UltraScenery [Commercial]

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  • JerifeJerife Posts: 272

    So awesome renders! This thread is fabulous

  • memcneil70memcneil70 Posts: 4,112
    barbult said:

    I tried a new approach.  I wanted a colorful flower scene, like Keukenhof. I created an ecology with many dense flower layers, each completely covering the entire terrain. In the Build tab I decided which layers to use,  and I used layer masks to control where the flowers would be placed. I built a second UltraScene to add the trees, grass, etc., using masks to control where those elements would go. This is the result of my experiment. I wrote it up in my thread.

    barbult,

    No words, except you are a genius and an inspiration to all of us.

    Bless you,

    Mary

  • barbultbarbult Posts: 24,240
    barbult said:

    I tried a new approach.  I wanted a colorful flower scene, like Keukenhof. I created an ecology with many dense flower layers, each completely covering the entire terrain. In the Build tab I decided which layers to use,  and I used layer masks to control where the flowers would be placed. I built a second UltraScene to add the trees, grass, etc., using masks to control where those elements would go. This is the result of my experiment. I wrote it up in my thread.

    barbult,

    No words, except you are a genius and an inspiration to all of us.

    Bless you,

    Mary

    Ha, don't inflate my ego too much! Actually, the genius is UltraScenery itself and its amazing flexibility and expandability. Lots of people are finding interesting ways to use it. I love seeing all the images in this thread. 

  • barbult said:

    I tried a new approach.  I wanted a colorful flower scene, like Keukenhof. I created an ecology with many dense flower layers, each completely covering the entire terrain. In the Build tab I decided which layers to use,  and I used layer masks to control where the flowers would be placed. I built a second UltraScene to add the trees, grass, etc., using masks to control where those elements would go. This is the result of my experiment. I wrote it up in my thread.

    Beautiful work Barb!

  • barbultbarbult Posts: 24,240
    barbult said:

    I tried a new approach.  I wanted a colorful flower scene, like Keukenhof. I created an ecology with many dense flower layers, each completely covering the entire terrain. In the Build tab I decided which layers to use,  and I used layer masks to control where the flowers would be placed. I built a second UltraScene to add the trees, grass, etc., using masks to control where those elements would go. This is the result of my experiment. I wrote it up in my thread.

    Beautiful work Barb!

    Thanks! I was yearning for more color and this really achieved it, all within the capabilities you provided us with UltraScenery. I just love the ability to expand it with JSON editing to add other props. I have so many great plant props to try.

  • I haven't read the whole thread, so I apologize if this has already been suggested, but something I'd love to have in UltraScenery are stumps, fallen logs, cut trees, etc. Charred/burned trees and stumps could be fun, too, for more apocalyptic renders.

  • ragtatter said:

    I haven't read the whole thread, so I apologize if this has already been suggested, but something I'd love to have in UltraScenery are stumps, fallen logs, cut trees, etc. Charred/burned trees and stumps could be fun, too, for more apocalyptic renders.

    I second this. It seems to be that small flame groups could be handled like plant clumps. Simulating the fires in California.

  • FishtalesFishtales Posts: 6,119

    I used UltraScenery Desert Ecology and scattered some tropical plants using UltraScatter

    Tropical Getaway

    2020-09-11 10:26:00.487 Total Rendering Time: 1 hours 56 minutes 18.40 seconds

    CPU only

    Click on image for full size.

    2020-09-10 22:35:10.024 Total Rendering Time: 3 hours 9 minutes 40.11 seconds

    CPU only

    Click on image for full size.

  • JerifeJerife Posts: 272
    edited September 2020

    Hi Howie; If petitions are allowed and if you are going to do an actualization, or for the new version I would like to ask for different flavours on the BG trees

    Now I believe they are a square that surrounds de USCTerrain; which is wonderful if your camera is in it, but for scenes with the camera at the border or outside the USCTerrain I would love to have not only a hollow square of BGTrees but have also an L, an angle with two borders and an I with only one of the borders.

    Is it possible? Can I dream about it?

    In this image I profit to create depth with both BGTrees but posing the camera would have been a lot easier if BGTrees of the Lake terrain were only on the far right corner of the terrain but not in the border where the camera is posed

    PD: Thanks Barbult for the HDRIs page

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  • barbultbarbult Posts: 24,240
    edited September 2020

    UltraScenery Grasslands 1 provided the ground and daisies. The bushes are from Into the Bushes, placed manually. I used a layer mask to try to keep the grass from growing through the woman. The full list of products used is in the gallery.

    Post edited by barbult on
  • tsroemitsroemi Posts: 2,742

    All you people make such amazing, beautiful images with US! Although I still haven‘t found the time to play with it much myself, I keep coming to this thread just to see the new pictures you guys have created. You are stunning, all of you, please keep it coming!

