2023 week #33: SL CCUG meeting summary: glTF PBR; Senra

Chang’an, May 2023 – click any image for full size – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday,  August 17th, 2023. 

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes locations for both meetings (also included at the end of these reports).
    • Open to all with an interest in content creation.

Additional note: this meeting suffered several drop-outs (for whatever reason) plus my own Internet connection also went out; as such this is not a complete reflection of the meeting and all topics.

Viewer Status

General Viewer Notes

  • There are a couple of issues with the Inventory Extensions RC viewer which need to be addressed before this progresses to being ready for promotion to release status.
  • The internal discussions on font changes in the Emoji viewer (see my last CCUG / TPV meeting summary) will likely be split into a separate project, allowing the Emoji viewer to progress forward as it is.

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.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • 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.
  • 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.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

General Status

  • The communications bloat driven by multiple script-driven glTF materials updates generating multiple connections between the viewer and the simulator (thus impacting performance) continues to be addressed. The outcome of this work is liable to result in protocol changes as and when the work is complete.
  • A number of permission-related fixes have been implemented.

Lighting / Ambient Lighting

  • The issue over the rendering changes the glTF project will bring to Second Life. It has been well-established that the PBR system removes the forward render pipe (aka “non-Advanced Lighting Model (ALM)”) from the viewer’s renderer.
  • Equally, over the last several meetings (and as noted in my CCUG summaries covering PBR) there has been discussion on the fact that PBR utilises HDR + tone mapping with rendering  / lighting. This is a significant change to Second Life, particularly when it comes to the amount of rendered ambient light (until now SL has rendered a lot of additional ambient light), resulting in two related issues:
    • Because it is intended to mimic real-world ambient lighting, environments rendered on the PBR viewer with HDR + tone mapping enabled can look a lot darker than when viewed with a non-PBR viewer, and baked lighting really does not work (and can end up looking very bad) – scripted / direct lighting is required – something for which many store owners and users in general might not be prepared.
    • While disabling the ambient HDR rendering is possible within the PBR viewer (potentially eliminating the above issues), it conversely results in any PBR content within the scene looking “bad” or “broken”, risking content creators trying to find workarounds to the glTF specification in order to make their content “look good” under either lighting condition – something they absolutely should not do.
  • Discussions are still on-going at the Lab on how best to handle this conflict between PBR and non-PBR rendering as the latter is deployed and gradually gains broader use. As a part of this, it has been recognised that one of the most direct means to alert users is via communication.
  • To this end, a form of “best practices” and guidelines for PBR are being developed with the intention to make them available to users in advance of PBR being fully deployed / released. Expect to (hopefully) hear more about this via future CCUG meetings.

Mirrors

  • Geenz Linden is currently refactoring the Hero probes which will be automatically selected for generating higher resolution reflections based on an avatar’s proximity to a planar mirror surface (and initially limited to 1 (or possibly 2 per scene  – the second being for Linden Water reflections, but this has yet to be confirmed).
  •  This work will see the Hero probes treated as their own class of reflection probes with their own filtering, etc., to avoid conflicts (debugging, etc.) with the “general” reflection matte manger. This will also better support the higher resolution of the Hero probes and possibly allow for additional Hero probes to be supported within the viewer in the future.

Building Tools

  • PBR will see a significant change to the Edit / Build floater as the project becomes more widely deployed, and this has started internal discussions at LL about the state of the in-world build tools, and what might be done to improve them for general use. Ideas put forward at the meeting included:
    • More flexible means of cutting holes in prims (e.g. offset from the Z axis of the prim), such as through the introduction of a Boolean support.
    • Making text entry within the floater consistent (e.g. clicking on some fields, the existing content is highlighted for over-writing, in others it isn’t).
    • Inclusion of a prim alignments capability (as found in some TPVs) as a default tool + making the alignment more flexible that just to the sides / edges of the bounding boxes of the objects.
    • A broader range of primitive shapes (e.g. simple step units) and improved tools for torturing prims to produce custom shapes.
    • Better exposure of some of the build options on the official viewer (e.g. making the Local Textures option a radio button option in the Texture tab, rather than hidden in a drop-down) to make them more visible.
    • Also making it clearer that an object includes Local Textures, such as via a pop-up, to remind the creator to apply an actual texture to the affected face(s).
    • Better tools  / support for making clothing.
    • Better UDIM support for UV maps.
  • These idea will be fed back into discussions at LL.

