UltraScenery [Commercial]

11415171920100

Comments

  • alexhcowleyalexhcowley Posts: 2,386
    daveso said:

    I'm only at page 8 reading this awesome thread about a seriously ygreat product for DAZ Studio. 

    My 1st attempt ened up with the missing file for autumn2048 ... i skipped it, but somewhere during the generation  an error message popped up..i didn;t save it so cannot remember exactly..but it is in the log file .. I'm not too concerned about that right now. 

    So then my second attempt, and I had purchased a skydome product awhile back and threw that in here for clouds and stuff, and background mountain .. obviously need a lot of work on this but just wanted to get it in the thread as I'm so excoted about this product ... 

    This render took less than 10 minutes with my RTX 2070 Super ... it actually toiok a bit longer generating the scene than it toook to render. 

    Now back to figuring this out and to read the manual. I like to try stuff out without reading to see how intuitive it is tight up front. The general idea is extremely easy..1-2-3-4 ... viola .. a thing of beauty laugh

     

    Speaking as a professional software developer of almost forty years standing. . . One of the things I really like about this product is that it scales its complexity very well.  You can achieve really impressive results, straight out of the box, by following a few simple steps.  You can then explore all the other options at your leisure. 

    If the number of renders in the gallery is anything to go by, this must be one of DAZ's and Howie's most successful products ever. 

    Cheers,

    Alex.

  • HowieFarkesHowieFarkes Posts: 607

    Putting the finishing touches on a set of ecologies that make use of the Harpwood Trail plants.

    preview 10.png
    1000 x 1300 - 3M
  • This is not good. Really not good. My wallet is empty & you are in danger of getting me more things to buy. wink

    Regards,

    Richard.

    BTW, it looks gorgeous & Harpwood Trail has been on my wishlist for a while.

  • FrinkkyFrinkky Posts: 388

    Hi, a pre-sales question:

    With a custom height map, can I specify the mid point and the water table level? eg. if I wanted to create an island in a crater surrounded by water (see attached rough example - representing approx 12m height from black to white). I'd want grass on the island, perhaps a tree or two. The 'moat' should obviously not have any trees or grass (water related flora would be great) and the crater edges should have trees/grass as appropriate (assuming all based on surface angle)?

    Thanks!

     

    Island.jpg
    1024 x 1024 - 223K
  • HowieFarkesHowieFarkes Posts: 607
    Frinkky said:

    Hi, a pre-sales question:

    With a custom height map, can I specify the mid point and the water table level? eg. if I wanted to create an island in a crater surrounded by water (see attached rough example - representing approx 12m height from black to white). I'd want grass on the island, perhaps a tree or two. The 'moat' should obviously not have any trees or grass (water related flora would be great) and the crater edges should have trees/grass as appropriate (assuming all based on surface angle)?

    Thanks!

     

    UltraScenery is just not set up at the moment to enable that amount of user customisation. It could be done by duplication of one of the features then editing the json file but that's not the most intuitive thing to do.

  • Oso3DOso3D Posts: 15,009

    I would use the pond option and see what the heightmap does for you. It might work?

    If it doesn't, I'd consider rebuilding something similar using UltraScatter; just generate water and terrain, then plug in UltraScenery assets and set their scatters with UltraScatter. It's more time consuming, but...

     

     

  • Thanks Mavante. I rendered with sky/sun, dome turned off, as .png (with transparency). The skies in the final test renders were added in Photoshop and are photos.

    mavante said:
    Stunning. Beautiful images. How did you get your sky photo visible while using sun/sky?

     

     

     

  • gitika1gitika1 Posts: 948

    Putting the finishing touches on a set of ecologies that make use of the Harpwood Trail plants.

    Awesome!

  • davesodaveso Posts: 6,998
    edited March 2020

    it would be great to have an assortment of rocks ... as an ecology. anyway ... i rendered another and played with it a bit in PSP

    The moon is from Terra Luna 3. it is a stand alone product or use in TerraDome3

    moon5800-640.jpg
    800 x 640 - 992K
    Post edited by daveso on
  • mavantemavante Posts: 734

    Thanks Mavante. I rendered with sky/sun, dome turned off, as .png (with transparency). The skies in the final test renders were added in Photoshop and are photos.

