UltraScenery - new territory [Commercial]

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  • barbultbarbult Posts: 23,271

    Shadowz said:

    Artini said:

    Shadowz said:

    Anyone know how to make the terrain flat? Also how to make it bigger? Atm I'm just using multiple terrains generated to connect them but its a pain because the edges are uneven

    Have you tried to change the height to 1 meter.

    Size of UltraScenery is 64 meters by 64 meters.

    To have a larger terrains try UltraSceneryXT:

    https://www.daz3d.com/forums/discussion/523766/ultrasceneryxt-large-terrain-landscape-generator/p1

     

    Yeah I tried to 1m & 0m for height but that still doesnt make it evenly flat. I think I need a custom height map thats flat but idk how to make custom height maps either :s

    Direct link to the flat terrain instructions: https://www.daz3d.com/forums/discussion/comment/7676001/#Comment_7676001

  • ArtiniArtini Posts: 8,967

    Thanks for that link.

    I have created a terrain with 1 meter height and contrast 100%.

    It is not flat, but I like it.

  • barbultbarbult Posts: 23,271
    Artini said:

    Thanks for that link.

    I have created a terrain with 1 meter height and contrast 100%.

    It is not flat, but I like it.

    Nice tapirdary race. The terrain is not completely flat, because the chosen feature modifies the scene terrain settings. I only know one feature that doesn't do that, and that is Dirt Track 1. It only modifies the track itself very slightly. There may be other features that don't modify the terrain, but I haven't looked for them.
  • GordigGordig Posts: 9,289

    MarcCCTx said:

    How could I produce a forest fire in UltraScenery? I'd like something like the recent fies in California. I have a fire truck and fire fighters, but how do I get a convincing large scale fire?

    Apart from things like the Pyromantix sets, there aren't a lot of options for this in DS. The best way to do this would be with a VDB, and Iray can't currently add emission to VDBs. Other programs, like Houdini and Blender, can, but exporting UltraScenery to other programs is a nightmare.

  • Alright so the flat terrain can be accomplished with contrast so thanks to all that advised that solution. Now the other question I had was how do you create your custom height map and masks for stuff like rivers and road. I've seen some people do this but not sure how. 

  • barbultbarbult Posts: 23,271
    edited February 2023
    Shadowz said:

    Alright so the flat terrain can be accomplished with contrast so thanks to all that advised that solution. Now the other question I had was how do you create your custom height map and masks for stuff like rivers and road. I've seen some people do this but not sure how. 

    Just look at maps for a similar existing feature, and then draw your own in Photoshop or similar image editor. Copy one of the existing feature folders and modify the file contents to use your new maps and feature name. Most of the editing will be in info.json
    Post edited by barbult on
  • ArtiniArtini Posts: 8,967

    Thanks a lot, @Barbult, for the comments and advices.

    Will continue my experiments.

     

  • ArtiniArtini Posts: 8,967

    Shadowz said:

    Alright so the flat terrain can be accomplished with contrast so thanks to all that advised that solution. Now the other question I had was how do you create your custom height map and masks for stuff like rivers and road. I've seen some people do this but not sure how. 

    I am doing my own height maps in Bryce.

    From them I create my custom masks in the Gimp -  for example increasing exposure (from the Colors menu).

     

  • Gordig said:

    MarcCCTx said:

    How could I produce a forest fire in UltraScenery? I'd like something like the recent fies in California. I have a fire truck and fire fighters, but how do I get a convincing large scale fire?

    Apart from things like the Pyromantix sets, there aren't a lot of options for this in DS. The best way to do this would be with a VDB, and Iray can't currently add emission to VDBs. Other programs, like Houdini and Blender, can, but exporting UltraScenery to other programs is a nightmare.

    Iray can add emission to VDBs, at least in the Public Build.

  • ArtiniArtini Posts: 8,967
    edited February 2023

    An example with the custom height map and Road 5 preset. Brightness 90, Contrast -96.