Senra Avatars

[Note: this section is abbreviated as I lost my Internet connection for some 14 minutes of the meeting & this was followed by the meeting being disrupted a further 2 times.]

  • Further discussion over the continued confusion / concern over the Senra avatar system (outside of the ongoing disquiet over the licensing agreement), including:
    • Frustration / confusion over the amount of conflicting information being offered by Linden Lab – e.g. the dev kit application form states applicants “must” own a store but Patch Linden has stated in a forum post that owning a store “is not” a requirement.
    • Negativity on the use of an application requirement at all:
      • Some see it as presenting an unnecessary barrier for some (e.g. users who just want to create Senra-related items for their personal, rather than commercial, use).
      • Concerns over privacy / security with the devkit application form being outside of SL (where it is subject to potential abuse) rather than – as with the Mesh Upload Status form  – being included within the Secondlife.com dashboard,  where it would be both secure and firmly linked to an account.
    • Further questioning as to why AvaStar has been determined to be a core requirement for the devkit, rather than simply relying on Blender.
  • More general frustration was voiced at the idea that the “Senra team” only appear to be willing to engage through the forum threads on the topic, and then only in what is perceived as being a narrow focus of engagement, with no-one appearing willing to attend the CCUG meeting – which given Linden Lab want creators to produce content for Senra would seem to be a pretty good place for them to actively address feedback in real time, at least in lieu of any Senra-focused meeting(s).

In Brief

  • While they are not in anyway directly connected or related, Cosmic Linden noted that her work on enabling PDR materials as terrain textures in the viewer is being used as a testbed for possible approaches to enabling PBR with avatar Bakes on Mesh – although the latter is not currently an active project.

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 week #31: SL CCUG + TPVD meetings summary

Strandhavet Viking Museum, May 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, August 3rd, and the Third Party Viewer Developer (TPVD) meeting held on Friday, August 4th, 2023. 

Meetings Overview

  • The CCUG meeting is 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.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors developers to discuss general viewer development.
  • As a rule, both meetings are:
    • Held in-world and chaired by Vir Linden.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes locations for both meetings (also included at the end of these reports).
    • Open to all with an interest in content creation / viewer development.
  • As these meetings occasionally fall “back-to-back” on certain weeks, and often cover some of the same ground, their summaries are sometime combined into a single report (as is the case here). They are drawn from a mix of my own audio recordings of the meeting + chat log (CCUG), and from the video of the TPVD meeting produced by Pantera Północy (which is embedded at the end of the summaries for reference) + chat log. Not that they are summaries, and not intended to be transcripts of everything said during either meeting.

Viewer News

No changes through the week, leaving the current official viewer in the pipeline as:

Note that the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

General Viewer Notes:

  • The Inventory Extensions viewer has a couple of bugs which are preventing it progressing but are being worked on. There are also some simulator-side issues (inventory thumbnail images being dropped) which are also being addressed. However, this remains the next potential viewer for promotion to de facto release, alongside of the Maintenance U RC viewer.
  • The Maintenance U RC includes an extension to actions available when clicking on in-world objects. CLICK_ACTION_INVISIBLE effectively makes an object “invisible” to mouse clicks, allowing it to be clecked through to whatever might be lying behind it.  This functionality will be supported within the next simulator deployment, due in week #32.
  • The Emoji project viewer may see some font changes prior to progressing further (which may additionally require UI work in general) & is still adding further UI additions.

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.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • 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.
  • 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.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

