While UltraScenery excels in wide landscape scenes, it also excels at tight close-ups. However, trying to set up Depth of Field on an instanced plant *can* be a pain(!) but worth the effort I think. With UltraScenery the fun just never ends!
That closeup looks amazingly good. Did you find a technique, other than trial and error, to focus on the instance? I wonder if it would have been easier to place one "real" prop at the location you wanted to focus on and set the DOF for that instead of on an instance. I've found it nearly impossible to locate a single instance, so if you have a technique, I'm eager to hear it.
I tried placing a different, non-instanced object, (a challenge in itself) and found it almost always had unwanted intersections with instanced items in this densely populated a scene. So, with no DoF I aimed the camera and then just started changing the settings in the camera DoF and testing until I got something I liked. The final, sensitive adjustments near the end of trying were the most brutal because you start having EXPECTATIONS instead of just exploring - HA HA!
[EDIT TO ADD] Case in point, in this image I added the calendar stone and the poke-throughs were INSANE. I did two images and masked them together in Photoshop.
I love this thread! ^_^ So many gorgeous renders. This product has revolutionized Daz Studio!
Here's one that doesn't look like any of the others, lol! I used Ultrascenery for the sand, rocks, fallen coconuts and palm fronds, and water. The "foam" on the beach is from SY Rigged Waves, which works great as an addon to Ultrascenery, I think. Looking at it again, I should have tinted the waves a little blue-er to match the water better. The waves are rigged so you can snake them along the beach, so it doesn't matter what shape coast you get from Ultrascenery!
When the ocean waves lap up on the sand like that, they are white. Your waves look good. It is fun to see a beach render for a change!
Right, sorry, I didn't mean the white parts, I was talking about the greenish edge of the water from the waves product where it meets the blue edge of the Ultrascenery water. It looks a bit odd to me, but then again ocean water can have green or purple tint to it sometimes. Glad you enjoyed it!
While UltraScenery excels in wide landscape scenes, it also excels at tight close-ups. However, trying to set up Depth of Field on an instanced plant *can* be a pain(!) but worth the effort I think. With UltraScenery the fun just never ends!
That closeup looks amazingly good. Did you find a technique, other than trial and error, to focus on the instance? I wonder if it would have been easier to place one "real" prop at the location you wanted to focus on and set the DOF for that instead of on an instance. I've found it nearly impossible to locate a single instance, so if you have a technique, I'm eager to hear it.
I tried placing a different, non-instanced object, (a challenge in itself) and found it almost always had unwanted intersections with instanced items in this densely populated a scene. So, with no DoF I aimed the camera and then just started changing the settings in the camera DoF and testing until I got something I liked. The final, sensitive adjustments near the end of trying were the most brutal because you start having EXPECTATIONS instead of just exploring - HA HA!
[EDIT TO ADD] Case in point, in this image I added the calendar stone and the poke-throughs were INSANE. I did two images and masked them together in Photoshop.
The result has a real humid jungle atmosphere. Did you try any masking within UltraScenery to keep a clear spot for your calendar?
While UltraScenery excels in wide landscape scenes, it also excels at tight close-ups. However, trying to set up Depth of Field on an instanced plant *can* be a pain(!) but worth the effort I think. With UltraScenery the fun just never ends!
That closeup looks amazingly good. Did you find a technique, other than trial and error, to focus on the instance? I wonder if it would have been easier to place one "real" prop at the location you wanted to focus on and set the DOF for that instead of on an instance. I've found it nearly impossible to locate a single instance, so if you have a technique, I'm eager to hear it.
I tried placing a different, non-instanced object, (a challenge in itself) and found it almost always had unwanted intersections with instanced items in this densely populated a scene. So, with no DoF I aimed the camera and then just started changing the settings in the camera DoF and testing until I got something I liked. The final, sensitive adjustments near the end of trying were the most brutal because you start having EXPECTATIONS instead of just exploring - HA HA!
[EDIT TO ADD] Case in point, in this image I added the calendar stone and the poke-throughs were INSANE. I did two images and masked them together in Photoshop.
The result has a real humid jungle atmosphere. Did you try any masking within UltraScenery to keep a clear spot for your calendar?
I understand the concept of masking in UltraScenery, but just haven't had two minutes to rub together. I've been encouraged to try it by what you, and others, have been doing though!
Willow Creek Tree03 Iray from Willow Creek (with root base modified as I described in my thread for better positioning on sloped terrain. On fairly flat terrain, you wouldn't need to do that, but I was experimenting and learning.)
NP6 EasternWhitePine from Nature Plants 06 (with the pine needles opacity at 0)
NP5 EasternRedCedar from Nature Plants 05 (with cedar needles opacity at 0)
The UltraScenery ecology JSON files have the capability to change materials on a prop, so I used that capability to set the Nature Plants tree needles to 0 opacity,
Landscape features volume 2, which Howie teased about a month ago, has escaped into the wild. This is the one which has 15 new track, river and wetland terrain options. Two of them have his new boardwalk feature, which is what I'm really interested in.
