UltraScenery [Commercial]
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Yep, I've been hiding it. Here's the results of my latest excursion - the background includes a Terradome3 B-zone, ocean, and atmosphere. Blur is a combination of the TD3 Atmosphere and depth-of-field. The foreground is UltraScenery River 2 flooded by setting the landscape height to -2, Grassland. I duplicated the terrain to use for UltraScatter to load the reeds (MartinJFrost). I inverted the river 2 mask and painted out most of the soft edge in photoshop, trying to get the reeds closer to the water. Also set the height and slope in UltraScatter. After it was all done, I decided to test out InstaEdit because the reeds were too thick. It worked ok - it allowed me to selectively turn on and off groups of reeds (I think I should be able to move them but I didn't try that). Oh - yeah - I tested the KindredArt's new HDRI Reshade in order to get dawn lighting. And hacked the color of the B-Zone to make it look more distant. Lots of experimentation.
Ken: very nice!
Has anybody tried using the old-style low-res flat-panel plants in UltraScenery? I know they'd have to be kept in the background. I noticed that all of Howie's plants (except the tree markers) are fully modeled.
I think you need to edit JSON files for switching the plants - right now I am not into it.
However, you can use UltraScatter to put any objects, plants included, on the generated UltraScenery.
That is what the recent posts were about.
wow. i tried that Let it Snow the other day and everything turned into blocks. could not get it to work. This is spectacular.
Excellent. Thanks.
My first look at that was from a Bird's Eye view & was quite suprised at how much it extends.
Just thought I'd add a these images as a big thank you to HowieFarkes for such a great addition to DS. I only have UltraScene so far, but hopefully can pick up some add ons in the future. So many outdoor environments look good until you try a close up, then the illusion completely falls apart. Not so with Ultrascene. You can create images that look fantastic close up or far away. Thanks for the awesome product!!
There are so many amazing inspirational renders here! Thanks to everyone for sharing your amazing renders and your knowledge. Without everything posted here, I might not have bought Ultra Scene (though anything done by HowiesFarkes is always top quality and sort of a must have).
Image Title: Oh, we WILL pass (Gallery Link)
Image Title: Vallisa (Gallery Link)
in the freepository i posted a script to remove some trees around the camera
it's called mcjSceneClearing
Excellent images DustRider! Welcome to the fun. Thank you mCasual for another helpful script.
I think I know what is causing your blocks. I ran into the same problem myself.What I ended up doing was applying the opacity mask from the twigs (pine needles) to the shell. That seemed to solve it for me.
I just had an inspiration. If you don't generate the extended forest the first time you build, you don't have to rebuild the whole thing. You can select your UltraScene in the Scene pane and Edit/Duplicate/Duplicate Node(s). Then on the duplicate UltraScene, run UltraScenery again and select only the trees layer(s) and Extend Forest checkbox on the Build tab. After it builds, hide the duplicate UltraScene and the duplicate Trees Layer, leaving only the BG objects. I tried it; it works and is much faster than rebuilding the whole thing. You could even change Ecology on the duplicate and build an extended forest of different trees than what you used in the original scene. There are so many possibilities with this product!
I used Oaks with leaves in the main scene and in the duplicate, I changed the ecology to Oaks without leaves. I like it!
Tree Instance Editing
I came across this this morning & thought "Oh, a perfect case to use InstaEdit".
I noticed two things: First, not just the single tree was moving but rather a group. Secondly though is that even though I can see the mesh moving & appears placed so the roots aren't exposed, when I render it's as if nothing has actually moved. As a test I even Deleted the InstaEdit node and items under it. Those trees all disappeared in the Wireframe viewport, but upon render, they're still exactly as the were.
Do Proxy trees respond differently? How to I remedy this?
What this looks like is missing grass. Any chance you selected a specific camera to "restrict instances to camera" and then repositioned your camera? If you do that and don't build again, you'll wind up with missing plants, grass, etc. that would normally be covering the tree roots. Happened to me when I first used UltraScenery, so just passing this along.
