UltraScenery [Commercial]
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Did you have to do something to lushly and densely populate the scene, or did US do it just like that in the default terrain generating mode?
I usually keep the width at 700.
It is definitely not the only thing screwed up in the store. I have no idea how things got so discombobulated. o.O
Ultra Scenery created it just like that. I can't remember which of the presets I used tho. Sorry. And yeah, that was an auto generated terrain as well.
LOL...thanks. And good...I'm not always so good at explaining things. I know what I mean, but it gets lost a lot of the time between my head and my fingers. LOLOL
Does the height map have to be a jpeg? I’m trying to use a .tiff, but it’s not grabing the height map. When I hit build scene nothing happens.
figured it out
Am I the only one, or do the scenes take a looooooong time to be generated ( not rendered, but generated)? I’ve got a great rig, but it just doesn’t seem to be able to grind thru the computations in a decent amount of time. What kinds of times are people getting for certain scenes?
Addition:
is there a way to thin out (distribution map or something) how many teees are placed?
I guess its the zoom and seed settings that do that
I initially had the same problem too just generating the scene. These workarounds helped in my experience: (1) load the minimum features (eg. terrain only) then slowly add them back one by one as you rebuild the scene (2) Make sure under Optimization you select "Memory" (3) the most helpful one for me was to choose "Camera Only" as it vastly reduces the strain on the system
Uhmmmm ... you are talking about rendering, I think. I’m talking about the time necessary to generate the scene before it’s rendered.
No, I was indeed referring to scene generation (way before rendering even). Just barely 2 days ago I was in your exact situation but this thread taught me a lot of workarounds (I only have a Macbook with no NVidia).
To quicken generation, try those 3 tips I mentioned above. You will be surprised.
Updating to the most recent version did the speed trick ..... big difference
Ok, will do.
So, I have to ask again because my work around didn’t work. Is there a way to limit the distribution (density) of vegetation aside from the ecology one chooses? Does it require altering Howie’s texture maps?
Thanks.
Custom height map created in Bryce, Harpwood 4.
Have you tried selecting "Memory" (instead of "Speed") and loaded only the terrain with no other features? (deselect the grassses, flowers, etc)
And then choose "Camera Viewpoint Only". Your scene should subsequently be generated very quickly. "Camera Viewpoint" has the effect of cutting down system resources as only the big trees within your selected camera viewpoint are loaded; everything else will not load but will of course appear in your final render.
The short answer to my question is yes. It’s the masks that need to be changed. And a cute trick is that even after the original mask has been restored to the textures folder, the altered layout remains on the saved scene file.
There is currently no way via the script's user interface to alter the density of the vegetation.
I am talking about the density of the vegetation ... this time you’ve misunderstood. The issue you are addressing is no longer an issue. Thanks.
thay would be a great thing to add at some point.
Noise filters usually accomlish this task.
???
The noise control on the Terrain only controls the height of the terrain. Which noise filters are you referring to that can affect vegetation density? Or are you saying that you would like to see noise filters added to control vegetation density?
Did a bit of experimenting with custom height maps this evening, as well as US in general. Thought I would share the results.
One more...
One of the tricks that I found, and I may be mistaken here, is to pick a setting that somewhat matches the height map lay out. This seems to avoid having any really odd / unnatural looking features.
Looks great.
How did you get water with custom height map?
Yes, if I am not mistaken, the way Vue implements it seems easy enough.
Ok, thanks for the explanation.
Would be great to have a featured base settings with the water, that allows adjust the level of the water, as well.
This is correct. That was what I was alluding to with pick a setting that works with your height map.
In this case I believe I picked either the river or the lake, possibly the shore.
If you pick a setting that doesn't somewhat line up with your heigh map, you will end up with crazy results. Small jagged out croppings, things like that as it tries to correlate the unrelated features.
Because of this I tend to avoid the settings that have roads on them. The roads will take bizzare paths across the height map and just look unnatural.
There may be a template for where the road will land, which you could use to smooth out the height map. I didn't dig that deeply yet.
The script uses masks, which you'll find in the Textures folder for HowieFarkes or TangoAlpha, currently, depending on which product the feature is from. Those masks are 512 x 512 pixels. You could create your own road masks at a much higher resolution, then edit the JSON file to use your mask instead of the default. That might minimize/eliminate the "Small jagged out croppings," and such.
Nice. Thanks. I am going to need to try that.
What I was thinking is to make the height map, then overlay the road mask. Then it is easy to use image layers to alter the height map to fit where the road will end up.
I'm going to go try now. :)