My copy is already downloaded and I hope to go exploring later on today. I certainly picked the right time to take a day off work!
Never totally satisfied, let's go for different kinds of paved roads next. Well, gravel and muddy ruts would be really cool too.
The volume 2 in my cart. I'm going to buy it now and dream about when I will get back to my computer to render again
Never totally satisfied, let's go for different kinds of paved roads next. Well, gravel and muddy ruts would be really cool too. The volume 2 in my cart. I'm going to buy it now and dream about when I will get back to my computer to render again
Barbult has done a lot of work on using alternate textures for tracks. See the August 6th post on page 3 of her thread:
I've just installed my latest purchase and fed the statistics into my tame copy of Excel. The results are as follows:
Ecologies
69
Water Textures
15
Water Features
22
Land Only Features
12
Total Features
34
Water Combinations
22770
Land Only Combinations
828
Total Combinations
23598
There are now 23598 possible combinations of Terrain, water shader and ecology. This should keep everyone busy for a while.
Cheers,
Alex.
Alex,
Have you ever tried to figure how 'height maps' and 'mask' selections would also adjust the numbers? They seem to be an individual's wild card that can increase your ultimate number of combinations even more.
I've just installed my latest purchase and fed the statistics into my tame copy of Excel. The results are as follows:
Ecologies
69
Water Textures
15
Water Features
22
Land Only Features
12
Total Features
34
Water Combinations
22770
Land Only Combinations
828
Total Combinations
23598
There are now 23598 possible combinations of Terrain, water shader and ecology. This should keep everyone busy for a while.
Cheers,
Alex.
Alex,
Have you ever tried to figure how 'height maps' and 'mask' selections would also adjust the numbers? They seem to be an individual's wild card that can increase your ultimate number of combinations even more.
Mary
Multiplied by both the seeds. 1000 for scene and 1000 for ecology (misspelled btw) so multiply 23598 by 1,000,000 so at least 23 billion.
Didn't one of the seed used to be larger?
Edit: actually the seed for the scene is 1,000,000 which would make the number of variations 23 trillion.
I have not tried it and cannot for awhile, but how/what changes when the seed number is changed +1. Can you actually see the difference with only a +1 change?
I'm LOVING the newest add-on! I used to use VUE for this kind of thing - I NEVER in a million years thought I would be doing this level of scenery in DAZ Studio!
I'm LOVING the newest add-on! I used to use VUE for this kind of thing - I NEVER in a million years thought I would be doing this level of scenery in DAZ Studio!
I've just installed my latest purchase and fed the statistics into my tame copy of Excel. The results are as follows:
Ecologies
69
Water Textures
15
Water Features
22
Land Only Features
12
Total Features
34
Water Combinations
22770
Land Only Combinations
828
Total Combinations
23598
There are now 23598 possible combinations of Terrain, water shader and ecology. This should keep everyone busy for a while.
Cheers,
Alex.
Alex,
Have you ever tried to figure how 'height maps' and 'mask' selections would also adjust the numbers? They seem to be an individual's wild card that can increase your ultimate number of combinations even more.
Mary
Multiplied by both the seeds. 1000 for scene and 1000 for ecology (misspelled btw) so multiply 23598 by 1,000,000 so at least 23 billion.
Didn't one of the seed used to be larger?
Edit: actually the seed for the scene is 1,000,000 which would make the number of variations 23 trillion.
I've just installed my latest purchase and fed the statistics into my tame copy of Excel. The results are as follows:
Ecologies
69
Water Textures
15
Water Features
22
Land Only Features
12
Total Features
34
Water Combinations
22770
Land Only Combinations
828
Total Combinations
23598
There are now 23598 possible combinations of Terrain, water shader and ecology. This should keep everyone busy for a while.
Cheers,
Alex.
Alex,
Have you ever tried to figure how 'height maps' and 'mask' selections would also adjust the numbers? They seem to be an individual's wild card that can increase your ultimate number of combinations even more.
Mary
Multiplied by both the seeds. 1000 for scene and 1000 for ecology (misspelled btw) so multiply 23598 by 1,000,000 so at least 23 billion.
Didn't one of the seed used to be larger?
Edit: actually the seed for the scene is 1,000,000 which would make the number of variations 23 trillion.
I have dabbled in the dark arts of vegetation masks but not height maps. My figures are for the base options, before you start tinkering with the settings.
You can also boost the number of variations by adding some extra trees. I've done some experiments with Martin J Frost's Olive Trees, which turned out rather well.
I'm LOVING the newest add-on! I used to use VUE for this kind of thing - I NEVER in a million years thought I would be doing this level of scenery in DAZ Studio!