Status

  • LL is seeking feedback on how best to handle sky rendering. In short, ambient lighting is handled differently within “non-PBR” viewers and “PBR viewers” (notably, the latter uses HDR + tone mapping where the former does not).
  • As the majority of ambient environments have been designed using the “non-PBR” viewer rendering system, they undergo an auto-adjustment process within the PBR viewer so that that match the glTF specification requirements. Unfortunately, this can leave some skies / ambient lighting looking far too dark – and potentially lead to complaints from users on the PBR viewer (at least until more “PBR compliant” EEP assets make themselves available).
  • To compensate for this, LL included the option to disable the HDR / tone mapping processes in the viewer by setting Probe Ambience to 0 with Graphics preferences. However, doing this makes content specifically designed for PBR environments look muted and much poorer than they should. This brings with it the concern that to try to make their content look good in both “PBR” and “non-PBR” environments, creators will start to go “off-piste” (so to speak) from the glTF specification when making new content, thus defaulting the entire objective in trying to move SL to match recognise content creation standards.
  • There have been two main schools of thought within LL as to how to best handle both situations, these being:
    • Continue to iterate on the auto-adjustment system so it can handle a broader range of sky settings that are in popular use without them going overly dark within the PBR viewer.
    • Initially make HDR / tone mapping opt-in, rather than opt-out (so probe ambience is set to 0 by default, but can be set above zero by users as required) until such time as all viewers are running with PBR, then switch to making it opt-out (so HDR / tone mapping must be manually disabled).
  • General feedback at the meeting was for LL to continue to try to iterate and improve the the automatic adjustment to HDR / tone mapping for skies, so as to avoid the need for content creators to have to start producing “PBR” and “non PBR” versions of their content.
  • Outside of this, it has also been reported that multiple script-driven glTF materials updates (such has those that might be seen with the changing pattens on a disco floor, for example) actually cause multiple network connections, impacting network bandwidth to the viewer, which is hardly ideal.  This is currently being addressed, but until fixed on the simulator side, it will see a pause in glTF simulator updates being released.
  • The work on “hero” reflection probes for planar mirrors is continuing to progress.

Senra Discussions – CCUG and TPVD

Via the Content Creation Meeting:

  • A lengthy discussion on the Senra SDK and the requirement for Avastar with Blender – seen as a paywall block for creators who may not have previously entered the clothing market, but who want to in order to support Senra. Unfortunately, no-one directly involved in the Senra body development was at the meeting to handle questions.
    • Avastar is generally required with Blender as  the latter uses “none-standard” axes orientation compared to other tools, resulting in issues such as armature rotations being incorrect, plus its Collada export doesn’t (I gather, subject to correction here) support volume bones.
    • However, it was noted that other mesh bodies available within SL provide SDKs where these uses are fixed for Blender without the need to reference Avastar – so the questions were raised as to why LL haven’t done the same (or at least looked at those solutions).
    • The discussion broadened into issues with the avatar blend file itself which have long required fixing, with the promise that all comments on the SDK, Blender, and the avatar Blend file will be passed back to the relevant parties at the Lab.
      Those at the meeting from LL noted their hope that  – down the road – the switch from Collada to glTF-compatible formats will help to eliminate many issues related to avatar content creation, and if nothing else, will look to address specific issues . this, and that if nothing else, they will mark the need to fix the armature rotation issue with that work (“glTF Phase 2”) if it is not addressed beforehand.

Via the TPVD Meeting:

  • It was noted that there currently isn’t a formal venue for discussion Senra outside of the current forum threads or the Discord channel (for those able to access it.
  • The suggestion is currently to have a special purpose meeting – possibly under the CCUG banner – where those who developed Senra could respond to questions / concerns. This suggestion is being passed to Patch Linden who is better placed to arrange a meeting, given the Senra project largely falls within his remit.
  • There is a lot of concern / confusion over the SDK licensing (again, please refer to the forum thread on this for details).
  •  It was indicated that the Senra content will soon have inventory thumbnails included, ready for when the Inventory Extension viewer is promoted to release status.
  • Concerns about new users getting confused by wearing Senra items directly from the Library a) do not appear to be highlighted to indicate they have been added to the avatar (this is actually because the process of “wearing” the item has actually generated a copy within the user’s inventory, which *is* highlighted as added / worn); b) individual items added to an avatar in this manner go to the matching object class type system folder, *not* to a dedicated Senra folder (e.g. mesh clothing is copied to the Objects folder; skins go to the Body folder, etc.).

In Brief

Via the TPVD meeting

  • General discussions on:
    • Scalable fonts (as implemented by Genesis viewer).
    • How TPVs block older versions (for releases, the viewer requests a list of blocked versions from the TPV server in question (say, Firestorm, for the sake of argument), and if it finds itself on the list, it terminates trying to log-in to SL).
    • The move to de-dupe some asset types (textures, notecards, scripts  & (possibly) gestures by giving multiple CDN versions the same UUID number, including clarification on the difference between the original asset, the UUIDs for multiple versions and also inventory IDs (which handle permissions, etc.).
    • An extensive discussion on chat bubbles and toasts in the official viewer.
  • Please refer to the TPVD meeting video below for further details on the above discussions.

Next Meetings

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 week #29: SL CCUG meeting summary: Senra, glTF, etc.

LemonCliff, May 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, July 20th, 2023. 