  • barbult said:

    UltraScenery Grasslands 1 provided the ground and daisies. The bushes are from Into the Bushes, placed manually. I used a layer mask to try to keep the grass from growing through the woman. The full list of products used is in the gallery.

    You do like the hair. Nice scene and render.

  • barbultbarbult Posts: 24,240
    barbult said:

    UltraScenery Grasslands 1 provided the ground and daisies. The bushes are from Into the Bushes, placed manually. I used a layer mask to try to keep the grass from growing through the woman. The full list of products used is in the gallery.

    You do like the hair. Nice scene and render.

    Thanks, yes I find that Linday dForce (cloth engine) hair behaves better than most dForce (hair) products I have. This is my newest hair purchase. I have to try it out on many poses. I have been pleased with it.

  • Predators and Prey

    Rendered in DAZ Studio 4.12 Iray; Final touches in Affinity Photo

    For a full list of assets used see in my gallery

    Lighting with sunflowers from HDRI Haven

    UltraScenery packs used:
    Lake 3
    Mossy Hollow 1
    Ocean Green

  • Continuing to play with the willow ecology. One thing that strikes me as a bit odd about the leafless ecologies is that even though all the trees are bare, the grass is still very bright and vibrant. I'd love some versons with yellow, dormant grass. Or even better, snow!

  • hacsarthacsart Posts: 2,025
    edited September 2020

    Got to admit .. this is a great product to play around with.. so many possibilities! well worth the money!!

     

     

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  • DaventakiDaventaki Posts: 1,624
    edited September 2020

    I am putting together a custom ecology and would like to increase the size of the plants because they are to small.  I tried increasing them with the scale on the objects but it did not do anything (they were set to scale 1% I scaled them various times up to 150% with no change....)

    Post edited by Daventaki on
  • barbultbarbult Posts: 24,240
    Daventaki said:

    I am putting together a custom ecology and would like to increase the size of the plants because they are to small.  I tried increasing them with the scale on the objects but it did not do anything (they were set to scale 1% I scaled them various times up to 150% with no change....)

    Increase the scale settings in the ecology JSON file, not the object in the scene.

  • DaventakiDaventaki Posts: 1,624
    edited September 2020
    barbult said:
    Daventaki said:

    I am putting together a custom ecology and would like to increase the size of the plants because they are to small.  I tried increasing them with the scale on the objects but it did not do anything (they were set to scale 1% I scaled them various times up to 150% with no change....)

    Increase the scale settings in the ecology JSON file, not the object in the scene.

    Ok so in the scale section it only has variance and that affects the random sizes by that degree if im not mistaken. Honestly I do not know what to add in here to make the whole plant larger. 

     

    Also for some reason its taking 10 minutes for the render to even start.  There are only about 16k instances with 3 plants a trail and the terrain.  Any idea what would cause this?

    Using the lavender plants from this pack.  Maybe because they are high poly?

    Post edited by Daventaki on
  • barbultbarbult Posts: 24,240
    Daventaki said:
    barbult said:
    Daventaki said:

    I am putting together a custom ecology and would like to increase the size of the plants because they are to small.  I tried increasing them with the scale on the objects but it did not do anything (they were set to scale 1% I scaled them various times up to 150% with no change....)

    Increase the scale settings in the ecology JSON file, not the object in the scene.

    Ok so in the scale section it only has variance and that affects the random sizes by that degree if im not mistaken. Honestly I do not know what to add in here to make the whole plant larger. 

     

    Also for some reason its taking 10 minutes for the render to even start.  There are only about 16k instances with 3 plants a trail and the terrain.  Any idea what would cause this?

    Using the lavender plants from this pack.  Maybe because they are high poly?

    Take a look at one of the ecologies with a River Pebbles layer as an example. It contains an additional scale control called uniform. Set that to a value greater than 1 to scale up uniformly.

    Those lavender plants are extremely high resolution, even though they only load at base resolution. I looked at GFL- Lavender_001a. It has over a million vertices at base resolution. Compare that to one of HowieFarkes' UltraScenery Oak trees, USC Tree 12, which has fewer than 200,000 vertices for a whole huge tree.

  • DaventakiDaventaki Posts: 1,624
    edited September 2020
    barbult said:

    Take a look at one of the ecologies with a River Pebbles layer as an example. It contains an additional scale control called uniform. Set that to a value greater than 1 to scale up uniformly.

    Those lavender plants are extremely high resolution, even though they only load at base resolution. I looked at GFL- Lavender_001a. It has over a million vertices at base resolution. Compare that to one of HowieFarkes' UltraScenery Oak trees, USC Tree 12, which has fewer than 200,000 vertices for a whole huge tree.

    Yeah I figured out that you can look in the geometry editor and see the poly's so then I did a search and Decimator i guess is the only way to decrease poly count in DS so I have exported to Blender and learned how to decrease them that way.  So far as I can see with my naked eye there is not difference......

