Artscape: a cosy community arts venue in Second Life

Artscape Gallery Village, September 2022

Early in August 2022, Chic Aeon dropped me a note concerning a new venture on her part – Artscape Gallery Village, designed to be a small community hub for artists, offering (among other benefits) free gallery spaces to those interested located within an landscaped location and surrounding a central gallery.

Artscape Village is public arena for both established and new artists.   
The village goal is to be a realistic rendition of our corporeal world, and possibly a stepping stone to connections beyond our keyboards. Gallery space is provided free with Pay It Forward quarterly gifts for art lovers. The aim is to enhance visibility for virtual artists as well as act as an introduction to pixelated creativity for those new to Second Life.

– Chic Aeon on Artscape Village

Artscape Gallery Village, September 2022

Located on a Homestead region, Artscape Village is intentionally small, the emphasis being on fostering a community feel to the setting, whilst encouraging artists both new and established within Second Life with a modest space in which to display and sell their work. Some 24 boutique galleries are offered in little blocks of four apiece. Built by Chic herself these have something of an adobe pueblo look took them, and sit as two groups of twelve around three sides of a pair of terraces which in turn bracket the central gallery.

The latter takes the form of the Zujin Modern Estate by Cory Edo, which as Chic explains, helped to push her into developing Artscape Gallery Village:

My inspiration in part was the new build from Cory Edo of Trompe Loeil, a brand who I have been blogging for continuously over the last ten years. It is spectacular and as I was taking photos I couldn’t help envision the modern structure as a gallery. A few days later I went out looking for land and found that a region I had rented before was one of the few homesteads out there. Serendipity and I are good friends.

– Chic Aeon on Artscape Village

Artscape Gallery Village, September 2022 – Main Gallery

The boutique galleries come with 35 LI in which can be used to display art and put out suitable supporting décor. In addition, and for those who may need them, Artscape Village offers group members a choice of unfurnished and furnished skyboxes for those in need of a small home, together with a communal arts sky platform when working.

The unfurnished skyoboxes offer a 50 LI allowance for furnishings, and the furnished versions a 25 LI allowance for additional décor. They are also offered for free, and artists displaying at Artscape should contact Chic if interested in obtaining one.- but again, please note that they are intended for those without a regular home in Second Life.

Artscape Gallery Village, September 2022 – furnished skybox

Applications for gallery spaces – there were a number still available when I visited while writing this piece – can be made via note card; click the Application board at the signage within the gallery’s landing point. The application card includes a series of guidelines and rules for the Village which should obviously be read, and completed cards should be dropped onto the Leave A Notecard board within the same signage as the Application board.

In addition the guidelines / rules set out within the Application note card, there are some additional points of note to be found within the Artscape web pages (both within the Rules page and elsewhere). These include points such as Artscape being reserved for human avatar artists (to enhance the “real life” feel to the setting), and that the skyboxes cannot be used as additional gallery space and the galleries cannot be used as any form of living space. Given this, a look through the web pages is encouraged when thinking of applying.

Artscape Gallery Village, September 2022 – terrace and boutique galleries

As  well as the boutique galleries spaces and skyboxes, benefits in getting involved with Artscape include the opportunity to be a part of a small community of like-minds (at least in terms of art!); being able to display and/or sell your art in an environment which is somewhat optimised for a good experience (one not cluttered with dozens of unique meshes and textures (outside of the art itself!), etc.), and the potential for group activities:

There may be classes in the future. I have experience teaching colour theory and composition along with leading critique groups that aren’t too painful (always start with the positive).

– Chic Aeon on Artscape Village

A unique aspect to the setting is the gallery itself. Rather than being the home to rotating displays of art, forms a central display area in which pieces by group members are displayed, together with a name board of the artist. Clicking the latter will open the World Map and allow you to teleport to their little gallery. At the time of my visit, the upper levels of the gallery were given over to communal social spaces, offering further opportunities for artists and visitors to mingle.

Artscape Gallery Village, September 2022 – gallery discussion room

With 3D sculptures from Chic’s personal collection occupying some of the garden space, Artscape Gallery Village is an engaging and (given Chic is covering the tier cost) generous idea for helping foster arts and arts communities in SL, and is well worth a visit whether you are an artist or a patron of art in Second Life.

