A road trip to Maoz in Second Life

Maoz; Inara Pey, December 2018, on Flickr
Maoz – click any image for full size

Update: Maoz has closed. SLurls have therefore been removed from this article.

Take a break from the cold and come hang out at Maoz! It’s a little tropical retreat that’s inspired by the idyllic, provincial life in the Philippine Islands. Take pictures, surf, play games with friends or just frolic in the water and the sand.

So reads the description for Maoz, a Homestead region I dropped into after seeing Loverdag’s images at the start of the year. Designed by Cate Ansaldo (CATEvogel) and Dylan Vogel (LordDylan Ansaldo), this is simple region with the design intended – as the description indicates – to reflect the provincial Philippine life. Surround by low-lying hills that don’t quite adjoin the region, it has the feeling of a coastal location through which a broad road passes, beaches to one side offering surf and volleyball, overlooked by a parking lot where it is easy to image passing tourists pausing to take photos.

Maoz; Inara Pey, December 2018, on Flickr
Maoz

Rising in uneven steps from west to east, the setting is marked by water tumbling through a series of falls, small shanty houses scattered between rocks and trees, and the ribbon of the road, which together with the vehicles scattered along it, gave me the impression I was perhaps on a road trip. Roadside huts and shops sit as possible distractions for drivers, promises of food and beer presenting the temptation for a stop along the way.

Tucked away on one corner of the region sits a small but homely house, a Toyota Land Cruiser parked alongside, doors open and roof rack laden as if someone is about to take to make a journey or has just returned from a trip to somewhere. Not far away is one of those tempting stops, the bicycle laden with platters of fresh fruit outside apparently enough to persuade one driver to swing across the road and pull up, the No Parking sign under which it has been parked clearly not a deterrent.

Maoz; Inara Pey, December 2018, on Flickr
Maoz

Off the coast to the west, reached by a long board walk clearly placed by the locals to avoid the rolling surf, lies a bar built within the confines of a rocky sandbar rising above the waves. A makeshift place, constructed in part from the fuselage of a wrecked ‘plane, it’s clearly a popular stopping point: the rusting flank of the aircraft is festooned with the autographs of visitors past. Those who don’t fancy the walk out to it can find refreshments and sweets at Linda’s Store on the beach, within easy reach of the volleyball net awaiting players.

Scattered around the region are numerous places to sit, indoors and out – including a caravan perched at the top of a steep track and offering views out to sea, and back over the waterfalls down to the rolling surf, or within (or on) the VW Beetle parked at the landing point. Rezzing is also open to visitors, making this an ideal place for photography. However, as auto return is disabled, please do remember to pick up anything you set out, should you choose to do so. There is also a Flickr pool open for submissions of images taken.

Maoz; Inara Pey, December 2018, on Flickr
Maoz

As notes, a simple, photogenic layout that offers a place to get away to while waiting for the snowy, winter regions to warm themselves up as thoughts now turn to spring in the northern hemisphere. It is also, apparently, a place given to occasional squalls of rain, so when visiting, you might want to keep a brolly handy!

Black and White at the Lyric Art Gallery in Second Life

Lyric Art Gallery – Black and White: Ebcy Clift (l) and Boone Blanco

Opening on Saturday, January 5th, 2019 at the Lyric Art Gallery is Visual Feast: Black and White, an exhibition featuring over 30 artists (and for which I’m kicking myself, as I was invited to participate… and then forgot!). Each of those artists participating was asked to submit and image on the theme of winter landscapes, although some of the art displayed takes a slightly different turn on presentation, with several pieces, while monochrome, focused on avatars.

Exhibitions like this are often an interesting way of getting to see work by artists / photographers with whom you might not be familiar or otherwise get to see – or to re-acquaint oneself with the work of artists not seen in a while. Such is the case for myself, in coming across First Touch by  Leonorah Beverly, and artist whose work I only recently encountered for the first time, instantly finding her landscape work instantly captivating. With First Touch, whilst not a landscape, demonstrates her skill in presenting an evocative story within an image.