Oh, I understand that part. I'm just wondering about the old billboard style plants. It seems to me that if I'm going to create my own Ecology set, I should make sure the plants I use are somewhat three-dimensional (meaning they can be rotated without losing their integrity).
No, a new camera after scene creation w/ default settings. I did use a 15M Max range initally & that's a pretty steep incline. But I was wondering that too if normally the tree base might get some grass around it as seen in other areas.
I did find a section in the InstaEdit PDF specifically regarding UltraScatter Instances, but I'm still confused. I'll play around with it some more but hoping to find some Editing tips specific to UltraScene.
Just select the instances group for the pine trees and translate the whole group in the negative Y direction in the Parameters pane.
mCasual just posted a script in the freebies forum that's designed to do this. mcjSceneClearing.
EDIT: whoops! i see he's already announced that here.
I've been experimenting with making my own paths in US without having to resort to changing the format files.
Attached is the custom heightmap I made, along with one showing the custom path. I made the path by creating another layer and placing a series of dark black rectangles for the path line. Then duplicate the base heightmap, select the black line, then alter just this selection (on the heightmap level) to be either -10 or +10 brightness. This will allow the path to follow the general flow of the road, but still be offset. The best results happen when the custom path follows the general curves of the grayscale.
The black pathline is then used as the mask in UltraScatter Pro, as long as the rest of the height map is turned white.
US can then be used to place the bits of nature on each side of the path line. Then bricks, stones, dirt patches, what have you, can be placed just on the path line using the inverted mask.
I've also found that bigger height maps work better than smaller ones and don't seem to have an impact on memory or rendering. These particular height maps are 5000x5000. Smaller ones tended to both make it harder to set up a path, as well as making more jagged edges in the terrain.
UltraScatter also has a "repel" function that can be used to keep items from scattering onto the bricks of the path, as long as the bricks have been placed first. The US will recognize the previous scatter as a set of objects to repel from.
Excellent findings - thanks for posting.
If anybody feels like spending any money, Harpwood Trail and UltraScenery - Harpwood Trail are both on sale. Picked them up with my PC+ coupon. I can't wait to test them out.
Who do you think will win?
Gallery link with list of products used.
That (above) is what he has. This is what he needs:
What he needs is Archmage Serena, head posterior kicker with the sisterhood of the Future Mages. She kills huge evil monsters for a living. Dealing with a mere giant bear would be no problem at all.
Cheers,
Alex.
In his shoes, I'de be happier with this:
Overkill is always preferable. Failing that, an adequate thickness of armour helps.
Regards,
Richard
Excellent image, Barbult! I have an off-topic question, although still related to UltraScenery... How on earth are all these json files normally built by the PAs? Surely there's a tool that will do this? They don't manually have to key all these settings in a text file, right? Although,that's how programming works - manually key in the source code and test-test-test. Unless there's some new magic-software generation tool that's been invented since I stopped coding.
And why are all the material settings in the json file when the duf for each plant has them in there? Are those overrides for the plant's default settings?
Yes in fact it is just a text editor (Adobe Brackets to be precise that I use) and manually typing in the properties to a JSON is how this PA creates the ecologies and features. No secret software.
And yes the material settings in the JSON are overrides against the ones already attached to the prop.
Emphasis mine... And I think this is why sometimes using UltraScatter with US can cause really bad memory issues for me. Picking the wrong prop and things escalating out of control.
Cool - now I know how to fix the weird grey colors of my dead grass. Original version looked better, when I had a mix of Howie's grass and mine (well, Traveler's RDNA freebie from year's past). And I decided to pull out Dimension 3D's DSON Editor, which seems to work fine with the json files.
Got it a little bit more golden, learned more about json files. Of course, changing the Sun's time to 5:30 pm helped a lot.