UltraScenery - new territory [Commercial]
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Thanks. I 'spect it'll be showing up again.
A friend (Dad of Barlow, shown some postings above), is a railroad historian & sent me some some ref shots. I'd have to get really ambitious, but not an imposibility.
Lots of nice images in the last few days! Bridges, trestles, dinos, float planes, new lighting... UltraScenery is still amazing.
I think we are all still learning how to make best use of US. Much of that learning is because of your experiments & the write ups, barbult, for which I for one am very greatful. Thanks.
Regards,
Richard
UltraScenery need waterfalls!
I suggested this a while back. A terrain with a waterfall at one end, a pool beneath it, and a river leading away from the base.
Cheers,
Alex.
Waterfall (realistic) is a big challenge in 3D and it is not easy to achieve.
Just one question. How easy is US to achieve? I suspect the more difficult bit has been created already. May be wrong, but I don't think so.
They are both difficult, but they are two unrelated very difficult tasks. That UltraScenery exists doesn't make a waterfall easier to achieve.
umm so is it my imagination or does the guy inside have bullet holes in his shirt?
I do realise that the creation of US to date helps not one wit in creating a waterfall. However, when one nearly miraculous event has occurred, it raises confidence that a second is possible.
It does appear so
If you wish to see, what waterfalls are already possible to render in Unity, take a look at:
https://www.daz3d.com/forums/discussion/514516/water-related-renders-and-animations-from-unity#latest
The big problem with waterfalls is that a fluid sim doesn't... exactly work, at least for a significant fall. There's so much spray and foam and so on it's more like a gas sim? Something.
Oso3D, I do agree to a large extent. I have the same problems with my fluid simulations for work (not a large part of the stress engineer's side of my work, but I occasionally have to analyse designs incorporating fluids). When I started doing Finite Element simulation work at the start of my career in the late '80's and early '90's fluid simulation was a pipe dream. Then mid '90's it appeared and was heralded as the 'thing', then in short order its limitations were found and fluid simulation, particularly gas-liquid free surface simulation, got a really bad rep in the analysis community. Since then, things have become less bad, but free surface analysis performance still does not seem to match the hype of the mid 1990's.
Regards,
Richard.
I used Alienator Pro to swap some of the daisies with the Bromeliad from the Mossy Hollow Botanica set.
Many thanks to Wee Dangerous John who kindly created the fishing rod stand for me.
What you're talking about is called whitewater. It's generally simulated using particles born at the right moments. Fluidos handles it pretty well for an affordable tool. Or do you mean you'd watched the promo video and found it not convincing for the needs of our community?
richardandtracy,
There is a certain difference between fluid sims for engineering and for VFX. Contemporary VFX uses fluid simulation a lot. Houdini is one of the software packages famous for its simulation tools.
PS - edits due to the forums on mobile requiring manual html tagging for paragraph breaks even
I'm always amazed at how much interesting stuff you can get into your scenes. How did you create the nice rocky ground near the water? Did you scatter some extra rocks or use a different ground object?
Thank you. I love kitbashing.
I didn't do anything extra. I used the Lake 2 feature and Pacific NW 5 ecology, deleted some River Grass and Base Grass Layer instances to display the bare rocky ground.
Thanks for the explanation. Your technique was very effective.
Is 16gb of RAM enough to easily use UltraScenery?
I would think so, yes. Just don't use Iray Preview, it will slow everything right down due to the instances.
Tip: When you have created your scene, open the Render Settings pane,select the Editor tab and make sure that Instancing Optimization is set to Auto. Sometimes it changes, depends on what you have added.
Thanks for the info, DJbean.
Oi. I think I will pass on getting UltraScenrey then. Having to compose my scene without the benifit of iRay viewport seems difficult to me.
You can compose the scene, and do test renders to see how things are looking. It is not just UltraScenery, anything which makes intensive use if instances.
I have to get around that, because I too like to check it out in Iray preview. I do small 300pxl renders after saving with version numbers, moving towards where I need the lighting and stuff to go. My best computer for US likes to crash if I stress it too much. It has become a grumpy old fart that way.
It's an issue even with decent system specs frankly. But, you learn to make use of other tricks. I'm made a presets of cameras for USC as starters as well as a Sun-Sky enviro. Learning to use Parent/Unparent, In Place vs. Not to move cameras and items, nulls, etc.around is vital. Use of the Left AND Right mouse button functions for centering, ...
Set up a small Aux view in a different Draw mode often helps. I always do an IRay frame render to check things. Spot renders are fine, but take nearly as long to start showing something.
I'm sure several of the real pros here have some other tricks.
I get round this by hiding all the small stuff, the grass, river rocks etc ie anything with 1000+ instances, but leaving the trees visible. I then switch on Iray preview and it works just fine, allowing me to position the lights, sun sky etc so that the lighting looks good. You need to leave the trees visible as they are the ones that could obscure the camera, or cast shadows where you may not want them. You don't need to see the grass, small rocks etc when just composing the scene. You then just unhide the lot before hitting render. Since Ultrascenery collects each type of plant into a separate group, making them invisible is just one mouse click for each.
I really like the water/rocks transition. Is that from the shader being discussed a few weeks back?
Thank you.
No, no shaders applied. I just removed the grass on top of the rocks to see the water better from that angle.