  • The CCUG meeting is 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.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes locations for both meetings (also included at the end of these reports).
    • Open to all with an interest in content creation.

Viewer Updates

  • The Maintenance U(pbeat) RC viewer, version 6.6.14.581101, was released on July 21st. Key changes in this viewer comprise:
    • Improvement parcel audio as the viewer leverages VLC for audio streams.
  • The Inventory Extensions viewer was promoted to RC status with version 6.6.14.581058, on July 20th.
    • A new option Show Ban Lines On Collision (toggled via World→Show) which will only show banline on a direct collision (foot or vehicle) rather than constantly visible when within camera range.
  • The Alternative Viewers page appears to have suffered a hiccup, listing version 6.6.12.579987 as the “Win32+MacOS<10.13” RC viewer.  However,
    • The Win 32  + Pre-MAC OS 10.3 viewer was promoted to release status on July 5th.
    • 6.6.12.579987  was the version umber assigned to the Maintenance S RC viewer (primarily translation updates), originally issued on May 11th, and promoted to de facto release status on May 16th.

The release and Project viewers currently in the pipeline remain unchanged:

    • Release viewer: 6.6.13.580918, formerly the Maintenance T RC viewer, promoted on July 14.
    • Project viewers:

Senra NUX Avatars

  • There was a stir in the week when the Senra brand of mesh avatars designed by LL (and primarily intended for new users as a part of the New User eXperience  – NUX) were made available through the system Library and then withdrawn.
  • This was apparently not an error on LL’s part, but rather the result of an issue with the avatars being noted, prompting their removal from the Library.
  • The removal did not prevent some users grabbing copies of the avatars + accessories (presumably by copying items from the Library to their inventory), which weren’t removed as a part of the “recall”.
  • The appearance of the bodies + accessories also sparked a fair degree of forum discussion, approximately starting towards the bottom of page 17 of this thread.
  • In reference to the thread, LL encourage those who did manage to retain the Senra bodies and are observing issues / have concerns to continue to record feedback there, as “all eyes” involved in the project are watching that thread.

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.
  • For a list of tools and libraries that support GLTF, see https://github.khronos.org/glTF-Project-Explorer/
  • 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.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • As a result of the updates, SL’s ambient lighting will change (e.g. indoor spaces will appear darker, regardless of whether or not Shadow are enabled), and so there will be a period of adjustment for users (e.g. opting to install lighting in indoor spaces, choosing between the HDR lighting model of glTF or opting to set a sky ambient level).
  • The viewer is available via the Alternate Viewers page.
  • The simulator code is now more widely available on the Main Grid, including some sandbox environments, but still in RC. Demonstration regions might be found at: Rumpus RoomRumpus Room 2, Rumpus Room 3, Rumpus Room 4, Rumpus Room 5.
  • Please also see previous CCUG meeting summaries for further background on this project.

Status

  • Many in the team have been out-of-office recently, and so work had slowed for a while.
  • The focus remains on bug fixing within both the viewer and the simulator code.

Double-Sides Materials Concerns

A request was made for LL to remove double-sided materials from the PBR work, due to the following concerns:

  • Inexperienced creators misunderstanding the capability (e.g. a content creator who makes a pendant with 500,000 triangles and applying materials to all of them, overriding backface culling), and:
  • Clothing creators who add additional tris along the edges of clothing (e.g. cuffs, lapels, collars, etc.), to given the illusion of an “inner” material instead utilising double-sided materials instead, leading to:
  • The potential of both of these leading to noticeable viewer performance impacts (e.g. due to doubling the amount of rasterising the viewer must perform).

In response Runitai Linden noted:

  •  Double-sided materials is a part of the glTF specification, and so will remain  within the PBR project, and so forms a part of the overall requirements for obtaining Khronos 3D commerce certification, which LL would like to achieve for Second Life, and for that reason will not be removed.
  • In terms of performance LL believe:
    • Double-sided materials generally do not get rasterised twice (e.g. if you are looking at the front face of a leaf with double-sided materials, the back face is not rasterised) – although there are some exceptions to this.
    • Double-sided materials are a “fill” hit, not a per triangle hit, so the performance hit decreases exponentially as the camera moves away from the object – so for actual double-sided objects, it is a performance win.
  • To help safeguard against accidental misuse, the option to apply double-sided materials must be explicitly enabled when uploading, even if the materials themselves have been created as double-sided (if the option is not explicitly set, then they will be uploaded as single-sided).
  •  The issue does admittedly have edge-cases, and there are issues around any implementations for double-sided materials (e.g. how do you penalise for incorrect use? Increased LI? But then – a) what about worn items (which are immune to LI), and b) how does the viewer differentiate between “correct” use of double-sided materials and an “incorrect” use, in order to avoid penalise good practices in error?
  • However, LL are not going to disable / artificially limit the use of double-sided materials due to the potential for misuse, either accidental or deliberate.

