UltraScenery [Commercial]

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  • barbultbarbult Posts: 23,939
    Artini said:
    barbult said:

    Hedgerow works fine with dense tree ecologies. Here is Dirt Track 2 Hedgerow with Harpwood 3.

    Thanks for the example. Will be good to know what Features will work with which Ecologies.

    I have naivly thought, that all Features work with all Ecologies.

     

    Artini said:

    Dirt Track 2 and Harpwood 4 came out nicely.

    image

    The colors are lovely. I'm fond of those yellow trees. You made a nice scene with it.

  • Doc AcmeDoc Acme Posts: 1,153

    Quick question:

    Does Ultra Scenery, or any instanced type obects respond to Dynamics, Wind in particular?

     

  • ArtiniArtini Posts: 9,331

    Thanks a lot, Barbult.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,055
    edited August 2020

    I haven't had much luck with the extended trees option, but then I have experimented with it much. Having the camera in the final location, then regenerating the US prop usually doesn't happen for me.

    I would suggest that unless you're having constant issues running out of memory to just not use the "Restrict instances to camera" settings - leave it at "none" or don't use it until you have settled upon your final composition.

    Hi there - I had a question about "extended licenses" for walk-throughs and such, but it may have slipped through in the traffic. Did you happen to see it? Basically it was just that I don't see the option on the US stuff, and ondered if that meant it was ok to use in a walkthrough ot that it meant that there was no extended license possible.

    No, UltraScenery does not have an extended or interactive license. Mainly because it is in no way optimised for realtime render engines and I don't want to give the impression that it is.

    @DigitalSteam you should be looking at Unreal Engine or Unity 3D like the Flowscape creator did for that.

    Epic games has released virtual forests of trees as free assets, Quixel megascan textures and bits all free to UE4 users in the game engine, only my hardware prevents me from cooking US like scenery into playable demos.

    Even Twinmotion based in UE4 crashes for me  if I try to cook a playable VR.

    Videos and uncooked shadowplay captures I can do.

    Post edited by WendyLuvsCatz on
  • Dim ReaperDim Reaper Posts: 687
    edited August 2020

    Over the past week I have bought several of the add-on packs for Ultrascenery.  I have had two crashes of the plugin this morning, both of them using the "Dirt and Track" and "Heath" scenery.  Here is the log file from running Ultrascenery:

     

    2020-08-16 10:14:54.455 *** Scene Cleared ***

    2020-08-16 10:16:13.805 Loading script: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    2020-08-16 10:16:16.701 Script executed successfully: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    2020-08-16 10:16:20.733 Loading script: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    2020-08-16 10:17:49.736 File loaded in 0 min 0.1 sec.

    2020-08-16 10:17:49.737 Loaded file: USC Heath 04 MAT.duf

    2020-08-16 10:17:49.785 Loaded image USC_River_01_texture.png

    2020-08-16 10:17:50.015 File loaded in 0 min 0.0 sec.

    2020-08-16 10:17:50.016 Loaded file: USC Grass Patch 05.duf

    2020-08-16 10:17:50.208 File loaded in 0 min 0.0 sec.

    2020-08-16 10:17:50.210 Loaded file: USC Grass Patch 05.duf

    2020-08-16 10:17:50.407 File loaded in 0 min 0.0 sec.

    2020-08-16 10:17:50.409 Loaded file: USC Grass Patch 05.duf

    2020-08-16 10:17:51.697 Loaded image USC_Track_02_texture.png

    2020-08-16 10:17:51.720 Loaded image USC_Grass_patch_01_512_diffuse.png

    2020-08-16 10:20:16.573 File loaded in 0 min 0.0 sec.

    2020-08-16 10:20:16.574 Loaded file: USC Road Pebbles 01.duf

    2020-08-16 10:20:16.745 File loaded in 0 min 0.0 sec.

    2020-08-16 10:20:16.747 Loaded file: USC Road Pebbles 02.duf

    2020-08-16 10:20:17.653 Loaded image USC_ROad_Pebbles_01_512_diffuse.png

    2020-08-16 10:20:47.931 WARNING: Script Error: Line 713

    2020-08-16 10:20:47.931 WARNING: TypeError: Result of expression 'aIndexes[nPropsetIdx]' [undefined] is not an object.

