Lights, Camera, Inaction

There seem to be some misconceptions as to what exactly can be achieved with the new materials in Second Life. Some people are left feeling a little underwhelmed when they discover that the Materials system doesn’t deliver the results they hoped it would. We can see some good threads in both the Second Life official forums and over at SLUniverse where people are learning the powerful or not so powerful features of the tools, and this is good to see as healthy discussion helps everyone.

On the Second Life forums, Creator Linden has created a thread entitled Materials Support and Tips, which is a very handy read. What we see there is people coming to terms with what can and cannot be achieved. Another handy read is Advice? Advanced Lighting Model – No Effect On Materials Applied In world. That thread really emphasises how important lighting is to materials, something I hadn’t initially grasped myself, although there are some obvious clues when you consider you need to have advanced lighting turned on to see materials!

I had created some wooden planks, which when I first uploaded them, worked as intended, they had a bit more depth to them than the flat texture provided. However when I changed the day cycle to another setting, the depth was lost. Drongle McMahon was very helpful in pointing me in the right direction regarding how light works in a post over at SLUniverse:

Specular highlights only appear at a narrow angle between the incident light and the camera. You can control this angular distribution globally with the “glossiness” parameter, and that does affect the range of lighting conditions you can see the effects of the mormal map. It also affects the brightness, and you can alter that independently by changing the specular colour (below the spinners) to shades of grey. This all works with the blank texture in the specular map. You can get good woodgrain effects this way. Adding a proper map here gives you better, spatial control over the intensity (and colour). The sharpness (glossiness) can be controlled spatially by using the alpha channel of the normal map. Using these can make more pronounced effects.

The normal map only affects specular and diffuse intensities. It does not produce ambient occlusion or shadowing that would be there if the bumps were really there. This is why woodgrain-like effects are hard to see at angles where the specular effects are low. Without extra lights, that means you only see them at very limited light/camera angles. On the other hand, the environmental lighting comes from all round. Turning this up is like the old shiny. It can reveal the effects of the normal map, but it also tends give that overall wet look which is not very good for wood. Unlike the specular light, which is purely additive, it also darkens the diffuse texture as the shininess is increased, which is perhaps not what you want here either.

Drongle McMahon is very helpful in the official forum too, I’m quite a fan of Drongle.

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Tyche Shepherd’s Awesome Mainland Census June 2013

All graphs/charts in the blog post are reproduced with the kind permission of Tyche Shepherd, they remain the copyright of Tyche Shepherd and should not be reproduced without Tyche’s permission.

Tyche “Statto” Shepherd’s mainland census for June 2013 is out, it can be read here at SLUniverse. This does not make pretty reading unfortunately and whereas it’s far from fatal, it does appear that mainland is wounded, far more than I realised. Some key points to take in when compared to the March 2013 Census:

  • Overall number of parcels down 2.2%.
  • Total number of Owners down 2.8%.
  • Individual Owners down 3.0%.
  • Total number of land holding groups down 1.6%.
  • Abandoned land up from 11.7% to 12.6% to a new record high of 13.4% to 14.2%.
  • Governor Linden owned land up 1.6%.
  • All Linden land holdings up 1.5% to 49%.
  • Land for sale down 35.8%.

The extremely worrying figures relate to the increased Linden Lab holdings, which at 49% amont to nearly half of all mainland, the increase in abandonded land and the significant drop in land for sale. Tyche reports that land is being abandoned faster than it is being sold and the fact that land prices are basically rock bottom explains why people would rather abandon that wait to sell, but even then, land at rock bottom prices simply isn’t moving.

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Abandoned Land

Now if you squint and look at the above graph from a funny angle, you’ll be able to see how it represents an ongoing increase of abandoned land. Alternatively you can go to the SLUniverse link and look at the graph properly, all graphs will follow this pattern because I can’t squeeze them in nicely, but trust me, this bar chart shows an increase in abandoned land and it’s quite staggering. The increase of abandoned land over the last quarter is the the equivalent of 108 to 115 full regions.

