Abbotts

I'm having WindLight withdrawal. It just ain't the same, taking snapshots of an old sky that looks so dull…

Second Life in the Balance 222

compared to the evolution of the First Look: WindLight viewer. And not just that, but the ambient lighting on everything else is absent. As blogged earlier by Zen Linden, WindLight's gone "heads-down" for awhile to add new features and fix bugs, and while I've fancied the thought of building a viewer — or maybe snatching a more readily-accessible internal build if that becomes available — I don't really get great pleasure out of experiences that can't easily be shared.

I love being able to tell Residents, "Give it a spin and show me what you come up with!" which is exactly what I did with WindLight, and will do again, in several weeks' time or so. But until then, my attentions will be focused elsewhere — like helping triage First Look: Voice feedback on our Issue Tracker.

I'm looking forward to creating an ample collection of skies to share; I've already had a fair amount of hands-on experience with WindLight and I want more. When taking snapshots like these:

WaterheadTableauSvargaNatoma
Midnight CityMeltingDotsIntemptesta NoxEdge

I often used tweaked or extensively modified sky settings. There are so many shades and nuances and more extreme effects you can pull off; it's rich. I want to believe that in the future, designing killer skies will be regarded in a similar capacity to being a skillful landscaper, well-trained in the terraforming tools.

What's particularly cool is, even though WindLight has many sliders (and these will change in further iterations), the changes you make are live — one of my qualms with the old-skool "Move Moves Sun" is that the sky takes a few moments to reflect its actual state, which allows for fancy trickage like black suns, but at the same time, the delays are irritating when trying to setup a photo shoot. Not to mention if you're clumsy with the mouse, it can be difficult. I'd love to literally paint in the sun, moon, stars, and other astral bodies, tho. Even some sort of pressure-sensitivity would be grand, like I'm used to in ArtRage.

Regardless of what happens next, right now, many ideas have flushed forth from this opening of the heavens. Some of them are recapitulations of classics. Remember when ripple water came out and Resis said the terrain should be updated to match? That wish is even more pressing now. I'd love to be able to even paint on terrain textures and have greater control over crossfading; the current height-based system, while it's lasted us this long, isn't the most intuitive. Expect even sexier ripple water to be enjoyed in elemental tandem too.

Another observation I have is that through innovations like WindLight and sculpties, Second Life is looking more a game, and I don't mean in its social mechanics, but its visual quality. People used to eye candy expect the same here, coupled with the flexibility of user-created content. Sound continues to be overlooked, however, and I've hardly heard any requests for better built-in support for ambient sounds. That's what I'm here for, to highlight and showcase those opportunities, so those who can, will.

Let's combat myndopia together — in addition to the much-mentioned obvious, what overlooked stagnation desperately needs a makeover?