    2020-08-16 10:20:47.931 WARNING: Stack Trace:

    <anonymous>()@J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse:713

    2020-08-16 10:20:48.166 Error in script execution: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

     

    Below I will attach the screen shots from the setup of the scene, which I used both times.  I also tried a flat landscape with oak woodland and it completed without problems.

    Any advice would be appreciated.

     

    EDIT:

    I ran the script again from a new scene.  This time using the _No Features landscape but with the Heath & Moor 5 again, and this time got the same error but much quicker:

     

     

    2020-08-16 10:28:09.061 Loading script: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    2020-08-16 10:28:32.841 File loaded in 0 min 0.1 sec.

    2020-08-16 10:28:32.842 Loaded file: USC Heath 04 MAT.duf

    2020-08-16 10:28:32.890 Loaded image USC_River_01_texture.png

    2020-08-16 10:28:33.085 File loaded in 0 min 0.0 sec.

    2020-08-16 10:28:33.087 Loaded file: USC Road Pebbles 01.duf

    2020-08-16 10:28:33.263 File loaded in 0 min 0.0 sec.

    2020-08-16 10:28:33.264 Loaded file: USC Road Pebbles 02.duf

    2020-08-16 10:28:34.075 Loaded image USC_NoFeature_00_texture.png

    2020-08-16 10:28:34.101 Loaded image USC_ROad_Pebbles_01_512_diffuse.png

    2020-08-16 10:28:34.121 WARNING: Script Error: Line 713

    2020-08-16 10:28:34.122 WARNING: TypeError: Result of expression 'aIndexes[nPropsetIdx]' [undefined] is not an object.

    2020-08-16 10:28:34.122 WARNING: Stack Trace:

    <anonymous>()@J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse:713

    2020-08-16 10:28:34.252 Error in script execution: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    2020-08-16 10:28:57.869 Loading script: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    2020-08-16 10:31:10.890 Script executed successfully: J:/Daz Studio/Content/Environments/Landscapes/UltraScenery/UltraSceneCreator.dse

    us1.jpg
    715 x 366 - 154K
    us2.jpg
    715 x 366 - 172K
    us3.jpg
    715 x 366 - 68K
    Post edited by Dim Reaper on
  • DaventakiDaventaki Posts: 1,624
    edited August 2020

    Dim Reaper you need to update UltaScenery current version is 1.2.0.  The water has its own seperate tab now and we can add masks.

    Untitled-1.jpg
    758 x 563 - 120K
    Post edited by Daventaki on
  • Dim ReaperDim Reaper Posts: 687
    edited August 2020
    Daventaki said:

    Dim Reaper you need to update UltaScenery current version is 1.2.0.  The water has its own seperate tab now and we can add masks.

     

    I wasn't aware of a newer version - one of the downsides of manually downloading and installing the zip files.  I'll download the latest version and try again.

     

    Thank you very much for posting.

     

    EDIT: Yes, that seems to have solved the issue.  Thank you again.

    Post edited by Dim Reaper on
  • DaventakiDaventaki Posts: 1,624

    You are very welcome!

    @Barbult  I did retry Hedgerow with a Dense ecology  I guess maybe I was not picking one dense enough when it was giving me trouble originally. I think I was using one of the row ecologies from TAO.

  • ArtiniArtini Posts: 9,331
    edited August 2020

    Just tested Dirt Track 1 with Hedgerow and Mossy Hollow 2 - it works, too.

    image

    DirtTrack1sc03pic01.jpg
    1920 x 1200 - 1M
    Post edited by Artini on
  • ArtiniArtini Posts: 9,331
    edited August 2020

    ... and one more render using the above UltraScenery.

    image

    DirtTrack1sc03sc03pic03.jpg
    1920 x 1200 - 951K
    Post edited by Artini on
  • GreyFaunGreyFaun Posts: 28
    dawnblade said:
    GreyFaun said:

    Hello Dawnblade, I have had precisely this issue. Did you find a solution ?