PBR Mirrors

  • This is a follow-on project to the PBR Materials, intended to provide a controlled method to enable planar mirrors in SL (i.e. flat surface mirrors which can reflect what is immediately around them, including avatars).
  • As per my previous CCUG update, the approach being taken is to use a “hero probe”.
    • This uses a materials flag added to a surface which allows it to be considered as a mirror face, based on the proximity of a camera to it.
    • When a camera is within the expected range, the flag will instruct the viewer to create a “hero probe”, rendering high resolution (512×512) reflections on the mirror surface until such time as the camera moves away.
    • It is an approach which allows for multiple mirrors within a scene, whilst minimising the performance impact to only one mirror per viewer.
  • The concept is now working in tests, and depending on performance, it is possible the viewer might be allowed to support up to two hero probes at a time: one for any nearby mirror surface, and the other for generating reflections on any nearby Linden Water.
  • It is hoped that a project viewer will be available for public testing of the idea will be available Soon™.

ARC  – Avatar Render Cost

  • Intended to be a means of calculating the overall cost of rendering individual avatars by the viewer, ARC has long been acknowledged as inaccurate.
  • Currently, the project to adjust both ARC calculations and the actual cost of rendering in-world objects to make them more reasonable – Project ARCTan – remains inactive.
  • The problem with such metrics like ARC is that they depend on a range of analyses which, when combined, do not necessarily result in an accurate reflection of real-world rendering very well.
  • However, those curious about the rendering cost can use:
    • World→Improve Graphic Speed→Your Avatar Complexity to seen the render impact (in ms, currently for the CPU, but with the PBR viewer, for the GPU) of their own attachments can have on own and other viewers.
    • World→Improve Graphic Speed→Avatars Nearby to see the rendering impact of other avatars within view.
    • Note that both will fluctuate do to the general “noise” of rendering, however, the generated figures are far more accurate in real terms than those for ARC.
    • Details of these capabilities – first deployed in Firestorm, and contributed to Linden Lab for inclusion in all viewers, can be found in this blog, here.
  • Questions were asked over the ability to see these figures displayed over avatars heads vs. having to go to a “specialised” menu, with some at the meeting pointing to the overhead display being preferable, because it it “there”. However, this overlooks the facts:
    • It could be received as “cluttering” the in-world view and reducing immersiveness.
    • If displayed as hover text, it could be easily disabled either by an dedicated UI setting or simply by exposing the debug to disable avatar-related hover text
    • Most particularly, any such display (even if added to name tags) would in fact adversely impact performance due the CPU / GPU cycles taken up by performing the calculations and then displaying them – with Runtai noting it can takes “several times longer” CPU time to calculate and display avatar render cost on the than it does to render the avatar.
  • The above led to a broader discussion on how to encourage better awareness of avatar impact on viewer performance (ARC shaming not being a positive approach to things), such as general education among users and having some form of “try before you buy” capability (if this were possible to implement) which would offer the ability to see the impact of wearing a specific attachment ahead of wearing it), or some form of inspection capability at upload which might encourage creators to go back and better optimise their avatar attachments.
    • One noted issue here is ensuring both sides of the equation have the tools to make more informed decisions: creators in terms of making their content more performant / efficient, and consumers to enable them to be able to better identify performant / efficient content. The latter is particularly important in its ability to drive market forces through users being able to naturally gravitate towards more efficient content.

Tags for Wearables

This was an idea mooted by the Lab in the meeting – not a project currently being worked upon.

