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Comments
Just a weird experiment (testing groups of parented primitives, works fine. I suspect previous problem was due to scaling)
Love this!
I uninstalled my DIM installation and installed with Daz Connect. It is working with Daz Connect now. Thank you very much for fixing that.
You might pester Daz to update their online readme to indicate the update and what changed. They are absolutely horrible about updating readme files, as in they never seem to do it, except for PC+ products, which Jen Greenlees conscientiously updates.
One minor request: it'd be nice if the result indicated how many instances were placed. Sometimes a setting is making a low number of results, and it'd be nice to have a clear picture of what is better/worse without having to watch the window progress.
Now, while the group thing may have caused me some confusion, I _like_ the fact that I can have a group of objects and say 'pick these things and scatter them there.'
Handy with, say, having a bunch of different small ground cover plants and spreading them at random rather than having to scatter each individually and trying to keep them from clipping each other.
Another effort...
Check the log. I agree it would be nice if there was something a bit more accessible though.
Another request here, minor too; Would it be possible to make the button "Browse" when checking Distribution Maps to remember the last folder opened and go there?
There is a workaround , ctrl+c, ctrl+v from the explorer's url, but going directly would be an improvement
Ultra Scatter is very useful for space scenes. I used it for stars and ring of rocks. The planet modelled in Blender.
Very nice! Is that a flat ring, or an actual torus with rocks scattered through its volume?
Thanks.
It is a flat ring (modelled in Blender) and then scattered the 5 types of rocks around upper plane of it,
with scale and rotation changed in UltraScatter. Ring itself was hidden in the scene, to avoid showing
it up on the render.
Good to see the creativity going on with regard to using this tool - the obvious (and very useful) thing is to scatter plants and trees on a terrain, but there are so many more uses!
I made a quick funny test. UltrScattered a Genesis 1
It was real quick and my first Blender movie.
I went for the obvious in my first... ...but deploying all those was a slow process.
Oh I'm an idiot.
So I've been trying to create 'stuff in view' by carefully and laboriously painting with geometry editor.
Well, duh. Right-click, change selection to 'marquee', and all you have to do is drag a box over your view window and bam, everything in view is selected. Duh duh duh.
Also have a potentially clever idea to use ultrascatter to make snow peaks. Maybe clever. We'll see if I can pull it off. ;) (going to try flattened spheres; if that looks bad, maybe try planes with wobbly cutout blobs)
I'm thinking of getting this product, but I have a question. If I create a scene with it and save it, can someone else open the scene without having purchased the product themselves? Will the instances break if that happens?
No actually, the other person does not need to own a copy of UltraScatter, the file will open fine with all instances in the right place. Try it yourself: download barbult's pink cone scene (page 6 of this thread) before installing the product, you'll see all scatterd cones instances.
Creating a primitive in Carrara, Blender or Hexagon, resizing it there, export to obj, import in DazStudio save as subset. This process finish the problem of size in primitives done in DazStudio affecting the size of the UltraScattered things.
A primitive prop created this way is to DS an object with 100% Scale and 100% X-Y-Z scale
Probably there is a tool to do this same resizing under DS but I don't known it.
I've found Blender with its many object generators, great addition to create quickly various 3d models for using in Daz Studio.
Below is an example of using piramid, created in Blender, and then scattered different plants over it in Daz Studio.
I desperately need a tutorial UltraScatter video to better understand how this plugin that looks really fantastic!
I do not understand English, I speak Portuguese and the translation is not trusted by Google, which greatly changes the term of a word! A brief video would help a lot to get how it works!
Thank you for this wonderful script!
Gendragon3D
The answer is YES, zero in the elevation tab (-1000/1000) equals to 0 in the Y global scene. You can place things with no distribution maps only using bands of centimeters. Here rocks are in 0, grasses are in 0 to 0.5, dame rockets in 0.5 to 0.8, canolas in 0.8 to 1.2, small trees in 1.2 to 1.4
Beside this I discovered you can move an UltrScttr done over something once it is done. Here the big trees from Stonemason which tend to float due to their base were moved after scattered to Y -20 with no problem at all and solving the issue
What a pretty little island! Clever use of the distributions too.
@Jerife: Great render and very nice use of the features of the UltraScatter.
Thanks PhilW, thanks Artini, I'm loving this tool Howie has made for us
Gendragon, você falar ou compreender o espanhol?
Weee! Dude, that seemed to have fixed some trouble I was facing with loretta too. Thanks a lot. But here I am with another weird and strange phenomenon I stumbled upon during using ultrascatter.
So I took a simple sphere with 10m diameter and scattered 200 instances of spheres with 0,1m diameter on it using the default settings of everything else (distribution, scaling, rotation, advanced). For some reason the distributed "sphere of spheres" was a little offset of the original sphere as you see in the atached render. The bounding boxes were also offset. I suppose this is somewhat my fault because I saw other users doing exactly the same thing without trouble :( but it's still strange, isn't it?
Anyways I still can't thank you enough for this tool. To me it is without a doubt the most promising and useful plugin that I've ever seen for DAZ studio. It is basically the surface replicator of carrara I wanted SO MUCH for studio :') You sir, are a hero. There's no doubt.
That issue happens to me too almost all the time 321nimb and is not a little offset but a huge deviation. You can move the ultraScatter but it is a pain in the neck to pose it.
It occurred to me last night that this script could be even better if it could be coupled up to a morph randomizer. So for example we could use morphing rocks and trees and get Ultrascatter to vary the shapes just like Vue does but it a more simplified way. But being Instances I don't know how that could be achieved. ???
I doubt you can do that with Daz instances. You can always copy your trees and vary the morphs on the copies, put them under a Group, and scatter the group rather than individual objects.
Yeah we could do that and I did think of it. :)