UltraScenery - new territory [Commercial]
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ughh.. NOW you tell me... I used gaming... I also play WOW so thought that would be best. Does it make a difference??? I didn't understand one vs other.
ok.. I did a few things... first I reinstalled drivers for STUDIO as daveso... suggested... Changed out the US water cause it was causing specklies (caustics was OFF... and I put Abbes to zero and that was worse)... so.. Made my own water and now my Horse scene is more realistic and took only 40 seconds to render!!!! woo hoottttttttttttt
Sheesh.. now that i'm getting faster renders.... Look out contests... I did over 50 artworks for the June sale/contest and some of those took over 2hours to render... I rerendered them last night and got results of about 10-15minutes!!!
THANK YOU ONE AND ALL!!!!!!!!!!!!! I am a happy camper... I now have the GeForce Experience on my desktop and will check my drivers through it, instead of the device manager!
Good to know... I had the gaming driver installed last night and the renders were as stated above.... Today I installed the studio driver and seems about the same. I'll keep checking... I used the US for my artwork for this weeks challenge of the https://www.daz3d.com/blowing-in-the-wind--petals-and-leaves and it only took less than 2minutes!!! Even with the hair... whoo hoot!!!
Very nice, I would use dForce on the top so that it would drape properly around the sleves.
That's a lovely scene and very nicely lit. The pose looks great. The hair looks great. Maybe you'll win a prize.
I agree but the top is not dforce... and I'm not sure if it can be. Didn't see any morphs for the sleeves either. Let me look again. :)
Ha.. thank you... I have my fingers crossed ;)
ok... learned something else new... how to add dforce to something that isn't... lol. This is for you Tugpsx... my finished artwork... I've just posted it to the Sept 20th thread. (fingers double crossed)
Well I played my WOW last night and things were rezzing pretty slowly so I may change back to the game driver... I'll see how it is tonight when I play. :) In the mean time I am enjoying faster renders thanks to you... Barbult... and others... Huuuuuuuuuuuge Llola hugzzzzzzzzzzzzzzz to you all!!! I'll post more as I finish'em... Big sales going on so adding more to my US runtime :)
The Studio drivers are just older game drivers, essentially - for an older title like WoW I very much doubt they would make any difference, it's only for the new, bleeding edge games that the Game driver may have needed fixes or updates that the Studio drivers as yet lack.
I guess I don't think of World of Warcraft as old... they are constantly updating and making new parts to the game. I will see tonight when I play and see if the gaming driver makes a difference ;)
This is Stream 1 and an ecology I cobbled together with elements from Tropics, Mossy Hollow, and other props I own. The elephants are African Elephant Updated. This probably doesn't look like African elephant country. Maybe they got loose from a zoo. Use your imagination.
Nice!
An African savanna UltraScenery environment would be awesome.
Oh this is lovely Barb... I have wishlisted those elephants.. I have the older version... Well done... Thanks for sharing! Any idea how long it took to 'cook'?
Yes, that would be a good idea.
I wasn't measuring, but probably less than 10 minutes. You don't always have to render UltraScenery to a high convergence, either. I often set it to 70% if I am running a bunch of tests or just in a hurry, That is often enough.
<--raises hand and 3rds the idea :)
Got'cha... 10 minutes is long enough to get a cup of coffee ;)
I went back and checked the log. It was 6 minutes and 53 seconds. I'm not sure if that was just rendering time or the whole loading into Iray, etc., that adds a minute or two to the overall time. Anyway, fast enough.
<--thumbzzzzzzzz up! Still enough time to get that coffee... ;) lol
I am starting to regret focusing on Substance Designer and Filter Forge for my shader creation. I haven't really touched the shader mixer in Daz, but I now wish I knew it well enough to add Cutout Opacity to the terrain shader for USC. I have worked out a method for creating inset terrains for USC derived from the larger USCXT terrain around them, but in certain cases, like a shoreline (where it makes a lot of sense to add more detailed terrain) the edges of the inset terrain can't be sunk under the outer terrain in all directions. You see it under the water. This is where a Cutout would really help.
That is lovely avmorgan ... I am not sure you can CUTOUT OPACITY in USC??? I just learned how to MASK an area... maybe that would help you too?
I just want to show my first finished attempt with US and I have to say, I'm so in love with that tool.
Dreams become true and I'm so thankful for all the tips and tricks I've got here in the forum. But still a lot to learn... ;)
Oh my... that IS lovely Enchanted April... I think now that my graphics card is updated this is by far my favorite product at Daz! ;)
Here's my latest attempt... (btw... 11minute render!!!)
"Stagecoach"
You're rght, the terrain shader does not feature Cutout Opacity, so you would have to add that in using the shader mixer if you wanted it. I get it in theory, but don't know how to actually do it. Yet. Until that day, I can try other things like using dformers to bend the edges under the surface of the USCXT terrain, like so:
Baba Yaga! Nice!
Well, after a day or two of push-and-pull trying to make USC and USCXT blend, I could not come up with a good way to match color and texture, I didn't want to just apply the shader from one on the other, because the ecology would still be mismatched. Thus, I humbly put in a request to Howie: Please, please consider an add-on that matches color and texture (similar in character in the latter case) between USC and USCXT ecologies and features. It's as much work for you as me, but you can definitely turn around and sell it and give everyone the benefit; I'd certainly buy it in a heartbeat.