a preview of an item of clothing or other wearable, you might want to pose your avatar (although this obviously isn’t essential).
  • Position your camera so you are ready to take your preview image.
  • Open your Inventory and locate the item for item for which you wish to create a preview image and right-click on its name to display the Context Menu. Select Image… from the menu.
  • This will open the Change Item Image floater.  To take a preview image directly, click on the Use Snapshot Tool button on the floater (second button from left, with a camera icon).
Creating an Inventory Preview Image of of of my hairstyles
  • When using the Snapshot Tool, clicking the button will open the Item Snapshot floater:
    • Use the Take Photo button to refresh the preview of the image about to be taken, if required.
    • When you are satisfied with the preview image, click Save.
    • The preview image will be generated and automatically associated with the inventory item.

Viewing A Preview Image

  • In Inventory, hover the mouse over an item.
  • If there is a preview image set for it, it will be displayed whilst the mouse remains over the item.
Hovering the mouse pointer over an item in Inventory will display any preview image associated with it

Buttons on the Change Item Image and Item Snapshot Floaters

The image below provides additional descriptions for those buttons on the Change Item Image and Image Snapshot floaters which might not be obvious at first glance.

The buttons on the Change Item Image and Image Snapshot floaters 

Additional Notes

  • When using the Upload From Computer and Use Texture (e.g. a snapshot saved to inventory or other texture in inventory) in the Change Item Image floater, there is no need to take an additional snapshot using the floater – once displayed in the floater, the image will be associated with the item.
  • To create an image for an entire folder in inventory (such as an outfit), follow the steps for Creating a Preview via the Preview Snapshot, but right-click on the folder itself to select Image… from the Context Menu.
Using the Preview option with an outfit (l) and a Landmark (r)

Single Folder View

This option allows you to see the contents of a single inventory folder in its own window.

  • Locate the required folder in inventory.
  • Right-click on it to display the Context Menus and select Open in a New Window.
  • The contents of the folder are displayed in a new floater:
    • Any items with associated preview images have said images displayed in the upper part of the floater.
    • Items without any associated preview image are listed in the lower portion of the floater.
The Single Folder View (aka open folder in a new window)

General Notes

There have been some claims that the Inventory Preview is an attempt by LL to move in on popular products such as CTS Wardrobe; however, these claims are not really accurate. This kind of inventory preview has long been requested for the viewer, whereas CTS and similar are geared towards web-based inventory organisation (and may require the use of RLV), whilst offering a more rounded feature-set in terms of tagging and other capabilities. As such, they are not in any way invalidated by the release of this functionality, and there are those who may find such systems remain more attractive as an option.

That said, the Lab’s inventory preview is a useful feature, and one that will hopefully be used by content creators as well as by users in general. The single folder inventory view is also useful, although I have a minor niggle over consistency of naming (if the capability is called Single Folder View, how about calling it that in the Context Menu?).

Currently, and as noted above, both features are still in development, and hence only available through the Alternate Viewers page at present, and may be subject to change. Depending on what, if any, changes are made, I may revisit this viewer and provide a further piece on it once it reaches de facto release status.

2023 SL viewer release summaries week #25

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

Updates from the week through to Sunday, June 25th, 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: Maintenance S RC viewer, version 6.6.12.579987, dated May 11, promoted May 16.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • No updates.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

Mobile / Other Clients

  • No update.

Additional TPV Resources

Related Links

2023 SL SUG meetings week #25 summary

Natthimmel – Göbekli Tepe. May 2023 – blog post

The following notes were taken from the Tuesday, June 20th 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

  • There was no deployment on the SLS Main channel on Tuesday, June 20th. However, the simhosts were restarted.
  • On Wednesday, June 21st, the RC release deployed to the BlueSteel channel will be deployed to the rest of the RC simhosts. This release includes:
    • The “bot detection” update (i.e. AGENT_AUTOMATED constant for llGetAgentInfo() – so only detects if that flag is set, not if an agent is a bot or not.
    • The second part of the LSD rezzing fix + lLinksetDataDeleteFound and llLinksetDataCountFound, among other things.