  • A tag system which allows items with a certain tag to automatically replace another of the same tag type with a single click and without also replacing other items using the sane attachment point. For example, an item tagged as “hair” replaces the currently worn hair with a single click, but without also knocking off a hat also worn on the skull.
  • This was expanded upon by the idea of tags being used with demo items – the tag being used to perform tasks such as:
    • Only allowing the demo item to be worn within a certain location (e.g. the “dressing” area of the store).
    • Somehow records the item being worn prior to using the demo, o that it is automatically replaced when the demo item is removed.
  • The problem with the latter idea is that everyone uses demos differently, so assigning a single place at which a demo can be tried is a non-starter (do we really wany people trying demos at already busy events? What about items purchased via the MP or affiliate vendors, what location should be assigned to them? How is the creator to differentiate? Multiple versions of the same item for different points-of-sale? What about people who don’t have a home location by use sandboxes, but the demo tagged for use only within the avatar’s home location? Can this realistically even be done?).
  • An alternative suggestion for tags put forwards at the meeting was to have them as a part of the upload process, so creators could be reminded / encouraged to specific the desired attachment point via a tag list, so that users are not left with items defaulting to their avatar’s right hand.
  • There are a range of issues over any tag system, including:
    • a) How well the option would be used unless enforced; b) Even if enforced, how many content creators, would actually define the preferred attach point over just selecting the first one on the list?
    • The idea leans towards WEAR, rather than ADD – so will not necessarily overcome the confusion of new users who wish to ADD an item to their avatar, only to find it knocks something else off of their avatar.
    • How many tags should be in the system? “Hair”, “shirt”, “pants”, “gloves”, “shoes” are all straightforward – but what about shawls or shoulder wraps? should they be classified as a shirt or a collar, or have their own tag or individual tags? How are rings, earrings, pendants, etc., be classified / tagged?

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 week #27: SL CCUG + TPVD meetings summary

[REN] May, 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, July 6th, and the Third Party Viewer Developer (TPVD) meeting held on Friday, July 7th, 2023. 

Meetings

  • The CCUG meeting is 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.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors developers to discuss general viewer development.
  • As a rule, both meetings are:
    • Held in-world and chaired by Vir Linden.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes locations for both meetings (also included at the end of these reports).
    • Open to all with an interest in content creation / viewer development.
  • As these meetings occasionally fall “back-to-back” on certain weeks, and often cover some of the same ground, their summaries are sometime combined into a single report (as is the case here). They are drawn from a mix of my own audio recordings of the meeting + chat log (CCUG), and from the video of the TPVD meeting produced by Pantera Północy (which is embedded at the end of the summaries for reference) + chat log. Not that they are summaries, and not intended to be transcripts of everything said during either meeting.

Viewer News

  • The Windows 32 + macOS pre-10.13 RC, version  6.6.13.580794 was rapidly promoted to de facto release status on July 6.
  • The Second Life Project Inventory Extensions viewer updated to version 6.6.13.580656, on July 6.

The remaining viewers in the pipeline stand as:

General Viewer Notes:

  • The Windows 32 + macOS pre-10.13 viewer is the last official viewer supporting either the Win 32-bit version or Mac OS versions prior to version 11. As viewers for 64-bit only and MacOS 11+ become the defacto releases, this viewer (as it is and without further update) will be moved to a side cohort, and used when someone running a pre-11 MacOS release or a Windows viewer incapable of running the 64-bit version of the viewer will receive this version instead.
  • Maintenance T has returned to being the most likely RC viewer due for promotion to de facto release status, now that its high crash rate has (hopefully) been brought under control.
  • The Emoji project viewer is liable to see further improvements to the Emoji picker in the UI.

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.
  • For a list of tools and libraries that support GLTF, see https://github.khronos.org/glTF-Project-Explorer/
  • 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.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • The viewer is available via the Alternate Viewers page.
  • Please also see previous CCUG meeting summaries for further background on this project.

Status

  • The simulator code is now more widely available on the Main Grid, including some sandbox environments, but still in RC. These regions comprise:
  •  However, it should be noted that:
    • Bug-fixing within the simulator code is also on-going, so those testing PBR materials where the support is available should take note of this.
    • Obviously, to take advantage of these regions (both to upload PBR Materials and to see the new PBR environment lighting + the demonstration objects provided within some the regions, you must be running the PBR Materials RC viewer.
    • The cost of upload for Materials without any textures is free; however, the L$10 texture upload fee is charged on a per texture basis for any included within a PBR material surface (up to four can be included).
    • Any PBR materials content created within these environments which is later rezzed in any region that is not Materials-enabled, will become “material-less” in a non-recoverable way, and will need to be recreated.
    • Because of the above point, until PBR support is fully gird-wide, any attempts to put PBR-enabled goods on the Marketplace will be sanctioned.
  • General bug fixing on the viewer is also continuing, and the spread PBR across the grid is largely down to a mix of bug fixing and getting everything stable, and seeing if any particularly nasty blockers or bug rear up.
  • As an aside, the additional texture overhead for PBR Materials has been one of the drivers behind increasing the amount of VRAM the viewer can use for textures, as also now found within the PBR Materials viewer.