    Thank you. Very effective indeed. It's inspirational because I think I can do something similar with UltraScenery for an animation, rendering the "sky" as transparent, then overlaying the footage on a sky still or on sky footage in Final Cut. 

  • FrinkkyFrinkky Posts: 388

    UltraScenery is just not set up at the moment to enable that amount of user customisation. It could be done by duplication of one of the features then editing the json file but that's not the most intuitive thing to do.

    Thank you for the reply. It's been a while since I had to root around in JSON files but I will pick this up soon and have a tinker - unfortunately impulse purchases are off the cards at the moment otherwise I'd not delay.

  • scorpioscorpio Posts: 8,413
    edited March 2020

    First completed render.

    fens .png
    1500 x 600 - 1M
    Post edited by scorpio on
  • DaventakiDaventaki Posts: 1,624

    Im curious if anyone else has this happen?  The UltraScene loads way up in the air.  When I add anything to the scene I have to raise it on the Y Translate greater than 300.

  • HowieFarkesHowieFarkes Posts: 607
    scorpio said:

    First completed render.

    Beautiful!

  • HowieFarkesHowieFarkes Posts: 607
    Daventaki said:

    Im curious if anyone else has this happen?  The UltraScene loads way up in the air.  When I add anything to the scene I have to raise it on the Y Translate greater than 300.

    Are you using a height map or adjusting the max altitude value? The terrain's height is absolute (not relative) so it will not always be at zero. Zero is the UltraScenery water level too so I would expect most non-watery scenes to be above zero.

  • AllenArtAllenArt Posts: 7,169
    Daventaki said:

    Im curious if anyone else has this happen?  The UltraScene loads way up in the air.  When I add anything to the scene I have to raise it on the Y Translate greater than 300.

    Yep, happens to me too. I figured that was because of the altitude of the terrain and because the water was at ground level. It's not been a huge deal for me really :). I use the top camera a lot and move the item up until it pops above the ground, move it to about where I want, switch to Perspective camera and frame the object for further "tweaking" LOL.

  • DaventakiDaventaki Posts: 1,624

    Are you using a height map or adjusting the max altitude value? The terrain's height is absolute (not relative) so it will not always be at zero. Zero is the UltraScenery water level too so I would expect most non-watery scenes to be above zero.

    Max altitude is 5,  brightness -79, contrast -53.  No height map, Dirt track 1, woodland 5 ecology.  (I just randomly plug in things I dont have a clue what im doing blush)

    Honestly its not a big deal I was just curious what causes it and if others experienced it also.  When it loaded I had to scale up the camera because it wasnt even in the screen I thought it had glitched lol. 

  • HowieFarkesHowieFarkes Posts: 607
    Daventaki said:

    Are you using a height map or adjusting the max altitude value? The terrain's height is absolute (not relative) so it will not always be at zero. Zero is the UltraScenery water level too so I would expect most non-watery scenes to be above zero.

    Max altitude is 5,  brightness -79, contrast -53.  No height map, Dirt track 1, woodland 5 ecology.  (I just randomly plug in things I dont have a clue what im doing blush)

    Honestly its not a big deal I was just curious what causes it and if others experienced it also.  When it loaded I had to scale up the camera because it wasnt even in the screen I thought it had glitched lol. 

    Yeah - those settings will give you a nearly flat terrain somewhere near 300 ( or half-way between 50 and 500 ) so working as expected. Not sure about the camera thing though.

  • frankrblowfrankrblow Posts: 2,052
    Daventaki said:

    Im curious if anyone else has this happen?  The UltraScene loads way up in the air.  When I add anything to the scene I have to raise it on the Y Translate greater than 300.