Stunning. Which ecology did you use?
Cheers,
Alex.
Thanks, Alex! I used Path: River 05 and Ecology: Pines 03.
Just when I think UltraScenery couldn't possibly get any more cool...
I'm LOVING the newest add-on! I used to use VUE for this kind of thing - I NEVER in a million years thought I would be doing this level of scenery in DAZ Studio!
Stunning. Which ecology did you use?
Cheers,
Alex.
Thanks, Alex! I used Path: River 05 and Ecology: Pines 03.
Just when I think UltraScenery couldn't possibly get any more cool...
Thanks. Howie has definitely upped the ante with this release, hasn't he?
I'm LOVING the newest add-on! I used to use VUE for this kind of thing - I NEVER in a million years thought I would be doing this level of scenery in DAZ Studio!
Stunning. Which ecology did you use?
Cheers,
Alex.
Thanks, Alex! I used Path: River 05 and Ecology: Pines 03.
Just when I think UltraScenery couldn't possibly get any more cool...
That's a very nice image, showing off what is possible with the new features.
Comments
I tried placing a different, non-instanced object, (a challenge in itself) and found it almost always had unwanted intersections with instanced items in this densely populated a scene. So, with no DoF I aimed the camera and then just started changing the settings in the camera DoF and testing until I got something I liked. The final, sensitive adjustments near the end of trying were the most brutal because you start having EXPECTATIONS instead of just exploring - HA HA!
[EDIT TO ADD] Case in point, in this image I added the calendar stone and the poke-throughs were INSANE. I did two images and masked them together in Photoshop.
Right, sorry, I didn't mean the white parts, I was talking about the greenish edge of the water from the waves product where it meets the blue edge of the Ultrascenery water. It looks a bit odd to me, but then again ocean water can have green or purple tint to it sometimes. Glad you enjoyed it!
The result has a real humid jungle atmosphere. Did you try any masking within UltraScenery to keep a clear spot for your calendar?
A regular occurence where I live LOL. No-one swims up here.
I understand the concept of masking in UltraScenery, but just haven't had two minutes to rub together. I've been encouraged to try it by what you, and others, have been doing though!
Here's one for @DoctorJellybean with alligators.
That's very nice indeed, thank you.
Ah, very cool. Thanks for the details.
I haven't seen the second update appear in DIM yet. QA seems very slow to process vendor updates these days.
Landscape features volume 2, which Howie teased about a month ago, has escaped into the wild. This is the one which has 15 new track, river and wetland terrain options. Two of them have his new boardwalk feature, which is what I'm really interested in.
My copy is already downloaded and I hope to go exploring later on today. I certainly picked the right time to take a day off work!
Cheers,
Alex.
I've just installed my latest purchase and fed the statistics into my tame copy of Excel. The results are as follows:
There are now 23598 possible combinations of terrain, water shader and ecology. This should keep everyone busy for a while.
Cheers,
Alex.
New awesomeness has arrived:
https://www.daz3d.com/ultrascenery--landscape-features-volume-2
Barbult has done a lot of work on using alternate textures for tracks. See the August 6th post on page 3 of her thread:
https://www.daz3d.com/forums/discussion/408551/ultrascenery-experiments-and-experiences/p1
Cheers,
Alex.
Alex,
Have you ever tried to figure how 'height maps' and 'mask' selections would also adjust the numbers? They seem to be an individual's wild card that can increase your ultimate number of combinations even more.
Mary
Multiplied by both the seeds. 1000 for scene and 1000 for ecology (misspelled btw) so multiply 23598 by 1,000,000 so at least 23 billion.
Didn't one of the seed used to be larger?
Edit: actually the seed for the scene is 1,000,000 which would make the number of variations 23 trillion.
I'm LOVING the newest add-on! I used to use VUE for this kind of thing - I NEVER in a million years thought I would be doing this level of scenery in DAZ Studio!
Stunning. May I ask which ecology did you use?
Cheers,
Alex.
I have dabbled in the dark arts of vegetation masks but not height maps. My figures are for the base options, before you start tinkering with the settings.
You can also boost the number of variations by adding some extra trees. I've done some experiments with Martin J Frost's Olive Trees, which turned out rather well.
Cheers,
Alex.
@Gogger that is very nice indeed.
Thanks, Alex! I used Path: River 05 and Ecology: Pines 03.
Just when I think UltraScenery couldn't possibly get any more cool...
Thanks. Howie has definitely upped the ante with this release, hasn't he?
Cheers,
Alex.
the images in this thread are just utterly awesome
Oh my giddy aunt. That is superb, Gogger.
Regards,
Richard
That's a very nice image, showing off what is possible with the new features.
Here is one with Bridge 1 and Oaks 3. I'm not a fan of going fishing, but I seem to like rendering UltraScenery fishing images for some reason.
This is my current desktop wallpaper...