Lyric Art Gallery: Emma D’Souza (l); Beccha (c) and Leonorah Beverly

Within those pictures that keep more-or-less to the theme of winter landscapes, these is a fascinating mix; from “straight-forward” pieces with fields of snow or trains chugging between snow banks, or houses sheltering under thick blankets of snow, through to more subtle views of winter: snowflakes drifting through an open window (Black and White by Beccha); or wonderfully atmospheric, with a bridge caught under a sullen sky; the clouds portents of cold weather (Bridge Over Troubled Water by Mishe Mactavish).

The avatar studies are equally  broad ranging, with several encompassing the winter theme as the setting, others focused purely on the avatar(s) imaged. While it is not surprising avatars get to feature in some of the images – we can be much a part of a winter setting as fir trees, snowmen and frozen ponds -, I admit to being surprised at the number of images that more-or-less eschew the winter theme (or present it only minimally) in favour of presenting a portrait, either completely or to a greater degree. Which is not to say any of them are any the less captivating – I found Pure by Andre Mascot (Snouman) particularly striking, for example.

Lyric Art Gallery: Gwen Enchanted (L); Gustaf (pv544); Fenn MacMoragh (r)

All told a very eclectic, engaging exhibition that offer more of a mix than might be expected from the invitation / greeter description. For those able to attend, the official opening will take place at 11:00 SLT, on Saturday, January 5th, 2019, with music by DJ Fae.

SLurl Details

2019 SL User Groups 1/2: TPV Developer Meeting

Lutz City; Inara Pey, November 2018, on FlickrLutz City, November 2018; blog post

The following notes are taken from the TPV Developer meeting held on Friday, January 4th, 2019. A video of the meeting is embedded below, my thanks as always to North for recording and providing it. Note that was a brief meeting, with extended silences while things were discussed in chat.

This was a shot meeting, given not a lot has changed since the December 21st, 2018 meeting, and a no change window has been in effect at the Lab. Note that in the recording, there are some significant pauses in voice, and the time stamps below reflect this.

SL Viewer

[1:04-3:00]

Still no viewer updates since 2018, week #51, leaving the official viewer pipelines as follows:

  • Current Release version 6.0.1.522263, dated December 5, promoted December 13. Formerly the Spotykach Maintenance RC viewer.
  • Release channel cohorts:
    • Estate Access Management (EAM) RC viewer, version 6.1.0.522564, December 19.
    • BugSplat RC viewer, version 6.1.0.522614, December 18. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Love Me Render RC viewer, version 6.0.2.522531, December 18.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.

RC Viewers

Both the EAM and Bugsplat RC viewers are close to being at a point where either could be promoted to de facto release status. The current Love Me Render (rendering improvements) RC is liable to receive at least one more update before it will be ready to be considered for promotion. However, none of the viewers are ready for promotion in the immediate future.

Project Viewers

The Bakes on Mesh project viewer is still awaiting bug fixes, and the EEP viewer is awaiting UI updates and more atmospheric shader work, all of which is covered in my previous Content Creator UG summary. Both are expected to go to release candidate status “very soon”.

Texture Fetching and Caching

[12:58-19:39] Linden Lab is working on both overhauling how textures are fetched and how they are cached by the viewer. This work involves pretty much rebuilding the entire texture fetching pipeline(possibly using HTTP 2), and changing the state the data is cached in by the viewer (uncompressed, rather than using JPEG 2K, removing the need for the local computer to decode / decompress the texture for JPEG 2K when loading it from cache into memory).  This should itself improve texture loading, as well as all of the changes hopefully bringing improvements to texture handling as a whole, as well as hopefully getting to a point where cache clearing has even less significance than it does at present (and hopefully remove more of the myths about cache clearing).

This work has been on the back burner for a while, but a resource has once again been assigned to it, with a focus on fixing the bugs in the fetching changes. If all goes well, these updates – which also change how texture memory is used – should be appearing in a release candidate viewer some time “in the next several weeks”.

This topic kicked off a text chat technical discussion on texture handling among TPV developers, that continued through to almost the end of the meeting. Please refer to the video for details.

