UltraScenery [Commercial]
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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.
Putting the finishing touches on a set of ecologies that make use of the Harpwood Trail plants.
This is not good. Really not good. My wallet is empty & you are in danger of getting me more things to buy.
Regards,
Richard.
BTW, it looks gorgeous & Harpwood Trail has been on my wishlist for a while.
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.
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.
Awesome!
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
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.
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.
First completed render.
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.
Beautiful!
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.
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.
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 )
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.
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".
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.
what are all those scripts for?
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).
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
You can use Camera View Optimizer.
When I rebuild a scene, it doesn't remember the camera that I had previously selected on the Build tab.
Doooode! So freakin nice!
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
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.