    I tried the uniform first but it didnt seem to change but maybe because I only went up to 1 the section I copied had it at 0.75. Will try again once I get these lower poly versions saved.  I got off track playing with Diffeo exported to Blender... LOL

    Update:  Ok changed the scale "uniform" up to 1.5 and that did the trick.  Also decimating the plants cut the render start time from 10 minutes to 4 minutes.  I decimated the three plants to 1/2 of the originals, still larger then HowiesFarke's trees but it made enough difference for my needs (might change if I start throwing in characters, etc). 

    WIP but wanted to show what I was trying to achieve.

     

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  • Do you guys have tips for better lighting? I see some amazing results here, but still can't manage doing proper lighting myself :( I just can't figure out to do anything else then a sunny day.

  • vaaern said:

    Do you guys have tips for better lighting? I see some amazing results here, but still can't manage doing proper lighting myself :( I just can't figure out to do anything else then a sunny day.

    My darker and spookier renders have used HDRI backgrounds that are a bit darker, with supplemental lighting used on the figures that I want to highlight.

  • Is why I picked it as a base set, cos there's really 3 different ecologies in the one set, plus it's a DO now, so frequently very cheap. Plus I threw in the Autumn textures and backfitted them to the original as a little bonus. (also, TAO doesn't let you take the fruits off the trees, which you can do in the ecologies, thanks to the magic of Cutout Opacity, lol)

    Coming up: Remember the freebie heathers & wasteland sets from last month? There's an ecology for those sets just waiting for a release date (5 heath & heather, 3 wasteland)

    https://www.daz3d.com/heather--heath-and-moorland-plants-for-daz-studio
    https://www.daz3d.com/wasteland-plants-and-weeds--low-resolution-instant-ecosystems

    Long term, I'm working on a swamp ecology - bald cypress trees etc. No timeframe on that. I know Howie has stuff in the works, but he hasn't talked about it publically so, yeah. Stuff. Cool.

     

    OOH!!! I love Bald Cypress Trees.  I went on really cool boat tour of the Okefenokee Swamp in South Georgia a few years ago.  What an awesome place!  I took tons of pictures because I wanted to recreate the look and feel of the place in DS one of these days.  And it looks like it will finally happen.  YAY!!!

  • Here's a side-by-side comparison of the UltraScenery ecology with some actual Aussie bush near my house.

    Looks like the actual soil is redder than UltraScenery.  But I guess that can be fixed with a little surface fiddling.  This looks like a great addition, Howie. I can't wait.

  • mcorr said:

    I think it would be great if we could also have a railroad track stretching over terrain or winding its way through a forest. Shouldn’t be that complicated. Who will make this for buckeroos? Maybe a late addition to Howie’s paths included in the next update?

    You could probably do it now. A mask for a gently curving track bed, the DryJack's freebie morphing track from Renderosity. Think it has ballast built in.. Just checked, it does and is here: https://www.renderosity.com/mod/freestuff/morphing-track-pack/77030

    Regards,

    Richard.

    Somebody may have already mentioned this (since i'm on only page 70) but https://www.daz3d.com/road-n-rails-for-terradome-3 also has a morphing railroad and highway, along with various material options.  Anybody who has played with Terradome 3 may already have this pack.

  • barbultbarbult Posts: 24,240
    edited September 2020

    Here's my render for today.This is Crossing 1 and Pines 1 with one Brown Bear and two Brown Bear Cubs. I couldn't render it all at one time, because of all the Catalyzer fur. I made two renders and composited them together. I used a layer mask to keep trees  and dasies from interering with the bear sleeping on the ground.

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  • Fae3DFae3D Posts: 2,557
    barbult said:

    Here's my render for today.This is Crossing 1 and Pines 1 with one Brown Bear and two Brown Bear Cubs. I couldn't render it all at one time, because of all the Catalyzer fur. I made two renders and composited them together. I used a layer mask to keep trees  and dasies from interering with the bear sleeping on the ground.

    I love this!  You did such a great job posing the bears!

  • barbultbarbult Posts: 24,240
    barbult said:

    Here's my render for today.This is Crossing 1 and Pines 1 with one Brown Bear and two Brown Bear Cubs. I couldn't render it all at one time, because of all the Catalyzer fur. I made two renders and composited them together. I used a layer mask to keep trees  and dasies from interering with the bear sleeping on the ground.

    I love this!  You did such a great job posing the bears!

    Thank you. It is a challenge to pose the bears on a tree instance, because all you see in the viewport is the proxy.

  • SevrinSevrin Posts: 6,306
    edited September 2020

    Did one with the Tangy Apple Orchard, although I *cough* didn't get real creative with the landscape, which was kind of a last minute edition.  The path's not very interesting close up, is it?

    Post edited by Sevrin on
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