General Notes

  • [5:14-5:32] TPVs should hopefully get the most recent crash stats in the next couple of weeks.
  • [6:09-6:32] Again, as per my CCUG summary, the Lab has received contributions from Beq Janus (mesh uploader improvements) and Nicky Dasmijn (improved search capabilities on preferences and settings). These should be appearing an a maintenance RC once implemented by the Lab.
  • [7:38-9:20] The Lab has ceased doing debug builds with viewer. This speeds the build process as enough data is gathered via deb info to remove a dedicated debug build. However, it does mean viewers using the debug build path many well fail during the build process, and one TPV is reporting issues with deb info – although this may be due to their build process being at a variance to the Lab’s.
  • [10:50-11:12] The Lab’s development viewer builds for Mac now use macOS Sierra (10.12). It’s not certain if this is the case for the production builds as yet.

The haunting beauty of Rummu in Second Life

Rummu; Inara Pey, December 2018, on Flickr
Rummu – click any image for full size

Update: in keeping with Serene and Jade’s usual approach of maintaining a region design for approximately a month after opening, Rummu has closed. SLurls have therefore be removed from this article.

The start of a new year brings with it the opening of a new region design by Serene Footman and Jade Koltai, and once again they present a vision of a place few of us may ever get to see in the physical world. Rightly renowned for their work in reproducing Furillen (read here), Khodovarikha (read here), La Digue du Braek (read here), Isle of May (read here) and Black Bayou Lake (read here), they now present a setting with deep historical and cultural meaning, harkening back to the era of the Soviet Union: the Rummu quarry, located in Estonia.

Called simply Rummu in Second Life, the region completely captures the heart and soul of Rummu quarry and some of its surroundings. beautifully encapsulating them within the confines of a 256 square metre setting.

It was the location of a quarry from the 1930s until the early 1990s. More notoriously, Rummu was the site of a Soviet prison, whose inmates formed the majority of the quarry’s workforce … Rummu quarry was essentially a labour camp in which prisoners were forced to work and to endure brutal treatment from guards who barely spoke their language.
After Rummu prison was closed, the quarry ceased operating. The site was flooded and another remarkable story began. The prison itself now lay hidden beneath a lake that slowly became a well-known Estonian beauty spot, drawing many visitors who wanted to swim and dive in its crystal clear waters. In summer, this place resembles a city beach, packed with bathers.

– Serene Footman, discussing Rummu

Rummu; Inara Pey, December 2018, on Flickr
Rummu

It is as this modern beauty spot (still used today, despite bathing and swimming in the quarry having been banned) that Jade and Serene have recreated Rummu, and they’ve done so with remarkable detail.

In the physical world, the quarry sits within a heavily wood region and is immediately identified by a massive spoil tip from the quarry excavations, which forms a man-made table mountain rising above what is now the meandering lake. Sitting close to the spoil tip are a number of building shells, some rising directly out of the flood waters filling the quarry, others sitting on the shoreline, all now battered and broken since the quarry’s closure in the 1990s, and the natural flooding of the quarry pit that followed (the prisons themselves – Rummu and Murru prison, which Serene references in his own write-up about the location, – actually continued to operate through until 2012, after being merged into one in 2001, and then with the nearby Harku women’s prison in 2004).

Rummu; Inara Pey, December 2018, on Flickr
Rummu

All of this is wonderfully recreated within the Rummu build, right down to the rills and channels created by water that flows down the flanks of the spoil tip as a result of regional rainfall, and the low, sandy-like spaces where Estonians come to enjoy the summer Sun between dips in the deep waters. Also captured within the build is the fact that rather than merely standing as derelict shells or as diving platforms for daring leaps into the waters below, the buildings also became the home of an impromptu outdoor art gallery, their walls home to large fresco-like paintings and graffiti.

Nor is the build restricted to reproducing what lies above the waters; when the quarry naturally flooded after work within it ceased (the quarry had to be continuously pumped during its operational life in order to prevent it filling up with water), many of the buildings it contained, together with equipment, ended up underwater.