SLurl and Links

Space Sunday: JWST, Artemis, DKIST and starship

Caught by the NIRCam on the James Webb Space Telescope, this image reveals the details at the very heart of 30 Doradus. Credit: NASA / ESA

The above image is of a region of space officially called 30 Doradus, located in the south-east corner (from Earth’s perspective) of the Large Magellanic Cloud (LMC), one of the “satellite” galaxies to our own.

Known more familiarly as the Tarantula Nebula, the region has long been a subject for study by astronomers as it is the largest and brightest star-forming group in our local group of galaxies. Its popular name originates in the way the dusty filaments within it suggest the web found within the holes of burrowing tarantulas, the black “holes” within the suggesting the spider lying in wait in its hide, ready to pounce on any prey passing by.

Even though it and other nebulae have been imaged many times over the years, the Tarantula and its cousins still contain many secrets about the processes involved in the formation of stars. As such, they remain targets of considerable interest to astronomers, and the these images, captured by the Near-Infrared Camera (NIRCam) and processed by the Near-Infrared Spectrograph (NIRSpec), and also by the Mid-infrared Instrument (MIRI) on the James Webb Space Telescope (JWST), reveal the Tarantula Nebula in never-before seen details.

A mosaic view of 30 Doradus, assembled from Hubble Space Telescope photos, The focus of the JWST image is the smaller of the two dark areas within the nebula. Credit: NASA, ESA, ESO.

Visible in depth for the very first time are thousands of young stars, distant background galaxies, and the detailed structure of the nebula’s gas and dust formations as they are pushed, pulled and twisted by the solar winds within the nebula. Such is the unprecedented power of Webb’s imaging systems; it was even able to capture one young star in the act of shedding a cloud of dust from around itself, dust which may eventually form one or more planets orbiting the star.

Processing of the images by (NIRCam), combined with the NIRSpec data show that the cavity at the centre of the nebula is the result of powerful solar winds radiating outwards from a cluster of massive young stars, which appear as pale blue dots.

Only the densest surrounding areas of the nebula resist erosion by these stars’ powerful stellar winds, forming pillars that appear to point back toward the cluster. These pillars contain forming protostars, which will eventually emerge from their dusty cocoons and take their turn shaping the nebula.

– Part of a statement on the Tarantula Nebula image by the JWST imaging team

This image is one of the most recent to the published from the cache JWST has already gathered and transmitted back to Earth – but it is not among the more recent to be received. Ironically, despite its beauty, it was one of those received following the telescope completing its commissioning and starting formal science operations. However, it was passed over as one of the images to be selected for the very first release of JWST images back in July on the ground NASA / ESA had “more interesting” subjects to be included in the initial release and press conference!

Artemis Update

Following the September 3rd launch attempt scrub for the Artmis-1 mission, featuring NASA’s new Space Launch System, engineers have been hard at work. The scrub was the result of a significant liquid hydrogen leak during the propellant loading process, and following the scrub, it was unclear as to whether the rocket would be rolled back to the Vehicle Assembly Building (VAB) for repairs or an attempt would be made to fix matters on the pad.

On September 6th, the decision was made to try the latter, and would focus on replacing the seal on the 20-cm liquid hydrogen feed within the quick disconnect system that connects the propellant feeds from the mobile launch platform to the rocket. Work on replacing the seal commenced on September 8th, and was successfully concluded on September 9th.

The Base of the Artemis 1 SLS rocket on the mobile launch platform at Pad-39B,  Kennedy Space Centre. To the left is the quick disconnect system with its protective rocker cover. It was the seals at the end of the pipes connecting this to the rocket which failed to prevent liquid hydrogen leaks during propellant loading. Credit: NASA

At the same time, a smaller 10-cm bleed valve located between the rocket’s core and upper stage was also replaced as a precautionary repair; this valve refused to obey ground instructions when engineers were trying to use an overpressure of the liquid hydrogen pipe to try and force the feed seal to work. With both repairs successfully completed, NASA looked towards possible dates for a third launch attempt, settling on either September 23rd or September 27th.However, these are dependent on a couple of significant requirements.