Viewer Updates

No changes to the crop of official viewers for the start of the week, leaving the available list as:

In Brief

  • This was a solstice party week, so not a lot of technical discussion.
  • Depending on who was speaking, vehicle-based region crossings either appear to have improved for some reason, or at exactly the same.
  • There is a bug with the automated Map refresh / clearing which can result in regions removed from the grid being removed from the Map. Anyone noticing this is asked to raised a support ticket requesting the Map be updated.
  • The Lab is playing with an experimental capability for adding labelling to the Map – some of this was shown by Alexa Linden some time ago, but the experiments at the Lab are continuing, although it is not clear if any of this work will result in anything user-facing, as currently the overlay is effectively a replacement for the actual Map tile, hence why the examples below are on “empty” parts of the the Map.
The latest in LL’s experiments with Map overlays
  • llLinksetDataDeleteFound and llLinksetDataCountFound are awaiting documentation, but are now integrated into the next maintenance simulator.
  • A semi-entertaining discussion on Babylon 5 and Star Trek – who would’ve said Rider Linden is a B5 fan?! All I’ll say is not Zathras – because no-one ever listens to Zathras. Zathras, however, probably did say so. Even if only to Zathras.‡.

† 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.

‡ No, I’m not going to explain that further. Watch Babylon 5 and find out. You won’t regret it 🙂 .

2023 week #24: SL CCUG meeting summary

The Last Aokigahara Souls, April 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, June 15th, 2023 at 13:00 SLT. 

These meetings are:

  • For discussion of work related to content creation in Second Life, including current work, upcoming work, and requests or comments from the community, together with viewer development work.
  • Usually chaired by Vir Linden, and dates and times can be obtained from the SL Public Calendar.
  • Conducted in mixed voice and text chat. Participants can use either when making comments  or ask or respond to comments, but note that you will need Voice to be enabled to hear responses and comments from the Linden reps and other using it. If you have issues with hearing or following the voice discussions, please inform the Lindens at the meeting.

The following is a summary of the key topics discussed in the meeting, and is not intended to be a full transcript of all points raised.

Viewer News

No official viewer updates up until the meeting, leaving the list as:

In addition:

  • Maintenance T is likely the next RC viewer in line for promotion to de facto release status; however, it currently has an elevated crashed rate compared to the current release viewer, so LL is looking to bring that down before any promotion in made.
  • The Emoji project viewer is liable to see further improvements to the Emoji picker in the UI.
  • All of the back-end work (simulator code and the inventory service) seen as necessary to support Inventory Thumbnails is now thought to be in place, opening the door for a Thumbnails project viewer “Soon™”, which is apparently awaiting QA clearance.
    • Apparently this now provides the option of displaying the contents of an inventory folder either as we’re currently familiar with them (icons and text) or in a “thumbnail view” – I’ll review this once the viewer is available.
    • It’s anticipated that as the feature goes mainstream, creators will include thumbnails with their product offerings, as well as users creating their own thumbnails of items already in their inventory.
  • A further Maintenance RC viewer (Maint U) is in development and could be surfacing “Soon™”.

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.
  • There is a general introduction / overview / guide to authoring PBR Materials available via the Second Life Wiki.
  • Substance Painter is also used as a guiding principal for how PBR materials should look in Second Life.
  • 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.
  • Given the additional texture load, work has been put into improving texture handling within the PBR viewer.
  • 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.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • To provide support for reflection probes and cubemap reflections.
  • The viewer is available via the Alternate Viewers page.
  • Please also see previous CCUG meeting summaries for further background on this project.