    Unfortunately, no. You can check this thread for some of the suggestions and see if any work for you.

    Thanks for the tip. Unfortunately, up to now nothing worked. Does DimensionTheory sometimes reads the forums ? It would be good to ask directly.

  • GreyFaunGreyFaun Posts: 28

    Time to post my first US renders !

    US1.jpg
    1000 x 1300 - 356K
  • GreyFaunGreyFaun Posts: 28

    Second one, trying to play with rain on the water.

    US2.jpg
    2000 x 1000 - 540K
  • GreyFaunGreyFaun Posts: 28
    edited August 2020

    And a sunset duel.

    US3.jpg
    3000 x 1500 - 986K
    Post edited by GreyFaun on
  • barbultbarbult Posts: 23,939
    GreyFaun said:

    And a sunset duel.

    The light is great in this one!

  • alexhcowleyalexhcowley Posts: 2,378
    barbult said:
    GreyFaun said:

    And a sunset duel.

    The light is great in this one!

    Loads of atmposphere.  It reminds me of the Edward Zwick movie "The Last Sumurai" with its almost Ridley Scott level visuals. 

    Cheers,

    Alex.

  • GreyFaunGreyFaun Posts: 28

    Thank you, Barbult and Alex !

  • blosseblosse Posts: 46
    edited August 2020

    Just bought the Heath & Moor and Wasteland and if you check the extend forest

    then in your scene you'll get some strange trees in the background example: Dirt track 1 and Heath & Moor 2.

    Post edited by blosse on
  • barbultbarbult Posts: 23,939
    blosse said:

    Just bought the Heath & Moor and Wasteland and if you check the extend forest

    then in your scene you'll get some strange trees in the background example: Dirt track 1 and Heath & Moor 2.

    Expand the UltraScene in the scene pane. You will find the extended forest trees in the list with BG in their name, probably near the end of the list of instances. What does that line say? (I'm curious.) It should tell you what kind of trees are being added in the extended forest. You can hide them by turning off visibility with the eye icon, if you don't want them in your scene. 

  • dawnbladedawnblade Posts: 1,723
    GreyFaun said:
    dawnblade said:
    GreyFaun said:

    Hello Dawnblade, I have had precisely this issue. Did you find a solution ?

    Unfortunately, no. You can check this thread for some of the suggestions and see if any work for you.

    Thanks for the tip. Unfortunately, up to now nothing worked. Does DimensionTheory sometimes reads the forums ? It would be good to ask directly.

    If you put an "@" in front of a username (except if the name contains spaces) then that user should get notified. I'm not a forum moderator, but since this thread is so long and is about a completely different product, it would be better to do that in a different thread, such as the one I linked to. If you get an answer, you could always let us know by linking to the response here.

    Your "Sunset Duel" render is beautiful. Really like the lighting.

  • I haven't had much luck with the extended trees option, but then I have experimented with it much. Having the camera in the final location, then regenerating the US prop usually doesn't happen for me.

    I would suggest that unless you're having constant issues running out of memory to just not use the "Restrict instances to camera" settings - leave it at "none" or don't use it until you have settled upon your final composition.

    Hi there - I had a question about "extended licenses" for walk-throughs and such, but it may have slipped through in the traffic. Did you happen to see it? Basically it was just that I don't see the option on the US stuff, and ondered if that meant it was ok to use in a walkthrough ot that it meant that there was no extended license possible.

    I haven't had much luck with the extended trees option, but then I have experimented with it much. Having the camera in the final location, then regenerating the US prop usually doesn't happen for me.

    I would suggest that unless you're having constant issues running out of memory to just not use the "Restrict instances to camera" settings - leave it at "none" or don't use it until you have settled upon your final composition.

    Hi there - I had a question about "extended licenses" for walk-throughs and such, but it may have slipped through in the traffic. Did you happen to see it? Basically it was just that I don't see the option on the US stuff, and ondered if that meant it was ok to use in a walkthrough ot that it meant that there was no extended license possible.

    No, UltraScenery does not have an extended or interactive license. Mainly because it is in no way optimised for realtime render engines and I don't want to give the impression that it is.