    Road5sc04pic01.jpg
    1920 x 1080 - 677K
    Post edited by Artini on
  • barbultbarbult Posts: 23,271

    Gordig said:

    MarcCCTx said:

    How could I produce a forest fire in UltraScenery? I'd like something like the recent fies in California. I have a fire truck and fire fighters, but how do I get a convincing large scale fire?

    Apart from things like the Pyromantix sets, there aren't a lot of options for this in DS. The best way to do this would be with a VDB, and Iray can't currently add emission to VDBs. Other programs, like Houdini and Blender, can, but exporting UltraScenery to other programs is a nightmare.

    Iray can add emission to VDBs, at least in the Public Build.

    Oh, that's big news. Are there any instructions available to explain how to do that? I'd like to try it.
  • ArtiniArtini Posts: 8,967
    edited February 2023

    The previous terrain with preset: Australian Bush 1

    Road5sc05pic04.jpg
    1920 x 1080 - 865K
    Post edited by Artini on
  • barbultbarbult Posts: 23,271
    @Artini nice examples!
  • ArtiniArtini Posts: 8,967

    Thanks a lot, @Barbult

     

  • lou_harperlou_harper Posts: 1,088

    barbult said:

    Artini said:

    Thanks for that link.

    I have created a terrain with 1 meter height and contrast 100%.

    It is not flat, but I like it.

    Nice tapirdary race. The terrain is not completely flat, because the chosen feature modifies the scene terrain settings. I only know one feature that doesn't do that, and that is Dirt Track 1. It only modifies the track itself very slightly. There may be other features that don't modify the terrain, but I haven't looked for them.

    I discovered that you can edit the texture file that modify the terrain. I was tearing my hair out because the road rose up even from a flat ground when I didn't want to. Then I found the file that did it and "fixed" it in photoshop. :P I wish there was a native option in USC.

    That's a real nice image, Artini. :)

  • barbultbarbult Posts: 23,271

    lou_harper said:

    I discovered that you can edit the texture file that modify the terrain. I was tearing my hair out because the road rose up even from a flat ground when I didn't want to. Then I found the file that did it and "fixed" it in photoshop. :P I wish there was a native option in USC.

    You can modify the heightmaps and/or modify the feature info.json the sets the offset for those maps. I recommend making a copy of the feature folder and maps first, and modifying the copy, to avoid overwriting the original feature characteristics. Rename the copies and edit the info file to use your new name. Then your new feature will appear along with the others in UltraScenery. That is all some work, though and prone to errors. I've made many errors in the process, but working on a copy makes it easier to correct those errors without really breaking anything.

  • ArtiniArtini Posts: 8,967

    Thank you very much, @lou_harper

    These roads gives me so much inspiration.

     

  • ArtiniArtini Posts: 8,967
    edited February 2023

    Another custom height map: just a spiral.

    Features: Road 5, Ecology: Dry Desert 3

    Road5sc08pic01.jpg
    1920 x 1080 - 557K
    Post edited by Artini on
  • barbultbarbult Posts: 23,271

    Artini said:

    Another custom height map: just a spiral.

    Features: Road 5, Ecology: Dry Desert 3

    That first road hog needs "Wide Load" sign and escort. I hope the fire truck doesn't need to pass in an emergency.  smiley

  • ArtiniArtini Posts: 8,967

    Thanks, @barbult

    Good points. Need to take these into account.

     

  • barbult said:

    Richard Haseltine said:

    Gordig said:

    MarcCCTx said:

    How could I produce a forest fire in UltraScenery? I'd like something like the recent fies in California. I have a fire truck and fire fighters, but how do I get a convincing large scale fire?

    Apart from things like the Pyromantix sets, there aren't a lot of options for this in DS. The best way to do this would be with a VDB, and Iray can't currently add emission to VDBs. Other programs, like Houdini and Blender, can, but exporting UltraScenery to other programs is a nightmare.

    Iray can add emission to VDBs, at least in the Public Build.

    Oh, that's big news. Are there any instructions available to explain how to do that? I'd like to try it.

    Less than I thought, though I am sure someone got ti working. Search http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log for volume to show I wasn't imagining the basic fact, though there are no instructions

  • barbultbarbult Posts: 23,271

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    Gordig said:

    MarcCCTx said:

    How could I produce a forest fire in UltraScenery? I'd like something like the recent fies in California. I have a fire truck and fire fighters, but how do I get a convincing large scale fire?

