UltraScenery [Commercial]
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Set that setting to 'Memory' not Auto or Speed.
I'm 99.99% sure that's it. Because crashes constantly is what most people get if you use lots of instances and don't set it to Memory. ;)
Yup, this.
Now that I've started setting it to Memory, I haven't had a problem either. (Also, I can now get quite a few of my other scenes to work properly that had previously been wanting to crash).
Oh, pro tip:
If you apply a render setting for some cool background/sky image, double check that it didn't change the setting to Auto. I've hit that a bunch of times.
I hate it when loading a product into the scene changes my render settings for Progressive Rendering. I created a preset with my preferred, non-standard, settings, used the Create Custom Action option, and even added the resulting action to one of the toolbars across the top of DS.
Seems to me, one could do the same with Render Settings optimized for using UltraScenery, including the Optimization > Instancing Speed set to Memory. (And I intend to do exactly that!)
My two favourite DAZ Studio releases so far this year: Hershel Hoffmeyer’s Wyvern and Howie Farkes’s Ultrascenery.
There's a 6K version here: https://www.deviantart.com/efredrules/art/The-First-Law-Of-Thermodynamics-Part-3-837411307
Cheers,
Alex.
My first project with t UltraScenery ended up being more or less an experiment how to set up wet skin with bluejaunte characters. But that's a good thing too - it shows the scenes are robust and easy to use once you do everything correctly (note to myself!). And it renders quite fast given how complex the generated scenes usually turn out to be. I'm pretty impressed.
Also I really like Oso's combination of UltraScenery and Cheirocrates.
Question on the Harpwood Trail Ecology add-on that's coming for Ultra-Scenery...
Will the Mallard Pond and Forest Drive add-ons for Harpwood Trail provide additional benefits, or will this add-on only reference the base Harpwood Trail?
I finally had time to simply play with the scenery. I've really been enjoying the results, and I'm looking forward to the upcoming add-ons. :-)
This one was 3 renders (different tone mapping settings) blended in Photoshop CS5 with additional post-work.
"Stop playing in the creek, we have an adventure to continue!"
No - only the base Harpwood Trail will be needed
If I wanted to create a flat area for a building, would a height map get me there?
Hmmm. Would it be co-inky-dink that it's 50% off in my wish list?
@HowieFarkes, as I play with the JSON files, I think I spotted an error. The track features' materials refer to a property "Roadsurface Layer Normal", but in the surface, the property is "Road Surface Normal". Because of this, the intended normal map is not being applied to the track road surface.
so hay guys what about this
Hmm maybe some of the more talented can chime in but I want to say no? Unless you can save the terrain out then put it in the script as a black and white image. As far as I know at this moment the script can only generate the terrain from a black to white height map.
Im currently playing with the json file again (have "broke" it a few times dont tell HowieFarkes) will look to see after, I haven't messed with terradome in a long time.
Thanks, I was aware and a fix is in progress.
Have you thought of brining more different shores?
Always that stony shores get over time a little bit monoton.
Different mud, strone and sand stores would be highly appreciated
Figured out how to make the river a little wider! Terradome in the background @Gordig no idea how you could use it for a heightmap at least not at this point.
Working on camera width and learning how to make it wide without getting the distortion on the edges. DOF done in postwork.
Happy late easter everyone
UltraScenery stopped working for me. No matter what options I choose, I get an error.
Did you edit the JSON files? If that is not the issue, give more specifics about what settings you used.
I have done no JSON editing, and to be honest don't even know how I would do that. I'm using default hieght map and settings, no terrain features, I've tried a few woodland ecologies, with and without water. As close to bog standard as possible, in other words.
You have to select a feature or that will happen - it's why there's a "no feature" feature there for the case where you don't want features.
I'm using one of the grassland options with a river feature and my own height map. After I had everything where I wanted it, I reran the script, this time with my camera selected. When I rendered the scene, there was an obvious strip across the bottom without grass instances. It wasn't large, just obvious. So I have a tip for resolving this tiny issue: Once you have finalized your scene and camera setup, zoom out to make the area in the viewport slightly larger, run the script with camera selected and then zoom back in. It worked perfectly for me.
I've seen that same issue with some missing grass at the bottom when generating the scene only for the camera.
Thanks for the tip. What would be great is if this script could create a camera for us that has the pond, river, or trail in view once the build is done. Sure, we might want to adjust the camera, but at least we see the primary object when we render, instead of being stuck in or behind trees, with no idea where anything is. That will also help us spend less time blindly moving the camera, render, oops still in the forest, move again, etc.
How frustrating that it was that simple. Thank you.