✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Ability to bundle Blinn-Phong textures as materials the same way PBR is
Since PBR came out, I've essentially been almost PBR-exclusive with my store creations, mainly because PBR is just so much easier to work with for texture HUDs than Blinn-Phong (aka non-PBR textures, classic textures, legacy textures, traditional textures, etc). Part of this is because all of the textures involved are bundled into materials that are a single object with all of the settings saved rather than having to put everything in manually like non-PBR. It would really help creators offer both options and cut down workload by a TON if we could also bundle blinn-phong textures as materials. I don't know about other stores but I like to really tweak the specular settings and often the specular colors as well for metallic and generally more realistic effects rather than leaving everything white for all colors, and coding that into the HUD is fankly, a gigantic pain in the ass. Even if they were called something different like texture bundle or something to avoid confusion for people who sell them and to differentiate in our inventories that would be fine. I know we would not be able to upload them together the same way as PBR because it involves separate files, but there's no reason we shouldn't be able to create the material in-world manually on a cube or something and save it the same way. Bonus if double-sided can be an option for blinn-phong too! It would cut down on geometry needed on a mesh if we don't want it to be one-sided since we could simply check that on like on PBR materials, rather than needing to solidify a mesh (and essentially double its geometry) in order to get the same look. PLEASE let us manually create blinn-phong material bundles that include diffuse, normal, specular, alpha, glow, shininess, environment, shine color, full bright, and blending mode settings. It would make the jobs of creators working with blinn-phong in any capacity much easier, coding HUDs would be easier, and if double-sided can be an option it would also cut down on mesh complexity since people wouldn't need to solidify or fake edges on their meshes to hide that it's just a plane.
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Fix The Blake!
Considering that boating, sailing, and diving are among the very few activities in Second Life that function reliably but also continue to attract an engaged, creative community, it’s honestly baffling that the Community Islands in the Blake Sea have been left untouched for — what is it now? — 17 years? Seventeen. That's not just a long time in virtual-world terms, it's practically a digital ice age. Meanwhile, the Blake Sea remains the central artery of Second Life — the core maritime network connecting the continents, and arguably one of the only places where the grid feels alive, immersive, and socially dynamic. Yet the infrastructure looks like something out of 2007 — because, well, it is. With all the advancements in mesh, environment systems, and scripting tools, it’s not as if the technical limitations are insurmountable. In fact, a small, focused team could probably refresh the entire set of islands in a week or less. So it raises the question: Why hasn’t this been done? Is there a fear that improving one of the most consistently active areas of the grid might accidentally make the user experience too enjoyable? Or is it just easier to roll out shiny new products and ignore the parts of the platform that people actually use and love? The Blake Sea isn’t just some peripheral backwater — it’s a living, breathing hub of user-driven content and activity. If anything deserves a little attention (and perhaps a modern texture or two), it’s this space. Or do we have to wait until Second Life’s silver jubilee for someone to dust off the prims?"
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