Status

  • There is another viewer RC in the works. This has been delayed whilst a number of bugs were resolved, but it is now with QA and pending their OK, it should be surfacing in the very near future.
  • The water fog density range has been updated in the PBR viewer. It was capable of being set from -10 through to 10, but is now  “almost zero” through to 100, with the higher numbers indicating higher fog density (and lower visibility).
  • Sky settings:
    • As per my notes from the last CCUG, all “legacy” skies which do not have a probe ambience set, will have one automatically applied by the viewer.
    • This has lead to a checkbox being including in the Graphic Preferences to disable the automatic application. However, it is possible / likely the check box will be removed.
    • This will mean the only way to have “legacy” skies render as they did pre-PBR will be to set the probe ambience setting to zero in the sky settings.
    • Setting probe ambience to 0 effectively deactivates HDR rendering and tone mapping etc.
  • The above requirement to set the probe ambience to zero has two further impacts:
    • It will be the only means by which “legacy” materials can be rendered as they did pre-PBR; the viewer “hack” to desaturate and “nudge” the luminance of “legacy” materials to have them render as they did pre-PBR has been removed due to combination of factors, including a noticeable performance hit.
    • The hack that allowed full bright objects to be exempt from dynamic exposure (so they would always stay the same brightness no matter what the exposure) has also had to be removed from the viewer, again as a result of a noticeable performance hit (an extra texture sample for each pixel). So, full bright object will, in future versions of the PBR viewer, be subject to the same exposure rules as everything else in the scene.
      • This means that full bright objects will still appear to be lit by 100% of the light and be unaffected by things like local lights, but the overall dynamic exposure of the scene will also brighten / darken them in keeping with the rest of the scene, and tone mapping will be applied.
      • SL photographers who display their images in-world with full bright are going to need to experiment with using sky settings with tone mapping disabled when taking their shots in order to avoid it being applied twice to images (e.g. once when the snapshot was taken and again when displayed in-world) and having this unduly affect the full bright rendering of the image.
  • Screen Space Reflections (SSR) – (non-SL overview):
    • Glossy support led to performance hits, particularly when there were a lot of alpha objects in the scene being rendered.
    • This has now been mitigated via a number of means; e.g. SSR is not even applied if it exceeds a certain roughness value, nor is it applied to alpha blended objects (the “old fade-out” method is used – that is: the higher the roughness, the weaker the SSR and the greater the reliance on reflection probes).
    • There have also been some general adjustments to SSR to again try to reduce the performance hits, whilst also allowing more distant objects to be reflected off of surfaces – said to be noticeable on water and flat surfaces.
  • The SSR work provoked a reminder that it is important not to abuse the use of alpha surfaces when SSR is used in rendering.
    • For example:
      • If the object is just a single layer users will be looking through to see what lays beyond, than alpha blending “may be the right choice”.
      • However, alphas should not be used to create layered effects (e.g. setting the faces of a surface to transparent for a “window” and then applying a further alpha to give the window a “frosted glass” look, and having the viewer composite them when rendering. Instead, both alphas should be baked down into one material in PhotoShop (or similar) & applied).
    • This sparked a discussion on how general users who dabble in content creation and who may be used to working in certain ways, can be properly educated to understand things like this – which may be known and understood by mainstream content creators, but could easily pass others by, as there is no means within the viewer UI of telling what is “good” or “bad” techniques when banging things together (at least until frame rates disappear through the floor and into the cellar).
    • It was therefore suggested again that documentation on the wiki – “best practices” / a “bible” for PBR Materials creation / use really should accompany the formal release of PBR Materials, and this should be clearly pointed at though blog posts, etc.

PBR Terrain

Materials applied to Second Life terrains. Credit: Linden Lab
  • Per past meeting notes, Cosmic Linden is prototyping the application of PBR materials on terrain (see this blog post for more).
  • The focus currently is on adding triplanar mapping to the for terrain repeats, particularly on steep elevation changes (so as to avoid the all-too familiar “stretching” seen with textures).
  • The above does potentially incur a performance hit, as it is noted as being for “sufficiently capable machines”, so Cosmic has also been working on trying to optimise performance elsewhere in the use of materials on terrain, as well as carrying out some bug fixing.
  • Important notes with this work:
    • It is not terrain painting. It is the application of PBR materials – terrain painting is described as “something that’s on the radar” at LL.
    • The work does not include support for displacement maps.
    • The work is currently only viewer-side, with no corresponding server-side support, the idea here being to prototype what might be achieved and testing approaches / results.

In Brief

  • It was re-iterated that long-term graphics support on the MacOS side will be MoltenVK (with Vulkan the likely route for Windows), with Zink also being looked at.
  • New user retention:
    • It has been suggested that as many in the various SL communities – those running Community Gateways, content creators, etc., – all have a interest in the new-user experience and brining people into SL, that a semi-regular “New User Experience” meeting might be established by LL at which ideas can be more readily discussed, feedback given and communities and creators more directly engaged with LL’s own efforts (e.g. developing an ecosystem of clothing, etc., to support the (still) upcoming new starter avatars. etc.).
    • It was pointed out that one of the best ways to encourage retention is for existing users to be welcoming, polite and supportive of new users (clubs that have scripts auto-ejecting people just because they are only a handful of days old or on the basis that an avatar is not PIOF, for example, aren’t exactly rolling out the welcome mat, for example).
    • The above spun into a general discussion on content, content moderation, and similar.
  • There was a general discussion on Land Impact (LI) and how it is “too high” – although this is highly subjectively, given the diversity of content and its uses in SL (static, animated, Animesh, etc. – how high is “too high”? Is “too high” down to more a lack of understanding of actual rendering + simulator load costs than an objective measurement? etc.). That said, it was acknowledged that more could be done t help “improve” LI in some areas.
  • The above spun into a discussion on physics costs, and how convex hull physics forms are not the most efficient for SL due to the complexity of the tools used to create them, and the ease with which mistakes can be made in creating them, with indications that as the glTF project moves towards support for mesh uploads how physics shapes are used / applied is likely to be be revised.