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Linden Lab CEO Rod Humble on Second Life’s Tween Years

Thanks to Soda Sullivan for posting the link in a thread over at SLUniverse. Rod Humble has been talking and it’s the sort of talk I like to see. He’s been talking to Eric Johnson of All Things D in an article with pretty much the same title as my post …. hmm, anyway you can read if via the following link: Linden Lab CEO Rod Humble on Second Life’s Tween Years (Q&A).

I found the article interesting and would urge people to read it. Rod Humble talks of Occulus Rift, The Second Life community where he avoids using the word passionate, which earns brownie points in my book. He also talks of commerce, live music, lag, virtual worlds in general and the challenges of mobile and console based versions of Second Life. The interview isn’t that long but it packs quite a lot in.

There are some stand out areas for me, others will find other areas that appeal to them. I particularly like the part of the interview where Rod Humble talks about people making money from Second Life:

Early on, the perception was that big companies would come into Second Life. In fact, the hobbyists won. They came in and said, “I make cars in Second Life, and that’s my hobby.” It became more like eBay than Amazon. There are bands charging for their gigs within the game. Famous bands like Duran Duran, but also a lot of indie bands who accept tips in return for live performances.

I also like his response when he’s asked whether Linden Lab has much influence on ventures such as Duran Duran coming to Second Life:

No, they came to us. We do our very best not to direct content within Second Life.

Which is just how it should be! However he does suggest that when performance is better, they may do more reaching out, so keep an eye on that. I’m a bit torn on an issue like this, there’s potential for Linden Lab to reach out, but not if it’s at the expense of the hobbyists who are already here. I’m a big fan of the idea of Linden Lab doing cross promotional work and reaching out to other companies though.

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Madpea Productions Mad City Now Open

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Mad City

I missed the Mad City Blogger preview because I was asleep in bed, even seekers of truth and justice style evil Drow Wizard types need sleep at times and those times often coincide with 2am! However I have been very kindly presented with a press release, which is all about Madpea Productions Mad City! I have also visited the sim today and I must say it is very atmospheric, although there were one or two teething problems, there are plenty of people visiting and they even have their own radio stream!

Mad City Street

Now I’ll get on with sharing the press release, below the cut, unless you’re already below the cut, in which case it will be in italics …. hopefully!

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Whatever Happened To Apez?

There I am reading the official forums when I see a post : Apez Sold Yet Again, WTF I thik, Apez is still going? Seriously? Apez? However no, it’s a necropost, updated by Wiseguy Capra whose business merged with Apez back in its heyday. Apez was a nice system and had a nice rental system.

However Wiseguy wants to know what happened to the assets associated with Apez, as he owns the intellectual property rights to some of those assets and he’s making a return to Second Life, in his post he says:

Sorry for digging this up after all the time that has passed but I need to clarify my own stand in this matter.

 In late 2008 SLCI – SL Content Innovations joined forces with Apez. At that time the entire product line which was known under the [SLCI] brand was moved over to Apez, re-branded and then available for sale until Cenji decided to sell Apez.

 During that time I moved to Spain and had more important things on mind than SL. However, when the news about Cenji selling Apez popped I made it very clear that the [SLCI] products will remain [SLCI] prooperty and may not be sold to any 3rd party nor may any 3rd party be given any permission to sell those products.

 This includes:

  •  Control-Demon Home Control (builders and private editions)
  • All modules available for CD including the security system, mailbox, teleporter etc
  • All [SLCI] created texture packs including the terrain texture pack which has always been one of the best selling in SL
  • Multi-Media Rack, Radio player and all prefabs created by [SLCI] and sold under Apez.

So whoever the new owner of Apez is I don’t wish to see any of those products in SL. Yes I have been away for a couple of years but the copyright of all those products remains with me. I still have all the original texture files and control-demon source code and ANY [SLCI] products found on “ApezProducts Engineer” (now called ApezProducts Tomorrow” are my intelectual property.

Control-demon will return to SL soon. All current owners of the builders edition will receive a update in the next weeks.

Also, if anybody knows who bought Apez in the end please message me.

Continue reading “Whatever Happened To Apez?”

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