The first is a fuelling test designed to ensure the propellant feeds are now working correctly, and will involve loading both liquid hydrogen and liquid oxygen in a revised propellant loading process. This will take place on September 17th and will involve loading the tanks of both the core stage and the upper stage of the SLS. This test will also be used to perform a “kick-start bleed test” on the SLS rocket’s four main engines. That test is designed to chill the engines down to a temperature of -251º Celsius) to prepare them for their super-chilled propellant during a launch.

The second requirement is the granting of a waiver by the U.S. Space Force for the vehicle’s flight termination system (FTS). This is the package designed to destroy the rocket if it veers off course during launch. Powered by batteries, the FTS needs periodic checks, and the current certification period ended on September 6th. Therefore is the USSF do not agree to a waiver, the SLS will need to be rolled back to the Vehicle Assembly Building in order for the FTS packages to be inspected, and possibly replaced; all of which would mean missing the September launch dates.

A close-up of the base of the SLS rocket, showing engineers working on the quick disconnect system, demonstrating the sheer scale of the rocker and its boosters. Credit: NASA

If Artemis 1 were to launch on September 23rd, it will be on a so-called “short class” mission lasting 26 days, with splashdown on October 18th. However, if the 27th launch date is used, it would mark a “long class” mission, with splashdown not occurring until November 5th for total mission duration of 41 days.

Prior to the repair attempt on the Artemis 1 SLS, NASA announced the contract for the Artemis space suits due to be used with the Artemis 3 mission and the first lunar landing for the programme.

As I’ve previously noted, the development of an entirely new space suit NASA could use to replace the current suits – themselves based on the Apollo design – started in 2007. however, development was riddled with issues to the point where even after a “final” design was announced, NASA’s own Office of Inspector General (OIG) rated it as unsuitable and unlikely to be ready for the then-planned 2025 lunar landing of Artemis 3 (see: Space Sunday: Mars, Starliner woes, accusations & spacesuits).

Because of this, earlier in 2022, NASA turned to Axiom Space – who are already engaged in space station activities; and to Collins Aerospace + ILC Dover – a team that has decades of experience with the current EVA suits used by NASA – and offered them the opportunity to put forward initial designs for a new EVA suit,  with potential to gain a US $3.4 billion contract to supply NASA with suits through until 2035.

That contract has now – somewhat surprisingly, given the track record Collins / ILC Collins have in space suit design – gone to Axiom, who will supply NASA with a “moonwalking system” of suits and support systems to be used as a part of the Artemis programme, starting with Artemis 3. Neither NASA nor Axiom have been particularly forthcoming as to why the latter was chosen, and few details on their suit – outside of a partial image and the idea that it will be “evolvable”  – have been provided.

The only image available of the new lunar space suit to be developed by Axiom Space for NASA. Credit: Axiom Space

By contrast, and prior to the announcement, Collins / ILC Denver presented concepts of their suit designs, and opened a new facility for suit development and construction on August 31st.

However, documentation suggests that pricing has been a major consideration: Axiom’s pricing is said to have been some 23% below NASA’s cost estimate for suit development, and Collins / ILC Dover’s pricing was just 2% below the estimate – which may actually reflect a more realistic estimate for suit development.

Continue reading “Space Sunday: JWST, Artemis, DKIST and starship”

Seanchai Library: mystery and fantasy in Second Life

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library – and this week previews the launch of a very special event.

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.

Sunday, September 11th, 13:30: Evil Under the Sun

A Seanchai Library special event at SLEA.

The are times when even Belgian ex-pat detective Hercule Poirot needs a break from his chosen vocation; so when the opportunity arises for him to enjoy a holiday in Devon at the Jolly Roger Hotel (inspired by the Burgh Island Hotel) located on a tidal island just off the south Devonshire coast, he looks forward to the chance of a little R&R. 

Evil Under the Sun – a Seanchai Library special event

Whilst at the hotel, he encounters the other guests, notably Arlena Marshall who, desire being at the hotel with her husband Kenneth and step-daughter Linda, spends a lot of her time flirting with Patrick Redfern – much to the anger of Redfern’s wife, Christine and the disgust of her step-daughter. Also among the guests is Rosamund Darnley, who was once sweethearts with Kenneth Marshall.

