UltraScenery - new territory [Commercial]
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Direct link to the flat terrain instructions: https://www.daz3d.com/forums/discussion/comment/7676001/#Comment_7676001
Thanks for that link.
I have created a terrain with 1 meter height and contrast 100%.
It is not flat, but I like it.
Apart from things like the Pyromantix sets, there aren't a lot of options for this in DS. The best way to do this would be with a VDB, and Iray can't currently add emission to VDBs. Other programs, like Houdini and Blender, can, but exporting UltraScenery to other programs is a nightmare.
Alright so the flat terrain can be accomplished with contrast so thanks to all that advised that solution. Now the other question I had was how do you create your custom height map and masks for stuff like rivers and road. I've seen some people do this but not sure how.
Thanks a lot, @Barbult, for the comments and advices.
Will continue my experiments.
I am doing my own height maps in Bryce.
From them I create my custom masks in the Gimp - for example increasing exposure (from the Colors menu).
Iray can add emission to VDBs, at least in the Public Build.
An example with the custom height map and Road 5 preset. Brightness 90, Contrast -96.
The previous terrain with preset: Australian Bush 1
Thanks a lot, @Barbult
I discovered that you can edit the texture file that modify the terrain. I was tearing my hair out because the road rose up even from a flat ground when I didn't want to. Then I found the file that did it and "fixed" it in photoshop. :P I wish there was a native option in USC.
That's a real nice image, Artini. :)
You can modify the heightmaps and/or modify the feature info.json the sets the offset for those maps. I recommend making a copy of the feature folder and maps first, and modifying the copy, to avoid overwriting the original feature characteristics. Rename the copies and edit the info file to use your new name. Then your new feature will appear along with the others in UltraScenery. That is all some work, though and prone to errors. I've made many errors in the process, but working on a copy makes it easier to correct those errors without really breaking anything.
Thank you very much, @lou_harper
These roads gives me so much inspiration.
Another custom height map: just a spiral.
Features: Road 5, Ecology: Dry Desert 3
That first road hog needs "Wide Load" sign and escort. I hope the fire truck doesn't need to pass in an emergency.
Thanks, @barbult
Good points. Need to take these into account.
Less than I thought, though I am sure someone got ti working. Search http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log for volume to show I wasn't imagining the basic fact, though there are no instructions
OK, I see this, but, as you said, it doesn't really tell me how to use it. I suppose somebody has to do something in the Shader Mixer or something.
Added support for emission to the DzMdlIrayUberAddInhomogeneousVolume (Uber Add Inhomogeneous Volume) shader brick
Added an “Emission Intensity” input parameter
Just to try out one of the new dirt roads ... This one has two USCs, a USXT and the Harpsburg city.
Oh, new UltraScenery stuff with horses? Sure!
Heightmaps consistently confuse the heck out of me. I have made custom ones before but they give me a headache every time. I have DAZ on Mac and PC both but only use it on PC these days, so the backup files are on the Mac.
Further experiments with the custom heightmaps. I am just digging to my previously created heightmaps and changing slightly their brightness.
It makes them suited even better for using with UltraScenery. I am still amazed.
Features: Road 5, Ecology: Dry Desert 2
Bobby McGee
Road 1 and Country Ford 06 ecology.
I like how you are all adding people and animals to the scenes.
I’m slightly frustrated.
It seems the with the road the landscape always has the same shape. Changing altitude seems to make little if any difference.
I wanted something less lumpy, more flat. With some messing around I managed to make the whole landscape completely flat, but then then the fence was floating up in the air.
So my questions are:
1. Is the fence supposed to follow the landscape or is it set in stone?
2. Which heightmap exactly controls the small road with the fence. So I can hopefully do something with the other side of the road at least.
Just an educated guess, but I would imagine that the JSON file would need to be edited. More info on that here (there are 9 pages).