UltraScenery - new territory [Commercial]
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After Apple Picking
This started as an Oaks ecology and Track 2 Feature. Then I kept adding stuff and more stuff and more stuff...
Oh, I know that feeling very well It's hard to stop. Nicely done, tho I personally think the orchard is a little bit too dense. No obvious way for the track going further behind the truck.
Thanks for commenting and giving me something to check. The apple trees are too close to the road, but not too dense, I think. The truck could pass through with care, or even pick a couple apples from the truck! I think it is just the camera angle that makes it loo too dense. I created the rows of trees with HedgeMaker. Here's a top view.
Ah yes, it is the camera angle
The truck needs a few scratches caused by the trees
Ah, a challenge! I'll see what I can do. I have a dirt shell on it already, but it could be made dirtier, too.
Meanwhile, here's a back view to show you that it is not all that tight of a passage down that track. After all, this is not a paved commercial road!
Very nice barbult. Try this set for a great dusty shader.
https://www.daz3d.com/iray-surfaceworx
I have that, but my favorite, which I used, is A Touch of Dirt.
Here is my (final?) Apple Picking render. I added some scratches and made the dirt a littl more visible.
That is more like it
I appreciate your suggestions. It made a better render.
Your image made me think of Jurassic Park: change the sign lettering and add a rampaging T-Rex through the apple orchard (and maybe a pile of dino poo)!
It's dangerous to drive without a rearview mirror.
The dusted jeep looks great and you added chaser makes for an interesting story. He has no idea what's on the menu.
glad you enjoyed it!
That dino doesn't look too bad for SKU 2289 unmodified.
Awesome! Looks like I might be in for a lawsuit after this (after the dino dinner of course).
And great job on making a more tropical setting
I used one of the UltraScenery Swamp environments this time and added some of the Hell Creek Modules. I'm glad you liked it.
how do you get the ground fog to be seen when using USC ..the USC is higher placed than ground plane. yes, can lower, but then ground sticking too high maybe.
Theres a great video by Jay on the settings for the ground fog, hes got some tips in it too! And yes you do have to set Ground Fog decay Height pretty high sometimes depending on your landscape.
so adjust up the ground height. OK. thanks...
i will look up for Jay video
I just noticed an UltraScenery product update in DIM. Is this for your upcoming add-on @HowieFarkes?
The readme file says "2022-08-15 - Updated metadata to set compatibility base for the terrain". I suppose that is to allow the upcoming Martin J Frost dirt track textures to be compatible with the terrain in Smart Content.
Not 100 percent sure , but yes I think that QA wanted to make it more smart content friendly. It was certainly mentioned when QA had the product for testing.
Thank you both.
Still finding a lot of mileage mixing US and USXT. Here's a Pacific Northwest and Mt Vernon USXT mix:
This is so much what I always wanted to do with Poser/DS from when I started.
Regards,
Richard.
Beautiful! The lighting really highlights the walker.
Anyone tried the Woodland Floor Iray Shaders with USC or USXT?
https://www.daz3d.com/woodland-floor-iray-shaders
I don't own it. But, both USC and USXT use custom terrain shaders. Applying another shader to the terrain does not usually give very satisfactory results, because you lose the custom shader's separate handling of the road, soil, groundcover, riparian, etc. If you apply another shader to the terrain, it will cover all of those individual surface parts with the same texture. If your terrain is completely covered by vegetation, that probably doesn't matter much. The applied shader would probably be visible only on exposed areas like the dirt tracks. But you would not get the benefit of blending two different textures on the dirt track like you get with the default custom shader. A more successful approach is to manually place the maps of the new shader into selected image slots of the UltraScenery custom shader. That is why I prefer to load one texture into the roadbase and another into the roadsurface of the custom USC shader. Then I save a materials preset to use that again some other time. I described all that over in my experiments thread a couple years ago.