Trying to keep himself apart from the intrigue, Poirot finds himself drawn into the middle of things and in need of his most particular deductive skills when Arlena Marshall is found dead on the sand of a secluded cove across the little island far from the hotel; a place where she apparently had a secret assignation…

Evil Under the Sun – a Seanchai Library special event

Join David Abbott, Corwyn Allen, Gloriana Maertens, Elrik Merlin, Kayden Oconnell, and Caledonia Skytower as they commence a reading of the 23rd adventure for Agatha’s Christie’s hero, first published in 1941, within the setting of the Jolly Roger Hotel. Should you wish, you can also enjoy the hotel’s grounds and facilities, partake of a little fun – and visit the cove which proved fatal for Arlena Marshall.

Monday, September 12th, 19:00: Fantasy Shorts

With Gyro Muggins.

Tuesday, September 13th

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: Howl’s Moving Castle

Sophie has the great misfortune of being the eldest of three daughters, destined to fail miserably should she ever leave home to seek her fate. But when she unwittingly attracts the ire of the Witch of the Waste, Sophie finds herself under a horrid spell that transforms her into an old lady. Her only chance at breaking it lies in the ever-moving castle in the hills: the Wizard Howl’s castle.

To untangle the enchantment, Sophie must handle the heartless Howl, strike a bargain with a fire demon, and meet the Witch of the Waste head-on. Along the way, she discovers that there’s far more to Howl—and herself—than first meets the eye.

Caledonia Skytower reads Diana Wynne Jones novel.

Wednesday, September 14th 19:00: Seanchai Flicks

The Seanchai cinema space plays host to videos and throw popcorn around!

Thursday, September 15th: Dark

No events.

Autumn at Sainte Rose sur Mer in Second Life

Sainte Rose sur Mer, September 2022 – click any image for full size

On the advice of the Destination Guide – and also to give Firestorm 6.6.3 with the Lab’s Performance Improvements something of an exercise, I hopped over to Sainte Rose sur Mer. This is the 21,000+ square metre parcel designed and held by Dandy Warhlol (terry Fotherington) occupying most of the eastern aspect of a Full private region that has the additional Land Capacity bonus available for use by those renting there, and which I last visited in December 2021.

At the time of that visit I noted that Sainte Rose sur Mer presented “a refreshing break from the current round of winter-themed regions by presenting visitors with a little corner of Mediterranean France with a beach to the southern aspect … and a coastal, almost rustic corner of a town … that offers little walks and corners to explore”.

Sainte Rose sur Mer, September 2022

This is still very much the case with the updated design for the setting, which sits now dressed for the autumnal season. within it, there is much that echoes the look and feel of the former design in terms of architecture and layout, something that gives an overall sense that this is a further, and previously unseen, part of that little town Dandy first revealed to us in late 2021.

The landing point is located towards the south-east corner of the build, at a point where a small cobbled square opens to one side to overlook what might have once been a natural cove, but which has been built up over the years such that it now sits as a home to little wharves and a tiny, trapped shingle beach. Facing this overlook from the opposite side of the cobbles is one of the entrances to the BarDeco club.

Sainte Rose sur Mer, September 2022

Always a staple of Dandy’s personal builds, BarDeco here retains its open-air look and feel, sitting within a large courtyard area now bounded on all sides by buildings and high walls. It has an attractive, ramshackle look to it which is always instantly engaging – a hallmark of the BarDeco designs over the years -, the broken floors of the upper level suggesting that at least part of the area occupied by the club might have once been roofed over, although what it may have housed if so is entirely a matter for the imagination.

Bracketing the club to either side are two south-north thoroughfares which between them offer routes of exploration. The first of these, which includes the cobbled landing point, connects the southern beach and the tall form of houses, hotels and beachfront places of business overlooking it, with a small “residential” area (not rentals, just a grouping of publicly-accessible houses) at the northern end of the setting. In doing so, it passes through a cosy street of little businesses and tall townhouses, arched gateways and tunnels denoting the limits of their influence.

Sainte Rose sur Mer, September 2022

Along this street are reminders of the prior iteration of Sainte Rose sur Mer I visited in December 2021 – the steps gently connecting the different levels of the town, the gateways, the little stone bridge (now rubbing shoulders with building either side of it) which now takes the street down to the narrow little Rue du Petit Pont. This narrow street runs behind the local hotel and parallel to the beach before opening out into an fountained square which in turn links to the raised waterfront and the beach beyond.