Rummu; Inara Pey, December 2018, on Flickr
Rummu

These drowned remains give the physical world Rummu prison something of an eerie, ethereal feel, as they can often be seen from above the surface. And it is these submerged buildings and other reminders of the quarry’s past that have also in part been reproduced within Serene’s and Jade’s build. Somewhat hidden from any overhead view when using the default windlight, they lie within a haze that gives a great sense of the real quarry’s depth, looming into view much as they would to divers braving the waters of Estonia’s Rummu.

As Serene notes, almost all the LI for the region is used up; ergo there is no public rezzing available – but there are a lot of places to sit and enjoy the surroundings – including a dive platform that appears to have been drawn from this video of the quarry, and which again adds to the overall setting. There are also a number of interactive elements to be found as well, including two places where you can dive, a zip line slide and a pedal boat rezzer.

Rummu; Inara Pey, December 2018, on Flickr
Rummu

But why pick on a place that once harbours such human misery? I think Serene explains it perfectly:

We were drawn to the place by its contrasts: between past and present, between what lies above and below the water, between freedom and captivity, between beauty and brutality. We also liked Rummu’s bohemian vibe: there is something carefree and illicit in the way that visitors use it, painting murals on the walls of the buildings one can see, and staging impromptu parties and music events.

– Serene Footman, discussing Rummu

To give you a flavour of Rummu as it appears today, and just how carefully Serene and Jade have recreated it, I’ll leave you with a short video of the quarry. Do remember that the setting will not in in-world forever, so a visit is strongly recommended, and photos can be shared on the Rummu Flickr group.

Links

2019 SL User Groups 1/1: Content Creation

Snow Falls; Inara Pey, November 2018, on FlickrSnow Falls, November 2018 – blog post

The majority of the following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, January 3rd, 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

SL Viewer

Due to the end-of-year / new year break, at the time of writing, the official viewer pipelines remain unchanged from 2018 week #51:

  • Current Release version 6.0.1.522263, dated December 5, promoted December 13. Formerly the Spotykach Maintenance RC viewer.
  • Release channel cohorts:
    • Estate Access Management (EAM) RC viewer, version 6.1.0.522564, December 19.
    • BugSplat RC viewer, version 6.1.0.522614, December 18. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Love Me Render RC viewer, version 6.0.2.522531, December 18.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Voice Update

There was a back-end update to SL voice on Wednesday, December 26th, 2018.

Hover Height / Vertical Positioning Issue

Ever since server release 18#18.10.25.521081 was deployed at the end of October / beginning of November 2018, there have been reports of a hover height / positioning issue for full mesh avatars of less than “normal” height. This can leave such avatars floating 0.2 to 0.3 metres off the ground if non-height related changes are made after hover height has been set (BUG-225893).

Current Status

Anchor Linden has been investigating this, and the current thinking is that it is related to a change made to the Appearance / Bake Service, rather than to a simulator update. However, it is still proving difficult to reproduce 100% of the time, so investigations are still in progress.

Animesh

  • The number of Animesh items on the Marketplace is increasing, and “Animesh” is now sufficiently recognised as a search term that using it will turn up relevant results, as well as using the Animated Objects category as a means of filtering.
  • The SL feature roadmap for 2019 is still being discussed, but Vir hopes to be able to put more work into Animesh in order to make Animesh characters easier to customise (e.g. applying a body shape). However, this work will not be appearing on the immediate horizon.

Environment Enhancement Project

Project Summary

A set of environmental enhancements allowing the environment (sky, sun, moon, clouds, water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day),  and which include the ability to use custom Sun, Moon and cloud textures. These can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

The project also includes a new set of render shaders to support atmospheric effects such as rainbows, crepuscular rays (“God rays”), better horizon haze and fogging (but will not include rain / snow).

Resources

Current Status

  • Rider Linden is working on updates to the EEP settings tabs for both the Region / Estate floater and the About Land floater (parcel-level controls). These should be appearing in an EEP viewer update “soon”TM.
  • The viewer will hopefully be moving to RC status in the near future. In the meantime, it is hoped that the back-end will be expanded to a to least one further RC soonTM as well.
  • By the time the back-end role-out occurs, support for crepuscular rays should also be available through the viewer.

