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Comments
Very nice!
Playing around with atmospheric ground fog (and UltraSceneryXT of course - 4 terrains in this scene)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Don't think there is anything else to say.
Regards,
Richard
Oh, that's great that Bryce maps work. Nice image!
This is breathtaking!! (And what do you mean by "biggest resolution"?)
Are all 4 of them XT?
Thank you, gogger!
Gorgeous renders today - jag11 and Howie
It seems instances are generated at render. Is there a way to hide them? I have a couple of trees in the way.
Thanks. I created the terrain with the maximum resolution allowed. There are 4 of them, being 128, 256, 512 and 1024 (biggest).
Thanks, Doctor.
Thanks, Melanie.
At Howie's suggestion I upped the resolution to 1024, and all the pyramids disappeared.
Regards,
Richard.
I've started to upscale all my maps to 11000x11000, as a test, to get maximum texture effect on the terrains and I like the results so far.
Here are two versions of the same UltraScenery scene with a USXT background, each with a tiny bit of Photoshop Neural A.I. on the water's edge and moutain side, and each with a different sky treatment in Luminar A.I. - I'm really liking all this coming together in a gigantic 3D and A.I. soup!
@Gogger you are doing a very convincing job of blending UltraScenery and UltraSceneryXT. Good soup!
Thank you, Ma'am! I really need to spend some quality time with your UltraScenery tutorials on editing maps and controlling the environment, as well as changing ecologies via json. I'm familiar with the ideas in general, just not in practice on US. I really appreciate all the effort you put into helping others!
Sometimes my heightmaps in USXT create mountain peaks that are too high. I know that I can lower the contrast in editing to fix hight issues, or in my case, I lower the mountain height in worldcreator before export, but it's not an exact science. So I try using USXT's gamma in the heightmap tab for extra control but the results are like the inverse of the vignette effect - not desirable. It would be nice to have a contrast option to help lower the 'whites' in the heightmaps.
Just an alien landscape test.
Any tips about, how to mix UltraScenery with UltraScenery XT?
I knew there was a catch!
Where can I get some of this 'imagination' stuff?
Regards,
Richard.
I loved them.
I noticed something yesterday. I was using a hand-made height map which has a largish patch of mid-grey (no features) so creates a flat area. The tree biome doesn't populate that area at all, even with min slope set to zero. Is this deliberate (a handy way to create a clearing?) or a mistake?
ETA: I had no noise added at the time. Adding a small amount of noise sorted it out, but I didn't really want that elsewhere on the terrain.
Is there any way to position the water plane other than up/down and making it bigger or smaller?
Turn on show Hidden Nodes in the Scene pane and you will see the water as an object in the scene list. Then you can move it. Your terrain materials probably won't look right, though, because they were calculated based on the water parameter the scene was built with, I believe. That's probably why the water node is hidden in the first place!
is there a way to return to default settings?
Right Click on the setting you wish to reset & you will get a Reset To Default option appear
bummer ii i reset a lot of them so will probably have to do every one 1 at a time. Need a general default reset.
Just read on the worldcreator discord forum that terrain tiling is coming to WC by May 2022. This is big news since there's been a sample render here of multiple USXT terrains used in one scene. With WC, I see the possibility of combining multiple biomes into one large terrain like, a dessert, snow and forrest all on one terrain. If USXT does not implement terrain tiling of some sort, at least I will have even higher resolution tiled textures once exported from WC.