PBR Mirrors

  • This is a follow-on project to the PBR Materials, intended to provide a controlled method to enable planar mirrors in SL (i.e. flat surface mirrors which can reflect what is immediately around them, including avatars).
  • The approach Geenz Linden is taking towards enabling mirrors is to use a “hero probe” concept. In short:
    • With PBR, reflections are generated using reflection probes, per the notes above. These are capped at a maximum resolution of 128×128 per object face; hero probes will be capped at 512×512 per object face, providing a mush higher resolution of reflection.
    • Hero probes are an automated selection process. “Standard” probes cannot be converted to hero probes by manual intervention, nor can they be created.
    • A hero probe is selected on the basis of the “mirror” surface / probe and the proximity of the viewing avatar / camera to it.
    • Thus, if there are 5 mirrors place in a room, only the mirror closest to any given avatar / avatar camera will be used as a hero probe within that avatar’s viewer; the other four will remain “standard” probes, until such time as the avatar / camera moves closer to one of them, at which point it will become the hero probe, and the former hero will revert to a standard probe.
  • The primary use case for this work is mirrors, but it is possible, depending on performance impact, etc., that in the future, one additional hero probe might be allowed per scene, and the use case broadened (e.g. the water reflections).

In Brief

Via the TPVD meeting

  • Simulator updates: two simulator RC are currently with QA:
    • One includes updates to the avatar arrival code (i.e. handling avatars being received into the region via TP) which should help reduce the “viewer freeze” / frame rate drop others in the region can experience.
    • The other includes bug fixes and additional LSL functions.
  • General discussions on:
    • Anecdotal spotting of increased teleport failures, but lacking specifics on location, repro, etc. LL’s gridwide stats on TPs is not reflecting any noticeable uptick in failures. Therefore, those who do encounter them frequently are asked to:
      • Log where / when / how such failure occur.
      • If a pattern emerges (e.g. failures consistently occur when teleporting after doing X, or, say, in the first TP are logging-in, or anything else which suggests a possible underlying pattern), to file a Jira bug report, providing as much of the info they’ve gathered as possible.
    • A similar anecdotal report on people seeing themselves (or others as clouds for extended periods with in increased frequency. Again, where this is seen to happen consistently, a bug report is requested.
    • The official viewer CHUI + lack of chat bar (which also leans into what appears to be a lack of awareness that the Chat Console is not a “Firestorm feature”, but something generally available to people – although new users may need their attention directed to (and how to open chat from it), as the fade-out can case thigs to be missed and the click-to-open chat is not obvious.
    • On options available if TPVs that are not available in the official viewer (or possibly, with some, just not exposed through the UI), but which possibly should be.
    • Please refer to the TPVD meeting video below for further details on the above discussions.

Next Meetings

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 week #26: SL CCUG meeting summary

Pemberley – May 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

  • Maintenance T RC viewer updated to version 6.6.13.580700 on Wednesday, June 28th.
  • The GLTF viewer updated to version 7.0.0.580717 on Tuesday, June 27th.

The rest of the official viewers currently in the pipeline remain as:

  • Release viewer: Maintenance S RC viewer, version 6.6.12.579987, dated May 11, promoted May 16.
  • Project viewers:

In addition:

  • Maintenance T is likely the next RC viewer remains the next in line for promotion to de facto release status.
  • The Emoji project viewer is liable to see further improvements to the Emoji picker in the UI.

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.
  • For a list of tools and libraries that support GLTF, see https://github.khronos.org/glTF-Project-Explorer/
  • 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

