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Terrific - it all looks very real!
barbult - I just read this again to see what shaders you used for the blueberries (which look really llifelike) and the chocolate - which of Will's WTP shaders did you use?
Oh, dear, you would ask. This was a result of lucky clicking. I don't think the tags on the shaders are quite definitive enough to tell for sure, now when I look back at the scene file. I think I used WTP Base Color Bump and then changed the colors on the Ice Cream. I think I used WTP Base Color Bump Cutout and then changed the colors on the blueberries. (I probably should have used WTP Base Color Bump again instead, without cutout.) I know I used WTP Snow on the whipped cream. I don't think I changed any other parameters of the shaders. I don't have much experience with these shaders, and was just kind of playing around when I saw something I liked. For anybody looking for Will's WTP shaders, you can find them on ShareCG listed as "Will Timmins' Procedural Shaders".
Thanks for that - I often can't remember exactly what I did either! The bloom on the blueberries really impressed me - I'll have to try this out and see what I can come up with.
Going a little tropical - just 40 or so of two different trees and 400 grass clumps (this is 3Delight as I didn't want the effort of translating the ground and foliage shaders to Iray-compatible - the ground and water are specialised 3Delight-only ones)
Then I tried something a little wackier - an object modelled in Wings3D, zones added in DS Geometry editor to give a trail for the little spheres to be scattered along, then Will's WTP freebie prodecural shaders to each surface.
Exactly my thought! I totally love the Carrara's replicator. So.... does this work with figures, Howie? You've got a promo image with people. I don't need anything that complex - just a flock or two of birds. Just curious.... I'm all ready to push the Buy button.... tap...tap...tap...tap... oh never mind the last part... click! MINE! I need it for plants and trees and grass and flowers... just let me know about the birds so I don't spend too much time fighting with it if it won't do that.
Love what you're doing with this script @MelanieL and @barbult. I'm really pleased people are finding new uses for it.
@sandman_max: UltraScatter is not specifically able to do things like flocking birds but that does not mean there not work-arounds. You could create a cluster of overlapping and differently sized sphere primitives of about the general size you'd like the flock to be - scatter the birds over the spheres then turn the spheres' visibility off. That way the spheres do not render but the birds still will.
Hmm, this got me itching to try it out. This is the simplest possible setup - a Songbird Remix Starling scattered across the top of a plane primitive (then made transparent) with a bit of rotation allowed. I just added a skydome - 3Delight render again, but no reason you couldn't use Iray.
ETA: Could easily be improved by adding a subtle amount of scaling variation, and by adding a couple more base birds with a slightly different pose, on the same plane or on another plane at a slight angle maybe?
This tool is what I always wanted for Studio :) It was such an useful thing in carrara.
But I struggle a little with some very specific problems. I want do distribute some bugs over the arm of one of my vict... actors. First I tried to select the "left forearm" node, but UltraScatter said: "Targed object does not contain geometry". Then I tried to select the "arms" surface-group in the "advanced section", but then there was nothing scattered at all! I tried to fix it by applying a distribution map and selecting Object-UVs but again: UltraScatter does something (there was a progress bar for some nano-seconds) but again: nothing was distributed :(
There will shortly be an update to UltraScatter that addresses just this issue. There was problem with scattering on selected surfaces which I have fixed for the update.
that shows a lot of promise, thanks for sharing the experiment
Hi Barbult--I am comparing this picture to yours with the cones on the sphere. The pink cones on the sphere are all sitting right (exactly) on top of the sphere (none are floating above, nor are sunken below the surface), while the jelly spheres are seemingly doing a little of both (s0oem jellies are higher, some lower than the surface of the sphere).
Could you be so kind and explain what accounts for this difference? That is to say, I want to, but can't get my cones to adhere to the surface of the object, although the setting ("inherit object's ..".) should be making them stick exactly on the surface. A screen shot of your settings would be most appreciated.
My post with the cones and sphere actually includes the scene file as an attachment. You should be able to download that and load the scene in DS to see exactly what I did. For the jellies, I scattered them over a second invisible sphere, which was slightly smaller and inside the visible sphere, because I wanted the small spheres to seem to be sinking in.
Yes, I am looking at that now. Thanks for your help =) Much appreciated!
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I'm rendereing something else now, so I can't load that scene at the moment.
Try this:
Does the object you are trying to put flush on the surface of the sphere have its origin at the base of the object?
OK... it works with cones, but when I try to scatter trees over a sphere, I get trees that appear to be arranged in a spherical manner, but they aren't on the surface of the sphere, but next to it as if on an invisible sphere. Any idea what the problem here is? Oddly enough, the screen shot before rendering shows the trees on the sphere, but when I render them, they are off to side as described above.
I saw an offset like that a couple times when I tried to render objects scattered over G3F. I hope the promised UltraScatter update will fix it.
jellies are also OK, but not trees, and the rocks I tried were floating (maybe 40% of them) above the sphere, not on the sphere. it looks like we are unwitting beta testers to a product that isn't quite ready for prime time. i'm not happy with that.
You can return any product within 30 days if you are unhappy with it. I'd watch the calendar, and see if an update is available before that, and if it fixes the problems you are having.
Yeah ... I know. Thanks for mentioning it. I'd rather that Howie just fixes these bugs, since this is conceptually an awesome and much needed product.
Well I see Ultrascatter has appeared as a product update in DIM - the readme suggests these problems have been fixed. I'm hoping to try it out later.
Thanks for letting us know!
Based on the version history in the new documentation, there would appear to only be a limited number of things that have been fixed, like backward compatibility with DAZ 4.8. The documentation has also been minimally improved from what I can tell.
All in all, I don't think this is the relief we've been waiting for. A more comprehensive update must still be in the works.
Well, first tests show the update has fixed the two problems I saw: I can now scatter vegetation along a selected surface of a larger environment prop, and the tufts of grass I was trying to scatter on G3F's face now seem to land there and not on her hands! So thank you Howie for that.
My trial with UltraScatter, 4 of them.
The version history in the documentation lists "new" functionality - not any bugs that may have addressed.
So what has also been fixed?
- User created surfaces do not cause the script to error when used to limit the scatter
- Selection sets on high poly/complex target objects now work correctly
- When restricting the scatter to a surface/material zone the correct surface will be used
- Choosing a rotation point other than "origin" should now work properly
I've installed the update. I didn't have any problem scattering trees on this little egg shaped planet.