Steps on the far side of this square rise up to another terrace, also with its own fountain.  Backed by local residences, it has clearly been laid claim to by cats, birds and children. Steps on the same side as those leading up to it, but without any gated access, drop back down to provide access to the second of the north-south thoroughfares.

Sainte Rose sur Mer, September 2022

This second route is more informal in nature, being marked not by cobbles but by gravel pools and paths which both sit alongside two further entrances to BarDeco and  also meander northwards past gazebos and trees and over bubbling streams to reach a stone and steel framed greenhouse. Imposing is size and form, this greenhouse carries an air of having once been a proud garden feature, complete with its own clock marking the passage of time; now sits in the midst of a wildling garden, apparently now the house of occasional piano recitals.

Both garden and pond – which has a large deck extending over its southern side from the bank just below the greenhouse – offer a picturesque view over to the gardens of the houses at the northern end of the setting. The latter can actually be reached by means of a little bridge and rock path which skirt around the west side of the water to pass by way of an old gatehouse tower. At the houses, an overgrown alley running between two of them leads visitors back to the cobbled “main” street, thus allowing them to literally circumnavigate the entire setting from landing point back to landing point.

Sainte Rose sur Mer, September 2022

As is the way with Dandy’s build, there is a richness of details to be found here throughout, and there are a lot of nooks and crannies and little side passages and alleys to be exploring I haven’t touched upon in this piece.

Normally, the high level of attention to detail can lead to hits on viewer FPS. While this is still the case in places with this build, thanks to LL’s performance improvements, I found I needed to jiggle with settings a lot less than has often been the case when dropping into Dandy’s builds (although I did have to derender a lot of the mesh rain sheets, as these have always been a bane to my PC).

Sainte Rose sur Mer, September 2022

Picturesque, rich in the use of local sounds and with much to see appreciate and photograph, Sainte Rose sur Mer remains an engaging destination.

SLurl Details

Firestorm 6.6.3: performance improvements

On Friday, September 9th, 2022 (PDT), the Firestorm team released version 6.6.3 of their viewer – the first such release since indicating they would be stepping up the cadence of releases with more in the way of “maintenance” cycles in order to better keep place with updates and improvements coming out of Linden Lab with the core viewer code.

Whilst technically a maintenance release, version 6.6.3 is significant for Firestorm users as it includes the Lab’s Performance Improvements code, which for this user yielded noticeable performance improvements in terms of general FPS. In addition, there are a number of additional updates from both the Lab and the Firestorm team.

Table of Contents

As per usual, this article is a not a full blow-by-blow breakdown of absolutely everything in this release, but it does include notes on some of the more significant updates and fixes people are liable to find useful, and some general notes.

For a complete breakdown of changes, please see the official release notes for Firestorm 6.6.3.

Sidebar: some may have received a premature notification of this article, together with an invalid URL. My apologies for any confusion: I boobed – sorry!

Installation

  • There is no need to perform a clean install with this release if you do not wish to.
  • Do, however, make sure you back-up all your settings safely so you can restore them after installing 6.6.3.

Linden Lab Updates

Firestorm 6.6.3.67470 is fully merged up to the 6.6.2 Linden code-base, plus some cherry-picked fixes from upstream, per the notes below.

Maintenance2 Viewer Updates

Viewer version 6.6.2.573358, August 2022

  • Copy and Paste capabilities in the build tools.
  • World  Map Legend: can now be hidden / revealed by clicking on the arrows on  the right side Map border.
The World Map Legend can now be hidden / revealed by clicking on the arrows on the right-side border of the World Map
  • Create and ungroup folders:
    • Create:
      1. Select multiple items within an inventory folder using SHIFT and or CTRL-left click.
      2. Right click on any part of the selection and select Create Folder From Selected the menu.
      3. A pop-up is displayed, prompting you for a folder name. Enter a suitable name and click OK.
      4. The folder is created and the selected items moved into it.
    •  Ungroup:
      1. Right click an inventory sub-folder.
      2. Select → Ungroup folder items.
      3. The items in the selected sub-folder are moved to its parent folder, and the subfolder is deleted.
  • Show avatar attachment in Inventory: right-click a worn attachment or HUD and select on of the following:
    • Context menu: Show In Inventory
    • Pie menu: More → Show In Inventory.

