UltraSceneryXT - large terrain/landscape generator

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  • barbultbarbult Posts: 20,272
    edited October 2022

    You can change the units of UltraScatterPro from CM to Meters, if that help.

    Screenshot 2022-10-05 155852.jpg
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    Post edited by barbult on
  • ArtiniArtini Posts: 7,357

    Thanks, @Barbult.

    I have forgotten about the other units available.

    Any tips about how to scatter many different trees / objects.

    Do one need to to create UltraScatterPro for each separate object,

    or can one group multiple trees and scatters groups of them?

     

  • barbultbarbult Posts: 20,272
    Create a group with multiple trees and scatter the group. UltraScatterPro will randomly select a tree from the group for each instance, so you will get a variety of trees. It sounds like you could benefit from a review of the documentation.
  • ArtiniArtini Posts: 7,357

    Thanks again. Yes, I need to review the documentation.

     

  • barbult said:

    Create a group with multiple trees and scatter the group. UltraScatterPro will randomly select a tree from the group for each instance, so you will get a variety of trees. It sounds like you could benefit from a review of the documentation.

    Will it create node instances?

  • paulawp (marahzen)paulawp (marahzen) Posts: 255
    edited October 2022

    Here's a test of assorted products and techniques to improve the foreground of a USXT scene. This one is a combination of a draped plane with a shader, a bunch of Foreground Blends and some rocks I picked up recently.

    King.jpg
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    Post edited by paulawp (marahzen) on
  • barbultbarbult Posts: 20,272
    edited October 2022

    lou_harper said:

    barbult said:

    Create a group with multiple trees and scatter the group. UltraScatterPro will randomly select a tree from the group for each instance, so you will get a variety of trees. It sounds like you could benefit from a review of the documentation.

    Will it create node instances?

    I don't understand what you are asking. UltraScatterPro always creates instances. Does this diagram help? (Enlarge to see the details) I scattered a group of flowers on a primitive plane. I didn't bother to adjust scaling or rotation options. You can scatter on the UltraSceneryXT terrain or any other geometry. You would need to generate a lot of instances to cover UltraSceneryXT terrain!  If you need UltraScatterPro help, you should probably post in that thread.

    UltraScatterPro group scatter.jpg
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    Post edited by barbult on
  • ArtiniArtini Posts: 7,357
    edited October 2022

    Thanks to explanation from @barbult, I have scattered a group of props over the UltraSceneryXT.

    Just need to find some good props to scatter.

    image

    xto4sc01sc03pic01.jpg
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    Post edited by Artini on
  • ArtiniArtini Posts: 7,357
    edited October 2022

    Yet another example...

    image

    xto4sc01sc05pic03.jpg
    1920 x 1200 - 952K
    Post edited by Artini on
  • TugpsxTugpsx Posts: 717

    paulawp (marahzen) said:

    Here's a test of assorted products and techniques to improve the foreground of a USXT scene. This one is a combination of a draped plane with a shader, a bunch of Foreground Blends and some rocks I picked up recently.

    Great job Paula. Looks great witht the grass shader. 

  • ArtiniArtini Posts: 7,357
    edited November 2022

    Just wonder, which one looks best...

    image

    image

    image

    image

    xt11_02pic04Artistic.jpg
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    xt11_02pic04Dusk.jpg
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    xt11_02pic04Painting.jpg
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    xt11_02pic04Soft.jpg
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    Post edited by Artini on
  • Artini said:

    Just wonder, which one looks best...

    image

    image

    image

    image

     

    I like the first one best. 

  • That is my preference too. Regards, Richard.
  • ArtiniArtini Posts: 7,357

    Thanks for letting me know, @butterflyfish and @richardandtracy.

    I experiment with different postprocessing effects for USXT renders,

    so it will help me with that.

  • memcneil70memcneil70 Posts: 2,712

    Each one was interesting, but the third one made me think of a graphic woodcut almost.

    I did look for hazy look since it was a distance shot but you didn't have one.

    Love seeing different takes on the same render by folks.

  • ArtiniArtini Posts: 7,357

    memcneil70 said:

    Each one was interesting, but the third one made me think of a graphic woodcut almost.

    I did look for hazy look since it was a distance shot but you didn't have one.

    Love seeing different takes on the same render by folks.

    Thanks a lot for your comments and tips. Will have to experiment with hazy look next.

     

  • lblb Posts: 0

    Is it possible to export a scene as OBJ, FBX or even Blender?

    I can export the terrain, but no maps/textures, water, trees, plants etc are exported.
    I don´t see any instance convertion options or similar, but maybe I just don´t know where to look - or perhaps it´s not possible to do?

