UltraScenery [Commercial]

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Comments

  • Oso3DOso3D Posts: 15,009

    Set that setting to 'Memory' not Auto or Speed.

     

  • AsariAsari Posts: 703
    Oso3D said:

    Set that setting to 'Memory' not Auto or Speed.

     

    Thx Oso, I will do that. I try to restart my system and hopefully with some luck the scene will load on one of the attempts.
  • Oso3DOso3D Posts: 15,009

    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. ;)

     

  • AsariAsari Posts: 703
    Oso3D said:

    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. ;)

     

    You're right - I was able to load it on one attempt and set it to memory and now it works. Thx Oso!
  • barbultbarbult Posts: 24,240
    Asari said:
    Oso3D said:

    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. ;)

     

    You're right - I was able to load it on one attempt and set it to memory and now it works. Thx Oso!

    HowieFarkes emphasized the importance of setting instance optimization to memory in the user guide and in the first post in this thread. Read through them. You might find some other tips too.
  • SBibbSBibb Posts: 599
    Oso3D said:

    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).

  • Oso3DOso3D Posts: 15,009

    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.

     

  • L'AdairL'Adair Posts: 9,479
    edited April 2020
    Oso3D said:

    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!)

    Post edited by L'Adair on
  • alexhcowleyalexhcowley Posts: 2,386

    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.

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  • AsariAsari Posts: 703
    edited April 2020
    barbult said:
    Asari said:
    Oso3D said:

    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. ;)

     

    You're right - I was able to load it on one attempt and set it to memory and now it works. Thx Oso!

    HowieFarkes emphasized the importance of setting instance optimization to memory in the user guide and in the first post in this thread. Read through them. You might find some other tips too.

    I flipped through the guide and thought instancing optimization shall be turned to zero. Obviously glancing through the guide without really reading it is bad. Thx for clarification. I will read the guide properly.

    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.

    Post edited by Asari on
  • SBibbSBibb Posts: 599

    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?

  • SBibbSBibb Posts: 599
    edited April 2020

    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!"

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    Post edited by SBibb on
  • HowieFarkesHowieFarkes Posts: 607
    SBibb said:

    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?

    No - only the base Harpwood Trail will be needed

  • SevrinSevrin Posts: 6,306

    If I wanted to create a flat area for a building, would a height map get me there?

  • Doc AcmeDoc Acme Posts: 1,153
    SBibb said:

    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?

    No - only the base Harpwood Trail will be needed

     

    Hmmm. Would it be co-inky-dink that it's 50% off in my wish list? wink

     

     

  • barbultbarbult Posts: 24,240

    @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.

  • GordigGordig Posts: 10,049

    so hay guys what about this

    Gordig said:

    Is there any way to use this in conjunction with Terradome, i.e. to create terrain and run the script using that terrain in lieu of a height map?

     

  • DaventakiDaventaki Posts: 1,624
    edited April 2020
    Gordig said:

    so hay guys what about this

    Gordig said:

    Is there any way to use this in conjunction with Terradome, i.e. to create terrain and run the script using that terrain in lieu of a height map?

     

    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 blush (have "broke" it a few times dont tell HowieFarkes) will look to see after, I haven't messed with terradome in a long time.

    Post edited by Daventaki on
  • HowieFarkesHowieFarkes Posts: 607
    barbult said:

    @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.

    Thanks, I was aware and a fix is in progress.

  • Hurdy3DHurdy3D Posts: 1,047

    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 wink

  • DaventakiDaventaki Posts: 1,624
    edited April 2020

    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.

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    Post edited by Daventaki on
  • DkgooseDkgoose Posts: 1,451

    Happy late easter everyone 

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  • GordigGordig Posts: 10,049

    UltraScenery stopped working for me. No matter what options I choose, I get an error.

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  • barbultbarbult Posts: 24,240
    Gordig said:

    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.

  • GordigGordig Posts: 10,049

    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.

  • HowieFarkesHowieFarkes Posts: 607
    Gordig said:

    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.

  • L'AdairL'Adair Posts: 9,479

    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.

  • barbultbarbult Posts: 24,240
    L'Adair said:

    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.

  • dawnbladedawnblade Posts: 1,723
    L'Adair said:

    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.

    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.

  • GordigGordig Posts: 10,049
    Gordig said:

    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.

    How frustrating that it was that simple. Thank you. 

This discussion has been closed.