Maintenance (M)akgeolli Viewer Updates

Viewer version 6.6.1.572458, June 2022.

  • Edit Shape menu previously included every attachment, slowing down preview thumbnails significantly. With this update, only rigged attachments are displayed, in addition to prior avatar preview thumbnails .
  • Assorted fixes and UI tweaks.
  • Improved mouse responsiveness in situations where previously it would over-react to inputs.

Performance Improvements

Viewer version 6.6.0.571939, May 2022.

  • This update should see reduced image decoding time, decreased frame stalls and decreased initial font rendering time, and the viewer should feel generally more responsive.
  • These changes include updates to Vsync (vertical synchronisation):
    • Vsync can now be toggled on / off via Preferences → Graphics → Hardware Settings.
    • When enabled, Vsync will synchronise (/cap) frame rates to your monitor screen refresh rate (e.g. if you have a 60 Hz screen, FPS will be capped at 60 fps) and should deliver smoother game-play.
  • The Performance Improvements viewer also includes the MeshOptimizer Project .
    • By default, this replaces obsolete GLOD’s mesh simplification in the mesh uploader with the newer and more powerful MeshOptimizer package to provide better level of detail (LOD) modelling during the upload process.
    • Note that as an option, Firestorm also retains the GLOD capability – see below for more.

Tracy integration Viewer Updates

Viewer version 6.4.23.563771, November 2021.

  • This update adds the Tracy Profiler to the viewer to help developers interested in or working on performance improvements. For developers/self-compilers:
    • Running autobuild configured with –tracy will enable the telemetry.
    • At any time while running the telemetry recording can be disabled/minimised by deactivating it using the Developer menu entry profiling/telemetry → Profiling .
  • It contains no other user-visible changes.

Firestorm Updates and Improvements

UI Updates and Improvements

Notecards – Font Style, Size and Colour

Firestorm 6.6.3 brings the following capabilities to Notecards:

  • Set the font style and size:
    • Style: one of San Serif, Monospace, Scripting or Cascadia Code.
    • Size: one of Monospace, Scripting, Cascadia Code, Small, Medium or Large.
    • These can be set via Preferences → User Interface → Font → Notecard Editor Font drop-downs.
The new Notecard font options in Firestorm’s Preferences
  • Set the colour of: a notecard background, text, cursor and highlighted text.
    • Set via Preferences → Colors → Miscellaneous → Notecard Colors .

Note: these setting will only apply to notecards you view in Firestorm. Other users will see the notecards you send in whatever font / colours (if the latter can be set should the FS code be adopted by other TPVs) set within their viewer.

Other UI Updates
  • Inventory:
    • It is now possible to open Inventory folders in their own floaters. Right click an inventory folder → Show in new window.
    • The selection count is  now given when deleting multiple items from inventory (FIRE-31816).
With Firestorm 6.6.3 you can open an inventory folder in its own floater
  • The Create Landmark floater (menu bar → World → Landmark this Place) will now open centred on the viewer window by default.
  • 360-degree snapshot floater should now open at last-used quality setting  in a session.
  • Region Details → Region should now:
    • Show the correct length of the region name text (no truncations).
    • Report the correct grid position for the region.

Avatar and Appearance

  • Avatar:
    • The avatar should now turn the full 180-degrees when editing appearance (FIRE-31959 / BUG-232502).
    • All mesh bodies/objects should now show in the shape editor previews (FIRE-31966 / BUG-232503).
    • Animesh attachments should no longer show in shape editor previews.
  • Appearance:
    • Attempted fix for mesh attachments sometimes vanishing after teleports which should either fix / reduce the number of cases where this may occur (FIRE-31906).
    • Update to the warning given when attaching rigged meshes to HUD.
      • The new message reads: “An attachment named ”[NAME]“ contains rigged mesh but is attached to the HUD point ”[HUD POINT]“,/a>
      • Attaching rigged meshes to HUD was never supposed to be supported, per BUG-232489.
      • Also see: FIRE-31955.

Building and Scripting Updates

GLOD Option In Mesh Uploader

As noted above, Linden Lab introduced Mesh Optimizer as a new way to generate improved level of detail (LOD) models for mesh uploads. However, this can lead to higher upload costs and can cause issues in maintaining UV layout. To help prevent issues Firestorm 6.6.3 retains GLOD alongside of Mesh Optimizer.