ARCTan

ARCTan is the code-name for the project to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both, which it is hoped will also help correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh). This project has been on a slow burn through 2018, but is due to resume in 2019 – although when is still to be determined.

Bakes On Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the baking service to support 1024×1024 textures, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads.

This work does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables. Adding materials support may be considered in the future.

Resources

Current Status

  • As Anchor Linden is still involved in determining and trying to fix the hover height / vertical positioning issue for smaller avatars, BoM is still pretty much on hold.

In Brief

  • Viewer contributions: The Lab have received contributions from the Firestorm Team:
    • Beq Janus has contributed her improvements to the mesh uploader (see my Firestorm 6.0.1 review).
    • Nicky Dasmijn has contributed improvements to the viewer’s search capabilities on preferences and settings.
    • Hopefully, these updates will be appearing in a Maintenance RC viewer at some point in the future.
  • SL 2019 Roadmap: It’s been acknowledged that 2019 is going to be something of a balancing act for Second Life between new features implementation and also all the infrastructure work involved in the transition to the cloud.
  • Baked Mesh “seams” issue: there have been reports of issues with “seam” appearing on meshes using baked textures. This appears to go back to a normal maps related issue (BUG-5975). Within the Lab, it had been thought the problem was the result of the used normal maps being discontinuous, rather than a shader issue. Further investigation will require further examples with “non-broken” normals in order to determine if it is a shader bug.

ViktorSavior at Lin C in Second Life

Lin C Art Gallery: Viktor Savior

Now open at the Lin C Art Gallery, curated by Lin Carlucci, is an exhibition by ViktorSavior, presenting a three-part mix of his art, and which makes for an interesting visit.

On the ground floor, and directly inside the main doors, Viktor offers 21 of his physical world paintings of the natural world. I’m not sure of the medium used, although they appear to perhaps be watercolours, they offer wide open views of land, sea and the night sky, with a particular emphasis on mountains, and with a lean towards the use of blue.

Each of the paintings might have been inspired by a physical world location, either personally seen or viewed through image or photograph, or which might be entirely drawn from the imagination. Which they are hardly matters, as each piece has its own story to tell. Expressive of a love of the night, the dawn, mountains (something to which I can very much relate, as I have a love of mountains myself and they are one of the few things I can actually draw in a meaningful way!), and nature as a whole.

Lin C Art Gallery: Viktor Savior

These are paintings that, if you give them a chance, will   draw you into them, placing you on a windswept coast where the wind and unseen rocks pull the sea into rearing, frothing beasts; where a river winding down through woodland draws you to wonder what lies beyond the mountains from which it has come, or where the night sky beckons from the mountain tops, or the Sun warms a winter’s blanket, and clouds tower into the sky in reflection of the majesty of the mountains below.

Also on the ground floor of the gallery is a series of 18 avatar portraits offered in monochrome and apparently drawn by hand, rather than rendered from photographs. All but four are of female avatars, and all beautifully and simply capture their subjects in a manner not far short of perfect. There is a level of life and emotion within each study that offers a glimpse of possible thoughts and feelings behind the eyes. In a word, they are vibrant in a way perhaps more normally seen in colour images.

Lin C Art Gallery: Viktor Savior

This vibrancy continues on the gallery’s mezzanine level, where a further 18 monochrome images are presented, these all full-body images of the male body in motion, most likely dancing at the time the image from which the drawing originated was captured. There is a wonderful sense of dynamic fluidity in each, a grace that speaks of human, not avatar, movement and actions.

The three aspects of this exhibition offer a mix that is rich in its diversity, giving insight into Viktor’s art as eloquent as any biography. There is much to be admired throughout the exhibition, and the paintings are all available for sale. However, were I to be asked, I would have to admit I found myself particularly drawn to the portrait studies, as I found them to be marvellously alive.

Lin C Art Gallery: Viktor Savior

The exhibition will remain open through until the start of February 2019.

SLurl Details