    Any help would be highly appreciated :)

  • I just upgraded my PD Howler to the newest version and started playing around with height maps.  This is just a simple noise png that I dropped in for the height map.  No tweaking in USXT.  I can't wait to play around with this some more.  It's on sale thru Cyber Monday if anybody is wanting it.  They're 2 or 3 versions ahead of what's in the store here.  Just google Project Dogwaffle and look for the Thanksgiving and Black Friday newsletter.

     

    USXT Howler 1 with Skies of Econ+Ground Fog - Small.png
    1060 x 617 - 924K
  • tsroemitsroemi Posts: 1,704

    sandmanmax said:

    I just upgraded my PD Howler to the newest version and started playing around with height maps.  This is just a simple noise png that I dropped in for the height map.  No tweaking in USXT.  I can't wait to play around with this some more.  It's on sale thru Cyber Monday if anybody is wanting it.  They're 2 or 3 versions ahead of what's in the store here.  Just google Project Dogwaffle and look for the Thanksgiving and Black Friday newsletter.

     

    Hi there, this looks neat! I like the lighting a lot as well.

    I'd like to start playing with height maps too, managed to find myself, with some pains, one of a particular area of Donegal (Ireland) which I'd love ot recreate in USX. If you know your way around here a bit already, could you perhaps tell me which size I need to make the height map, and where to put it? By size I mean image size, but also terrain size - I have no idea how big the USX terrain is. Thanks so much!

    Tina

  • MelanieLMelanieL Posts: 6,696

    tsroemi said:

    sandmanmax said:

    I just upgraded my PD Howler to the newest version and started playing around with height maps.  This is just a simple noise png that I dropped in for the height map.  No tweaking in USXT.  I can't wait to play around with this some more.  It's on sale thru Cyber Monday if anybody is wanting it.  They're 2 or 3 versions ahead of what's in the store here.  Just google Project Dogwaffle and look for the Thanksgiving and Black Friday newsletter.

     

    Hi there, this looks neat! I like the lighting a lot as well.

    I'd like to start playing with height maps too, managed to find myself, with some pains, one of a particular area of Donegal (Ireland) which I'd love ot recreate in USX. If you know your way around here a bit already, could you perhaps tell me which size I need to make the height map, and where to put it? By size I mean image size, but also terrain size - I have no idea how big the USX terrain is. Thanks so much!

    Tina

    According to this post by Howie, the maximum height map size is 1024x1024 and the default terrain size (without rescaling) is 1 KM square. This was written whicle USC-XT was still in development, but I don't think it changed (not at my Daz Studio PC at the moment to check).

  • tsroemitsroemi Posts: 1,704

    MelanieL said:

    tsroemi said:

    sandmanmax said:

    I just upgraded my PD Howler to the newest version and started playing around with height maps.  This is just a simple noise png that I dropped in for the height map.  No tweaking in USXT.  I can't wait to play around with this some more.  It's on sale thru Cyber Monday if anybody is wanting it.  They're 2 or 3 versions ahead of what's in the store here.  Just google Project Dogwaffle and look for the Thanksgiving and Black Friday newsletter.

     

    Hi there, this looks neat! I like the lighting a lot as well.

    I'd like to start playing with height maps too, managed to find myself, with some pains, one of a particular area of Donegal (Ireland) which I'd love ot recreate in USX. If you know your way around here a bit already, could you perhaps tell me which size I need to make the height map, and where to put it? By size I mean image size, but also terrain size - I have no idea how big the USX terrain is. Thanks so much!

    Tina

    According to this post by Howie, the maximum height map size is 1024x1024 and the default terrain size (without rescaling) is 1 KM square. This was written whicle USC-XT was still in development, but I don't think it changed (not at my Daz Studio PC at the moment to check).

    Thank you so much, that post helps a lot! It's very cool that apparently, we can rescale the terrain too, if needed. The smallest size I can get my Donegal height map in is about 18 km, but only a very small portion of that concerns the area that I want to recreate. I'll fiddle around a bit over the upcoming holidays, maybe. It'd be too great to have some actual places to play with in USX I think.

  • 3drendero3drendero Posts: 1,990
    edited January 20
    lb said:

    Is it possible to export a scene as OBJ, FBX or even Blender?

    I can export the terrain, but no maps/textures, water, trees, plants etc are exported.
    I don´t see any instance convertion options or similar, but maybe I just don´t know where to look - or perhaps it´s not possible to do?

    Any help would be highly appreciated :)

    There is a product that dumps the instances to objects, suitable for exports or other renderers, since few of them supports instances conversion. The problem is the huge RAM waste, exporter and importer overload that will lead to crashes on most big scenes I guess. I have not tried this on DS. https://www.daz3d.com/instances-to-objects /Edit, you get a warning before a probable crash, see the end of https://www.daz3d.com/forums/discussion/169131/does-instances-to-objects-do-what-i-hope-it-does
    Post edited by 3drendero on
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