    Same for me when I loaded a scene with only minor adjustments to details. Not that it bothers me, because it's easy to adjust the scene (or characters) up or down. I was not going to post about it, because the whole product works so well for so many people, and I believe that "If it ain't broke, don't fix it". smiley

  • Any tips when using a camera to reduce the number of instances? I'm trying to create a pond in the middle of a dense forest, and what I try doesn't seem to work very well.

  • davesodaveso Posts: 6,998

    what are all those scripts for?

  • MelanieLMelanieL Posts: 7,379
    edited March 2020

    Any tips when using a camera to reduce the number of instances? I'm trying to create a pond in the middle of a dense forest, and what I try doesn't seem to work very well.

    Restricting the instances to those within the camera view only affects the grass, daisies, pebbles, etc, not the trees. If I need to remove excess trees, I have been using perspective view to look behind the camera, click-selecting the proxy tree (the lollipops) for each unwanted tree, then in the expanded scene tab deleting the tree associated with that proxy - I believe from memory that it is the one directly after the related proxy in the scene tab - you can check that by selecting it, then(in parameters tab - display) set to be visible in preview to check you are deleting the right one(s).

    Post edited by MelanieL on
  • MelanieLMelanieL Posts: 7,379
    daveso said:

    what are all those scripts for?

    I think all the scripts with no thumbnail are invoked as needed by the main script - so they need to be there but you shouldn't be using them directly.

  • davesodaveso Posts: 6,998
    MelanieL said:
    daveso said:

    what are all those scripts for?

    I think all the scripts with no thumbnail are invoked as needed by the main script - so they need to be there but you shouldn't be using them directly.

    thanks... i can get that out of my head now laugh

  • barbultbarbult Posts: 24,240

    Any tips when using a camera to reduce the number of instances? I'm trying to create a pond in the middle of a dense forest, and what I try doesn't seem to work very well.

    You can use Camera View Optimizer.

  • barbultbarbult Posts: 24,240

    When I rebuild a scene, it doesn't remember the camera that I had previously selected on the Build tab.

  • GreybroGreybro Posts: 2,502
    daveso said:

    ok .. so i'm liking this ... 
    The sky/background with IRAY SKYDOME SUPER PAK 
    https://www.daz3d.com/iray-skydome-super-pak

    Doooode! So freakin nice!

  • memcneil70memcneil70 Posts: 4,112
    edited March 2020

    Finally the update came through and I started with the pdf and this thread (17 pages!) and tried to work with the product. After 10 false starts or adjustments for my first final scene I have it rendering now. My deep thanks for this product. 

    If it is possible to add an idea for a future add-on or if it is currently possible now, I would love to see a way to have a running track/trail that was created roughly along the path of the creek. We have Cherry Creek in Denver and the Cherry Creek Trail is a major running/biking/walking/skating thoroughfare that wanders through the Denver metro area for 27 miles. Parks may show up on the sides, old buildings, canals, modern apartments, on/off ramps, underpasses for the major roads, and I think it can act as a flood plane as well. It would be fantastic to be able to insert something like that in a metro area. 

    I must commend everyone who has posted their renders, offered advice, and shared their hiccups. You have all inspired me, helped me, and kept me from some of them (turning Iray preview off). I will leave hacking files to those with more courage and knowledge than me, and will wait for add-ons. May I note that I also have many of your products HowieFarkes, so if you link to them, I will be a happy camper.

    Mary

    Visitor to the Woods.jpg
    2000 x 1236 - 2M
    Post edited by memcneil70 on
  • PlatnumkPlatnumk Posts: 668
    edited March 2020

    Ok, so there seems to be either a missing texture file or the included one is wrongly named.

    The script id looking for USC_Autumnleaves_01_2048_diffuse.png but the one thats included is USC_Autumnleaves_01_1024_diffuse.png

    Post edited by Platnumk on
  • DaventakiDaventaki Posts: 1,624
    Platnumk said:

    Ok, so there seems to be either a missing texture file or the included one is wrongly named.

    The script id looking for USC_Autumnleaves_01_2048_diffuse.png but the one thats included is USC_Autumnleaves_01_1024_diffuse.png

    This I believe was fixed in the update released Friday.

This discussion has been closed.