UltraScenery [Commercial]
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Oooo I would definately buy!
You make me what to try to do this... Might have to peak at the JSon then probably run screaming LOL. Its gorgeous by the way!
Gorgeous!!
Oh wow, good effort! I vaguely remember now people having Octane give them issues when UltraScatter was first released too. Another warning I'll pop into the manual for the next update. Thank you.
This. An option to look for and select plants from other owned HowieFarkes products!
+1.
(Of course, I'm a big fan of those sets, so I already have most of them…)
Inspired by barbult: I used the same daisies but wanted some blue and red, so I changed the json file.
Edited to add a closer view of the flowers.
it is much easier to just create a desktop shortcut to the Octane dll in the plugins folder and temporarily rename the extension to .dll.bak
but now you probably wrecked it for reinstall
Since setting "Instancing Optimization" to Memory is really important, would you consider just changing it to Memory when the Build button is clicked? That way we don't have to remember to do it. I know I've hit render way too quickly and regretted it.
I did it!! I was so worried I was going to mess something up and have no idea if I even put them in the right place but it worked regardless!
For those who are playing around in the JSON - if you want to check that you haven't broken any JSON rules before running the UltraSceneCreator script you can have the JSON validated at this website: https://jsonlint.com/
It won't tell you if the JSON is correct for UltraScenery but for catching any missed "}" or "]" it's pretty useful.
Thanks @HowieFarkes! I bookmarked it.
I looked at the ferns in Harpwood Trail, and they seem to be identical to the ferns in Mossy Hollow Botanica, so I guess they won't add any extra variety. There seems to be quite a bit of prop duplication with rocks, grass, ferns, daisies, etc. between the various sets, including UltraScenery. No need to reinvent the wheel, I guess, but it would be nice to get more unique props in each product.
Edit: My mistake. The ferns are different.
No, the ferns in Mossy Hollow are definitely different models (similar species but different/new models). Some of the Mossy Hollow ferns did turn up in the Japanese garden.
That's a gorgeous image, Barbuit! Any tips on how to reproduce the gravel and stone circle around the tree or on how to get a patch of ground without grass? It would be very useful for campsites.
Sign me up as well!
Cheers,
Alex.
I can confirm that since uninstalled Octane Render, i have no errors since. New Scene "Don't look"
Here’s my third test scene, using the Ultrascenery product. This one uses one of the buildings out of Faveral's Modular Medieval Village set to provide a little more interest.
As before, lighting is bog-standard sun sky with a camera in the SS sun node to point the sun.
This took just over ten minutes to generate and about an hour and a quarter to render.
Cheers,
Alex.
Barbult - I love this one!
@RexRed "What is the purpose of the camera option in the UltraScenery props list? Is that used by the script"
I'm pretty sure Howie talked about this earlier in the thread. It is just for the script.
Yes, I can see a difference now. Thanks for pointing out my mistake. It gives me more to work with.
To create a patch of ground without the grass, you would need a distribution map, I think. UltraScatterPro offers that capability, but UltraScenery does not directly offer that, as far as I know. I did not eliminate the grass in my scene; if you look closely, you can see some grass sticking up between/through the rocks. I thought that made it even better, because in a scene like this, the rocks would not be perfectly "clean". I did raise the rocks a little bit to pull them out of the grass a little.
To create the circle of small rocks around the tree, I used the Geometry Editor lasso tool to select a group of polygons on the UltraScene object surface. I created a Selection Set from the selected polygons. Then I used UltraScatterPro to scatter the River Pebbles props from UltraScenery on the UltraScene object, limited to the Selection Set I created with the Geometry Editor. I did a similar process with the large rocks, creating another selection set and scattering the River Stone prop. Finally I created and even larger Selection Set area and scattered the Fallen Leaves props. You may not have even noticed them, but look again and they are there. I raised the fallen leaves to look like they were resting on the top of the grass.
That looks great with the foggy background and the extra touch of the butterflies. Nice! I like the subtle colors, too. The scene gives the feeling of having stumbled upon the deer unexpectedly in the woods.
The building definitely adds to the scene. Have you tried the render settings preset included in the UltraScenery product yet? I find that to be very good and easier than manually trying to position a sun node. I also like to try out various HDRI files instead, to provide some background. You don't need any additional background in your image. The forest fills the scene very nicely.
Thanks, Phil. I live in Florida. This is kind of what it looks like around here most of the year (with more out of control weeds and palmettos and fewer beautiful bromeliads). We need a good palmetto prop! Now I see that is what is missing here!
I love it too! Nice ducks - are they Gilliland's or some other source?
Noggin's, right here in the Daz store.
Oh my, they scrub up well for old models! (I've wishlisted them for next time his store is on sale.)
A question for @HowieFarkes:
I noticed with some of my Bryce-generated terrain maps that the landscape generated seemed "lumpy" in slightly different places to where I was expecting. I discovered that the heightmap seems to get modified by the Noise settings, rather than being applied exactly.
Is this expected behaviour or an oversight?
I've attached an example using a manually created geometric heightmap map (I removed the grass, etc for clarity) to generated a landscape which acquires wavy edges in the process. My solution is to set Brightness to -100 in the Noise tab (which then applies what seems to be a plain black square), although there is still a tiny bit of wave-iness along one side.
ETA: I set Max Altitude to 10 to make the difference more obvious.
Thank you very much for the detailed instructions. It's a shame that there's no easy workaround to have clearings in the grass, but it still is very worthwhile to know the rest of the process. And I thought the fallen leaves were a very nice touch, I'll have to try something similar (maybe with sakura blossoms in a volume scatter under a tree).