To this end the Firestorm mesh uploader presents the following options when specifying a model’s LOD:

  • Load from file: Manually upload .DAE files for models at any level of detail. This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort. If the viewer could “auto-detect” lower LOD models when it first loaded the model, these will be shown in the corresponding LOD “slots” here.
  • Generate Auto: Generate a new model at the currently previewed level of detail based on the model you uploaded. This method currently defaults to using the sloppy method and tries to set a target number of triangles based upon the high LOD. This is the method applied when first selecting your model if no auto-detected LODs are found.
  • Generate Precise: Uses the newer method (Mesh Optimizer) to construct a LOD model. This is more accurate than the “sloppy” method but will result in a more detailed model. Target triangle settings and thresholds are very loosely adhered to.
  • Generate Sloppy: Uses the newer method (Mesh Optimizer) to construct a LOD model. The “sloppiness” relates to the accuracy of the result compared with the original. Target triangle settings and thresholds are very loosely adhered to .
  • Generate Reliable: Uses the older method (GLOD) to construct a LOD model. This method is what we have been used to in the past; it gives reliable results based upon the target settings.

For more information, please refer to: Mesh Upload – Level of Detail.

Other Building / Scripting Related Updates
  • The “remaining capacity” LI count has been returned to the Edit / Build floater.
  • Flip texture scale buttons should no longer “magically jump” when switching texture modes.
  • The animation preview window should now have a link to the correct wiki page (FIRE-31836).
  • Full bright rigged meshes should now correctly display as full bright.
  • Full bright transparent objects should no longer render as solid when using highlight transparent – CTRL-ALT-T (FIRE-31986).
  • 100% transparent objects on HUDs should now show when highlighting transparent – CTRL-ALT-T (FIRE-31917).
  • The Firestorm Bridge can now display object rez time with the Script info in extended info mode (enabled via Preferences → Firestorm → Build 2 → Enable extended script info details).

Other Updates of Note + Key Fixes

Third-Party Library + RLV Updates

  • FMOD Studio updated to version to 2.02.07.
  • Updated Collada with a C++17 compatible version.
  • Firestorm 6.6.3 is running Restrained Love API RLV v3.4.3 / RLVa v2.4.2.67470, and includes a fix for focus going unexpectedly to menu bar after calling llMapDestination with “@showworldmap=n” (FIRE-31920).

Linux Updates

  • 3p Library Updates:
    • Boost updated to boost-1.72-linux64-222121224.
    • Collada updated to colladadom-2.3.222130404-linux64-222130404.
    • Curl updated to curl-7.81.0.222121724-linux64-222121724.
    • Libxml updated to libxml2-2.9.4.222130358-linux64-222130358.
    • Meshoptimizer updated to meshoptimizer-0.16.222121104-linux64-222121104.
    • Minizip updated to minizip_ng-3.0.2.222121607-linux64-222121607.
  • New Simple DirectMedia Layer-2 (SDL2) support for Linux to future-proof Firestorm, providing better low-level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. See the SDL2 Documentation.
  • The Linux viewer now uses xdg-open ahead of x-www-browser, as requested in FIRE-31929.

OpenSim Updates

There are no OpenSim updates with Firestorm 6.6.3.

Key Fixes

  • FIRE-31852 – Modified hotkey gestures should no longer play from any window.
  • FIRE-31823 / FIRE-31648 – torn-off menus should now correctly update enabled/visible state
  • FIRE-31882, FIRE-31896 / BUG-232463 – The main menu bar should no longer become the focus when minimising docked floater or after changing graphics preset
  • FIRE-31913 – CTRL+Tab should now correctly switch to the active floater.
  • Crash fixes:
    • FIRE-31818 – Firestorm should not longer crash when inspecting a Linden tree.
    • FIRE-31942 – Firestorm should no longer crash when taking a 360 snapshot when “Improve graphics speed” is enabled – note that this may mean that slower machines timeout during a 360 snapshot, so a new debug setting FSUseCoRoFor360Capture – Use co-routine to extract 360 photos – has been added. By default, this is set to False to prevent crashing. Setting it to True may result in crashes.
    • FIRE-31473 – “Internal Error”/“Uncaught Exception”.
  • Again, please refer to the 6.6.3 release notes for the full list of fixes with this release.