  • The new RC viewer includes the automatic adjustment to make skies “PBR-ified” (so the checkbox in Graphics Preferences to disable automatically apply reflection probe ambience on skies that do not have it set, so they will be set to a default of 1). Probe ambience must now be set to 0 through the sky settings to deactivate HDR rendering (so no dynamic exposure so the sky is not brightened, and objects with PBR materials will appear duller than intended), and tone mapping is turned off.
    • However, there is a recognised bug related to probe ambience (BUG-234060 “[PBR] Simulator Clamping Environment’s Reflection Probe Ambience to 1”, and it is hoped a fix for this will be in the next simulator build – although it may take a while for the build to make its way into a deployment.
  • The-user supplied PBR content created on Aditi is being transferred to the PBR regions on the Main grid in readiness for more widespread viewing / testing.
  • The LDPW will be producing a PBR demonstrator which will be available through the viewer library.
  • The simulator-side support for glTF Materials is due to be expanded with further simulator RC deployments, which will notably include some sandbox environments.
  • However, it should be noted that:
    • Any glTF / PBR materials content created within these environments which is taken and then rezzed in any region that is not Materials-enabled, will become “material-less” in a non-recoverable way, and will need to be recreated.
    • Because of the above point, until the glTF support is fully gird-wide, any attempts to put PBR-enabled goods on the Marketplace will be sanctioned.
  • General bug fixing on both the simulator and the viewer is continuing.

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).
  • Further work on bug fixing, including correcting an issue with triplanar mapping to the for terrain repeats, particularly on steep elevation changes (so as to avoid the all-too familiar “stretching” seen with textures).
  • 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.

Level of Detail (LOD) Discussion

  • Level of detail (LOD) refers to the complexity of a 3D model representation. In short the idea is to reduce the load on the rendering system by reducing the complexity of the 3D object based on various of criteria (e.g. the distance of the object from the viewer / camera) and using various techniques.
  • Second Life uses the approach of Discrete Levels of Detail (DLOD) method – the use of discrete versions of the original with decreased levels of geometric detail to replace the more complex models using an algorithm primarily based on distance. This has both positives and negatives, some rooted in poor modelling practices by some content creators, others are inherent to flaws within SL itself.
  • In looking at glTF and mesh imports in the future,  LL is considering moving towards more automated and better optimised means of creating LODs to try to reduce some of the current issues.
  • One idea under consideration to achieve this is to leverage Simplygon (or see the Wikipedia entry), which although a proprietary tool, is available as a plug-in for a number of 3D modelling towards (including Blender); the idea being the glTF importer consume whatever output is generated by Simplygon at the creator’s end of the workflow (it being noted that “simply” integrating Simplygon into SL isn’t feasible).
    • Such an approach would offer advantages of optimisation whilst leaving the current upload process in place for those wishing to continue to use it, together with the continued ability to manually create LODs.
  • Some concerns over this possible approach raised at the meeting were:
    • It does not address issues of avatar complexity, which is potentially the biggest viewer performance hit – although in fairness, avatar complexity is really an issue requiring its own focus / project.
    • The nature of some of the Simplygon licensing statements (concern about which might be a mix of the genuine and a basic misunderstanding of legal terms used with regards to “how the Internet works”, so to speak; an issue we had back when LL changed some of the terminology within the SL TOS in 2013).
  • While there are other optimisations tools available, given the state of flux with things within the open source environment, and given Simplygon is recognised as an “industry standard”, offering a means to take output from in and bring it into Second Life is currently seen as the best strategy by the Lab, subject to the concerns raised about the licensing requirements.

In Brief

  • There have been reports of Animesh objects changing / becoming stuck in their lowest LOD in various circumstances, including on region crossing (see BUG-233691 “Animesh re-renders at lowest LOD for extended interval after long-range llSetRegionPos” + listed duplicates). This is believed to be a bounding box issue, and a fix is being developed which should hopefully make it into the next update of the Maint T RC viewer.
  • For PBR, the questions was raised about converting older content with the current Blinn-Phong materials to PBR where the base colour map is not available. The recommendation is that the two are kept separate: if the base colour map is not available for conversion, that Blinn-Phong should continue to be used. No attempt on LL’s part will be made to try to combine the two (PBR / Blinn-Phong) through any kind of conversion tools, as the two are currently entirely separate, allowing creators / users to apply PBR to items which may already have Blinn-Phong, and if the results aren’t good, strip the PBR away and immediately revert to the Blinn-Phong materials. Any attempt to allow “blending” between the two approaches will immediately break this.
  • One consideration actively being worked on within the Lab is glTF licenses and Second Life being able to recognise these. Licences tend to be built-in to glTF complaint 3D models, so as the end goal of the glTF project is to effectively be able to take a glTF model from (say) Sketchfab and drop it into SL, this should be done in respect of the object’s licensing (e.g. if it has a Creative Commons Non-Commercial license, it can be imported into SL but not re-sold after the fact or placed on the SL Marketplace).

Next Meeting

  • Thursday, July 6th, 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 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.