Next Meeting

  • Thursday, June 29th, 2023.

† 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.

2023 SL SUG meetings week #24 summary

Burrow Wood: Road to Nowhere, April 2023 – blog post

The following notes were taken from the Tuesday, June 13th 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, June 13th:
    • The SLS Main channel servers were updated with a simulator release providing support for the new inventory thumbnails viewer capability soon to be forthcoming. See my recent TPVD meeting summaries for more on this capability. This project – or at least the simulator element – is apparently known as “Manicure” internally at the Lab!).
    • The Preflight RC channel was updated with simulator support for glTF PBR materials – see below for more on this deployment.
  • One Wednesday June14th, the BlueSteel RC channel will be updated with a maintenance release, which include:
    • The “bot detection” update (i.e. AGENT_AUTOMATED constant for llGetAgentInfo() – so only detects if that flag is set, not if an agent is a bot or not.
    • The second part of the LSD rezzing fix + lLinksetDataDeleteFound and llLinksetDataCountFound, among other things.

glTF PBR Simulator Deployment

  • The Preflight channel is a small channel compromising the following controlled access regions: Preflight 0] though Preflight 8, Rumpus Room 1  through Rumpus Room 5 and Testylvania Sandbox.
  • Access to these regions must be requested – but will remain limited; the purpose of this deployment is for small-scale testing of the PBR materials support on the Main grid.
  • A larger, more public deployment of the simulator PBR support code will be forthcoming, so those who do not have access to the Preflight regions should consider waiting for that deployment.

Viewer Updates

No changes to the crop of official viewers for the start of the week, leaving the available list as:

In Brief

PBR Terrain Work

To re-iterate:

  • This work is in development, but is a follow-on to the current PBR Materials project, not a part of it.
  • It is primarily viewer-side changes, allowing the application of PBR materials instead of the current terrain textures. It is *not* PBR terrain painting.
  • Extensions to the project are being discussed internally at the Lab, but the real focus will be on this initial work for the time being, and further information can be found in this official blog post.
  • Discussions on the work are held at the content Creation User Group meetings – see my  meeting summaries or attend the meetings in person.
The PBR terrain project will allow PBR materials to be used on Second Life terrain in place of textures. Credit: Linden Lab

Inventory Thumbnails

  • This is primarily a viewer-side project which keeps coming up for discussion at the SUG meetings.
  • It will allow persistent thumbnail images with a maximum resolution of 256×256 to be produced, which can be stored within inventory with the items they represent  such that they display an image of an item to be displayed on Mouseover.
  • Testing is currently underway to limit the impact the inclusion of thumbnails may have on inventory load time, texture memory use.
  • The viewer is not yet ready for a project viewer release, but the Lab is working on a blog post to outline more of the intended functionality of this capability.

In General

  • BUG-232037 “Avatar Online / Offline Status Not Correctly Updating” has further fixes in the works. No estimated time for deployment.
  • There is still upset circulating about the reduction in Linden Water reflections as a result of performance optimisations to help offset the impact of PBR rendering in the viewer. Currently, there are no plans to offer higher quality reflections in the future, but it is hoped that evolving work on screen space reflections will offset so of the loss of quality.  For discussions on this, please see my Content Creation User Group (CCUG) summaries or attend the meetings in person.
  • A general discussion on updating Linden trees / plants, re-introducing the “wind” to sway trees, how physics calculations and costs are made / arrived at (with the latter noted as potentially being for a future (e.g. not this year) internal discussion at the Lab, so outside of the scope of comment from the La at present).
  • It was noted that there is a further simulator update in development which is hoped will reduce the hit simulators take when handling avatars arriving in a region (and with a focus on better handling of attachments). No ETA on when this will see the light of day.
  • A further discussion on region crossings and vehicles, which also rolled into vehicles hitting ban walls and avatars being ejected / vehicle returned, and a means of preventing this by forewarning on an impending region / parcel with access control enabled. Please refer to the video for all of this.

† 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.

2023 SL viewer release summaries week #23

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

Updates from the week through to Sunday, June 11th, 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: Maintenance S RC viewer, version 6.6.12.579987, dated May 11, promoted May 16.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

Mobile / Other Clients

  • No update.

Additional TPV Resources

Related Links