Feedback

As noted towards the top of this article, Firestorm 6.6.3 is the first release of the viewer since the Firestorm team moved towards a faster release cadence, allowing the viewer to pretty much reached parity with the official viewer, which should ease matters of parity going forward, assuming a 6-8 week release cadence can be maintained – and hopefully, it will be.

Probably the most significant inclusion in this release is that of the Lab’s updated viewer code and thread handling, intended to improve general performance. As I noted at the time this code reached release status in the official viewer, this code gave me an average boost of around 20 fps compared to a version without the improvements; in comparing Firestorm 6.5.6 and 6.6.3, I noted a similar fps boost. This is also the first viewer I’ve ready played around with the updated Vsync functionality, and have found that it does offer a far smoother experience for me when flycamming.

Elsewise, I’ve not had a a lot of time to test this release, but have found it to be stable during my personal use, so those updating may want to keep an eye on the Firestorm in-world support groups and the Jira for info on any possible issues.

Related Links

Landscapes and Shadows in Second Life

Michiel Bechir Gallery, September 2022 – Vanessa Jane

Currently on display at the Michiel Bechir Gallery – itself sporting a new frontage, décor and outdoor events area – are three exhibitions by well-established Second Life photographers, which between them offer a set of contrasts that make for an interesting trio of displays.

On the ground level of the gallery, and bracketing the main foyer are exhibits by Vanessa Jane (VanessaJane66) and Raisa Reimse (RaisaReimse). Both are known and highly regarded for their SL landscape photography and capable hands with post-processing, and while both focus on landscape pieces within there respective halls, both have contrasting styles which also compliment one another.

Michiel Bechir Gallery, September 2022 – Vanessa Jane

Within her display, Vanessa Jane offers 15 pieces, many of which offer broad, almost panoramic views of settings within Second Life, re-touched to offer views that contain a degree of romance and / or offer present the richness of the location in a single frame.

Architecture also sits as a focus with several of these pieces, with Vanessa ably demonstrating her ability to bring the character of a building or structure to life, and to wrap a narrative around her images. Capped by three images which are largely black-and-white, this is and engaging selection of art.

Michiel Bechir Gallery, September 2022 – Raisa Reimse

By contrast and across the foyer, Raisa Reimse presents a selection of 14 pieces which carry with them a rich sense of painting in the style of the great landscape artists. In part, this sense is due to both the ratio of the images themselves and their framing – but which is mostly imbued through Raisa’s rich use of colour, which offers a depth to these pieces that is genuinely captivating.

These are pieces that also carry a sense of life and motion whilst also demonstrating that Raisa understands the effective use of depth of field and angle to present a unique image / story. In these latter points I’d particularly point to Dream of Fall, with its suggestion of capturing a diorama, and In Flight, which so richly conveys the motion of the Debonair aircraft and the solitary joy that can be found in flying.

Michiel Bechir Gallery, September 2022 – Raisa Reimse

Within the upper level hall, Scylla Rhiadra brings a selection of her evocative images together under the theme of Shadow.

The use of light and dark and how they play across surfaces and figures has long been a feature of Scylla’s work; more than a feature, really, and they tend to be central to her work and how she presents themes and ideas. This is a point she acknowledges for herself in the poetic introduction to this display:

No mystery compelling as that obscured by dark.
No beauty so heart-rending as that which lies bathed in shade.
No nakedness is more exposed than that which is clothed in garments of night.
No demons so seductive as those concealed by gloom. 
Shadow is the shape of our desire.
Michiel Bechir Gallery, September 2022 – Scylla Rhiadra

Another aspect of Scylla’s work is that of subtext; it is perhaps as important to her compositions as the contrast between light and shadow. This subtext, so often suggested through subtle placement of props as much by pose or focus or angle, gives each piece Scylla produces its fullest depth of expression and narrative. Within this series of images, this is perhaps most clearly seen within Sale, but it is also waiting to be found in each piece by those who take the time to look.

Three richly engaging artists in their own right, in being brought together by Michel within the one gallery, Scylla, Raisa and Vanessa here present a compelling trio of exhibits.

Michiel Bechir Gallery, September 2022 – Scylla Rhiadra

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