    Apart from things like the Pyromantix sets, there aren't a lot of options for this in DS. The best way to do this would be with a VDB, and Iray can't currently add emission to VDBs. Other programs, like Houdini and Blender, can, but exporting UltraScenery to other programs is a nightmare.

    Iray can add emission to VDBs, at least in the Public Build.

    Oh, that's big news. Are there any instructions available to explain how to do that? I'd like to try it.

    Less than I thought, though I am sure someone got ti working. Search http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log for volume to show I wasn't imagining the basic fact, though there are no instructions

    OK, I see this, but, as you said, it doesn't really tell me how to use it. I suppose somebody has to do something in the Shader Mixer or something.

    • Added support for emission to the DzMdlIrayUberAddInhomogeneousVolume (Uber Add Inhomogeneous Volume) shader brick

      • Added an “Emission Intensity” input parameter

     

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,128
    edited February 2023

    Just to try out one of the new dirt roads ... This one has two USCs, a USXT and the Harpsburg city.

    OrchardRide.jpg
    1300 x 1000 - 845K
    Post edited by paulawp (marahzen) on
  • Oso3DOso3D Posts: 14,903

    Oh, new UltraScenery stuff with horses? Sure!

     

  • lou_harperlou_harper Posts: 1,088

    barbult said:

    lou_harper said:

    I discovered that you can edit the texture file that modify the terrain. I was tearing my hair out because the road rose up even from a flat ground when I didn't want to. Then I found the file that did it and "fixed" it in photoshop. :P I wish there was a native option in USC.

    You can modify the heightmaps and/or modify the feature info.json the sets the offset for those maps. I recommend making a copy of the feature folder and maps first, and modifying the copy, to avoid overwriting the original feature characteristics. Rename the copies and edit the info file to use your new name. Then your new feature will appear along with the others in UltraScenery. That is all some work, though and prone to errors. I've made many errors in the process, but working on a copy makes it easier to correct those errors without really breaking anything.

    Heightmaps consistently confuse the heck out of me. I have made custom ones before but they give me a headache every time. I have DAZ on Mac and PC both but only use it on PC these days, so the backup files are on the Mac.

  • ArtiniArtini Posts: 8,967
    edited February 2023

    Further experiments with the custom heightmaps. I am just digging to my previously created heightmaps and changing slightly their brightness.

    It makes them suited even better for using with UltraScenery. I am still amazed.

    Features: Road 5, Ecology: Dry Desert 2

    Post edited by Artini on
  • DoctorJellybeanDoctorJellybean Posts: 7,990
    edited February 2023

    Bobby McGee

    Road 1 and Country Ford 06 ecology.

    Bobby McGee.jpg
    1828 x 893 - 2M
    Post edited by DoctorJellybean on
  • barbultbarbult Posts: 23,271

    I like how you are all adding people and animals to the scenes.

  • lou_harperlou_harper Posts: 1,088

    I’m slightly frustrated.

    It seems the with the road the landscape always has the same shape. Changing altitude seems to make little if any difference.

    I wanted something less lumpy, more flat. With some messing around I managed to make the whole landscape completely flat, but then then the fence was floating up in the air.

    So my questions are:

    1. Is the fence supposed to follow the landscape or is it set in stone?

    2. Which heightmap exactly controls the small road with the fence. So I can hopefully do something with the other side of the road at least.

  • lou_harper said:

    I’m slightly frustrated.

    It seems the with the road the landscape always has the same shape. Changing altitude seems to make little if any difference.

    I wanted something less lumpy, more flat. With some messing around I managed to make the whole landscape completely flat, but then then the fence was floating up in the air.

    So my questions are:

    1. Is the fence supposed to follow the landscape or is it set in stone?

    2. Which heightmap exactly controls the small road with the fence. So I can hopefully do something with the other side of the road at least.

    Just an educated guess, but I would imagine that the JSON file would need to be edited. More info on that here (there are 9 pages).

This discussion has been closed.