UltraScenery - new territory [Commercial]
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Very nice. Gonna make it difficult to buck up & seriously learn World Creator you know.
Wow. That looks a whole lot better than trying to use Terradome.
WOW!
Also, my credit card just ran screaming into a dark corner. I think it knows what will happen...
That's a shame, but understandable. I do wish DAZ would change its policy & make zip file installation possible for plug-ins. Then it'd mean offline machines could also take advantage of such things.
Ah well. In the mean time, I'll think of their policy as an armour belt around my wallet protecting from certain depradations.
Regards,
Richard
Oh what joy! Howie's found a new way to extract money from our wallets
Looks great.
Thank you, it's a relief to know we will be able to use your indispensable tools in the new version of Studio. If I could make a request, it would be very appreciated if your updates for Studio 5 didn't replace the versions for 4.15, because I think many of us will still use the old version till 5 is up to scratch regarding functionality and plugins.
Excellent! That scream of terror you just heard came from my credit card.
Cheers,
Alex.
That's exciting!
@RGcincy which experimental thread example are you referring to? Is it Experiment: Modify Feature Dirt Track 2 to Follow the Terrain? That is the gist of it, except for the RR track, I drew my own feature height maps and road base and surface maps, rather than using maps from existing features. Also, I was doing the opposite of making the track follow the terrain; I was making the terrain completely flat where the track goes and then adding some height to raise the track above the adjacent ground. My technique was to first lay the track on a flat UltraScenery terrain and then make feature maps based on the position of that track. It is too hard to try to fit track pieces to a preexisting path.
HowieFarkes: Will there be forested terrains, or is it mainly snow/rock?
Mine as well. I think DAZ needs a store option that add new releases of certain PA's to the shopping cart automatically
Yes, thanks. I'll have to try these out. You've done such a good job documenting your approach, I appreciate it.
I am happy to hear that this is in development, so I have a month to budget for it.
While I don't have an issue with downloading on my D|S computers, I wonder if it is possible for a user who wants to isolate their computer from the web to log into another that is connected and download the plug-in's zip to a stick and move it to their D|S system? If everything is clean security wise, wouldn't that work?
Or if you are on a pad, to upload the file to Google docs/cloud and transfer the file over...?
It makes no sense to me that Daz will not let you download and install plugins manually. I have beta tested multiple plugins for multiple PAs. For testing, all were installed manually, simply by putting the dll file in the plugins folder in Windows. There doesn't seem to be any technical reason for disallowing manual installation.
I fully agree, but quite some things DAZ does does not really make sense, at least to me. A DLL or dylib (mac) sould be self-contained. so ther should be no need to run DIM on it.
I wonder where you would stand if you purchased the plugin, then got hold of someone else's package file from DIM and then did a manual install with that (if possible)?
Oh totally. I've gone through similar calculations working on background cards. ;) Under a certain size/distance... yeah, shaders. So excited!
On my Mac, DIM refuses to install anything that is either a plugin, or software, or otherwise wants to be installed somewhere under /Applications (e.g. Photoshop brushes etc). It just errors out, which means I have to install manually. So once DIM has downloaded it, I need to manually unzip and copy the files to their ordained locations. So far I've done this with new versions of DS, plugins, PA tools, Ron's Brushes, etc. and had no problems at all. You do need to know where everything needs to go though, and I appreciate it's not a lot of help if you can't download the file in the first place.
Might there be a way of creating Overcast skies with the Sun-Sky render engine?
I've had some time to explore the PNW set a bit more and something just didn't seem quite right and then it dawned on me. The renders look great and all, but up here in the Great Gray Northwest, seeing the sun is the exeption to the rule usually. And this summer has been exceptional I must say. I can always drop back to HDR but was wondering if this was more a tone-mapping thing instead.
Thanks.
I believe the plugin he's developing creates the terrains at runtime. His comment about erosion calculation times on a 256x256 terrain seems to support this.
- Greg
There are all sorts of settings in Sun-Sky Only Render Settings. Which have you tried? I suggest playing with SS Haze and Mat Fog for starters. You won't get clouds, but you can get a gray sky. You can turn off Draw Dome and use an image in the Environment pane as a backdrop to give you the cloudy sky you want.
Check out DA Real World Lighting.
I haven't as yet just wondering if possible with Sun-Sky mostly. Overcast isn't just a uniform diffuse; there are varying degrees of course & often does have a direction. But, you can't mix the conventional lights along with the Sun-Sky of course. Might have to get creative with luminous panels.
I'll fiddle around then. Thanks.