    @DigitalSteam you should be looking at Unreal Engine or Unity 3D like the Flowscape creator did for that.

    Epic games has released virtual forests of trees as free assets, Quixel megascan textures and bits all free to UE4 users in the game engine, only my hardware prevents me from cooking US like scenery into playable demos.

    Even Twinmotion based in UE4 crashes for me  if I try to cook a playable VR.

    Videos and uncooked shadowplay captures I can do.

    Yeah - I'd be looking to export scenes, or, more likely, mattes for Unreal.

  • butterflyfishbutterflyfish Posts: 1,210

    I haven't had much luck with the extended trees option, but then I have experimented with it much. Having the camera in the final location, then regenerating the US prop usually doesn't happen for me.

    I would suggest that unless you're having constant issues running out of memory to just not use the "Restrict instances to camera" settings - leave it at "none" or don't use it until you have settled upon your final composition.

    Hi there - I had a question about "extended licenses" for walk-throughs and such, but it may have slipped through in the traffic. Did you happen to see it? Basically it was just that I don't see the option on the US stuff, and ondered if that meant it was ok to use in a walkthrough ot that it meant that there was no extended license possible.

     

    He answered you on the previous page: https://www.daz3d.com/forums/discussion/comment/5920431/#Comment_5920431

  • barbultbarbult Posts: 23,939
    edited August 2020

    Tangy Apple Orchard update is in DIM.

    I built TAO 11 ecology with one of the Hedgerows. I selected Extend Forest, but I didn't get any extended forest trees. Why? (I mean I know why - because the are no offcamera items in the ecology, but why not?) This is the first time I've built an UltraScene that didn't get the extended forest when I selected it.

    TAO 12 has the same issue - no extended forest.

    Post edited by barbult on
  • DeeKayDeeKay Posts: 36
    barbult said:

    Tangy Apple Orchard update is in DIM.

    I built TAO 11 ecology with one of the Hedgerows. I selected Extend Forest, but I didn't get any extended forest trees. Why? (I mean I know why - because the are no offcamera items in the ecology, but why not?) This is the first time I've built an UltraScene that didn't get the extended forest when I selected it.

    TAO 12 has the same issue - no extended forest.

    Perhaps the author expected these to be used with the two dirt track hedgerow features. In any case you could always make a copy of the ecology jason files and add "offcamera": true, to the forest section. 

  • barbultbarbult Posts: 23,939
    DeeKay said:
    barbult said:

    Tangy Apple Orchard update is in DIM.

    I built TAO 11 ecology with one of the Hedgerows. I selected Extend Forest, but I didn't get any extended forest trees. Why? (I mean I know why - because the are no offcamera items in the ecology, but why not?) This is the first time I've built an UltraScene that didn't get the extended forest when I selected it.

    TAO 12 has the same issue - no extended forest.

    Perhaps the author expected these to be used with the two dirt track hedgerow features. In any case you could always make a copy of the ecology jason files and add "offcamera": true, to the forest section. 

    Yes, of course, I'm a frequent JSON editor. But an ecology should be independent of a feature (i.e. not restricted to hedgerow features), so i was surprised to see that those two ecologies didn't support extended forests.

  • DeeKayDeeKay Posts: 36

    Ah OK, I see your point.

  • TangoAlphaTangoAlpha Posts: 4,584

    I can't think why I would have changed them, either: I normally just leave offcamera=true, cos if you don't want the extension, you can always turn it off.

  • alexhcowleyalexhcowley Posts: 2,378

    @Tangoalpha, have you seen Martin J Frosts two latest creations, Mediterranean shrubs and Olive Groves?  

    How about it?

    Cheers,

    Alex.

  • Ghosty12Ghosty12 Posts: 2,015

    Loving this product, the detail is amazing and not such a huge hit to my system.. smiley

  • @Tangoalpha, have you seen Martin J Frosts two latest creations, Mediterranean shrubs and Olive Groves?  

    How about it?

    Cheers,

    Alex.

    I was thinking the same thing! Something I need to experiment with tonight.

This discussion has been closed.