UltraScenery [Commercial]
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Thanks, Alex. The lighting is the USC Late Morning render settings preset that comes with UltraScenery. My camera is pointed toward the back right of the scene, so I changed the SS Time from 11:30 AM to 4:30 PM, to get lighting on the bear's side of the pond. No other lighting or tone mapping changes were made.
UltraScenery 1.1.0 looks to be available for download now. Most obvious change is the ability to have the script build the forest 200 metres past the bounds of the terrain to give some background depth. The rest is mostly bug and code clean-up.
What's the status on this? Meanwhile, can we still use the "Barbult Earthmoving Method" (my affectionate name for it) to create flat plots to plop buildings down in? I want to do an experiment with an Easy Snap Universal Habitat settled into an Ultrascenery environment, and use its dimensions to create the heightmap so I don't get trees growing through it.
The "Barbult Earthmoving Method", if I know what you are talking about, just exposed the bug that no instances were placed on flat areas. It did not create flat areas. You can control the flatness of the terrain, using terrain maps. But be aware that some features modify the terrain of your map further.
I believe Howie Farkes said that version 1.1.0 would correct that bug, and that he is working on yet another update with a better way to create areas without vegetation. Personally, I'm happy to see the flat area bug get fixed. I don't necessarily want every flat area in my terrain to be bare! I see how you want to take advantage of that bug though. You could consider not updating until the next update is available, so you can use the flat bare areas, until there is a better way to create clearings. Of course you'd temporarily miss out on whatever other new features or bug fixes are included in the current update.
Has the update shown up in your DIM yet? I haven't seen it yet.
Still in development at the moment - proabably a few weeks away
Thanks, yes, I followed your work; I was just imprecise with my description. The point I didn't make clearly is that I want to create a flat area with a very specific shape and size—that does not have vegetation in it.
Just a few days ago I uninstalled and reinstalled Ev.Ry.Thing. related to DS on this machine, with DS 4.11. (The entire miserable saga is memorialized in a separate thread that I won't subject you to.) So DIM downloaded and installed whichever version of UltraScenery was active then. I haven't opened UltraScenery yet so dunno. I'm busy wrapping up another project, but will be working on the scene I want to do using de-vegetated flat UltraScenery terrain next.
I also just got a new bigger, better, faster iMac this past Friday, so am busy getting that set up with DS 4.12, and figuring out how to get both computers to be able to use a common Daz content drive, and also dealing with the infamous issues of DS 4.12 and the Catalina OS. So I'm busier than a one-armed paper hanger.
As soon as I am able I will test to see if I am able to leverage the Barbult Earthmoving Method (a.k.a. "bug") for what I want to do.
Will look forward to it—and I guess that means I can still use the Barbult Earthmoving Method. Woohoo!
I also think, that the possibility to create flat areas without vegetation in UltraScenery is one of the best and powerful features in it.
Will wait impatiently for another update, then.
Update showed up in DIM for me this morning.
Also looking forward to the clearing update. Would be great for plopping down a house or creating a country estate.
Howie, I manually download and install...how would I know if I have the updated one?
I'm not Howie, but I can tell you that there is a version number near the top of the script dialog box when you run the script.
OK, that works, thanks.
EDIT: It's also updated in the PDF cover page, in case you want to check that prior to installing (located in Content\Environments\Landscapes\UltraScenery\Resources\)
I've downloaded the new update and regenerated a scene based on lake 1 and oaks 9. There's now a tick box on the fourth tab: extend forest.
It works beautifully! I did a quick test render and the forest is now thick and deep when the scene is rendered. I think terrains like lake 1 will particularly benefit from the much deeper forest.
Top marks, Howie!
Cheers,
Alex.
I agree! Barbult is the person who first introduced me, in another thread, to the amazing Erock3D Free Grass System, which I had great success using in a forest/treehouse model to create a level grassy surface for a picnic scene. Because of my weeks of computer/DS woes, I've never gotten around to being able to try it on an UltraScenery landscape, but I think it would work very well in a flattened de-vegetated area. I'm itching to try it, either with the current "bug" or after seening what HowieFarkas comes up with for creating clearings.
Have you tried the new Extend Forest option on the build tab? Here is a quick example if with and without Extend Forest. I didn't render either one very long, so there is still noise in the shadows. This is Feature River 1 and Ecology Oaks 2.
I've been following and owning HowieFarkes creations since Vue. Now with UltraScenery for Daz Studio I don't need Vue anymore. This latest version with 17 features and 37 ecologies gives you 629 combinations to check out and that's a lot. Howerver I seem to have come upon one combination which gives me a error reading file Upland 1 and Woodland 4. I'm using version 1.1.0 of UltraScenery.
I don't have Upland 1. What product is it part of?
Still enjoying the version with clearing areas.
Are there any other, visible changes in the latest update, besides extend forest?
It's in the UltraScenery - Landscape Features Volume 1
OK I don't see the Extended Forests or placeholders, until they render. Is there some way to affect/move them?
1.1.0 some visible differences that I am aware of:
They don't have proxies, so they aren't visible until you render, as you noticed.
Thanks for the new features describing.
I have created a height map for the island, but the rendering was so intense, that I have stopped it after 2 hours 12 minutes.
The progress bar was still at 0% and my GTX 1080 has only made 141 iterations during this time.
It looks interesting. Do you think all the added items caused it to fall back to CPU? Or maybe that ocean or the boat were hard to render?
If you don't mind, I'd like to test with your height map please.
Yes, I will test the UltraScenery only and will post results and the height map, later on.
Thank you looking forward to seeing more of your work.
It is a big difference in rendering time, when rendered only UltraScenery's generated terrain itself.
Rendering Time: 12 minutes 8.83 seconds
Below is the render made with the lights included with UltraScenery.
I also attach the height map used to made the terrain.
Thanks for that info. Shame that the "bug" was removed without a replacement way to create flat areas having no vegetation. I still think it's a "feature," not a bug. :)
I'll hold off on the update until there is an "official" way to bulldoze a lot for putting down lawns and structures.