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How does one use WC terrains in USXT? I may have a look at WC.
I found that the freebie equivalent to World Creator - 'TerreSculptor' (http://www.demenzunmedia.com/home/terresculptor/) - can create 16bit monochrome .png height maps for USXT too. It appears (and I don't know how to do it yet) that it should be possible to get rgb groundcover maps out of it too. I seem to need to learn how to use two bits of software now...
Regards,
Richard.
It very easy as I mentioned in an earlier post. The WC discussion on discord also debates the need for terrain mesh export versus heightmap export to use in other 3D apps. A high resolution mesh terrain from WC, when tiled, could be 1GB or higher but less than half that size for heightmap / texture export. I know this because, before USXT, I imported my meshes from WC and it brought DAZ to an unworkable crawl because the obj. mesh was a very large file, and I have plenty of memory in my rig. I guess daz does not handle huge geometry or memory well? Anyway, USXT is a Godsend and I am looking forward to what's possible with USXT and WC.
Thank you. I guess I need to find your earlier post
I got a couple of renders out using USXT and USC ... a bit dark, but such is sunlight at this time of day. I went from deep to nearly out of the woods.
Those are really nice, and different than the average render. I like the one with the purple sky best (top row right).
Me too. I did some closups of the XT portion. It holds up pretty well even close. I was surprised. EDIT: just noticed some dark squares/splotches that are out of place here and there. Not sure what created those.
I just noticed something. The pins in ActivePose get HUGE as soon as I load an XT terrain. I loaded Ollie first, pinned some joints and posed him. Then loaded an XT terrain. You can see what happens to the pins. This is really weird. I just reloaded another XT scene in which I have a G8Floaded. She's alread got pins set. But they appear normal. Has anybody else seen this?
Delete it and start over? I know - kind of draconian but....
that's too easy? I might be wrong, but I think it has maintained the changes. I have no idea what the defaults were anymore.
How do I post a link to one of my gallery images here? I tried using the Image pop-up but it just shows an empty box.
Oh! As in "there aren't any defaults"..... got it. What about adding another one? I just tried it and it seems like it's got all the default values. Or I an attach some screenshots. I haven't been changing all that much, so they seem to be relatively "default" to me. But, I agree, a Reset button would be nice.
more pines. I like them a lot. Trying to emulate human vision with the image of forked path ... camera focal length 23mm. Supposedly 50mm is equivalent lens for human eye, but I'm not sure how to set that up in DS.
Another aspect of this is height of the camera. How to find the camera 6 feet from ground level when USC is already above the ground plane?
Move the camera on the Y axis until it just disappears below the terrain surface, then add 6 ft (6*12*2.54) to the camera Y axis value (which is in CM).
Unless you are really tall, your eyes are probably not 6 feet about the ground, though.
thanks..not quite but has to be within a couple inches for sure. I like USXT more and more and it makes US so much better.It renders pretty fast too, and sets up faster.
My 1st attempt at use USC & USCXT together
That quote can't be more true. Nice scene to compliment.
Thank you
There are 2 scripts by mCasual that serves this purpose, One is mcjDroptoTerrain 2 the other is mcjMakeHeadcam. Combined you can get the hight desired by following the steps below.
1.) Add a figure to the scene (Vicky is about 6ft)
2.) Set the head camera
3.) Position the figure above the terrain
4.) Using script drop the figure to the terrain
You can add other mCasual scripts to enhance your experience such as the current dronecam or the upcoming version with gamepad support to get decent animation.
Any comment on this, @HowieFarkes ? (I seem to recall something similar on the original USC, which got fixed later.)
Thanks..I qill crank that up next render
I call this test render 'melting snow'.
I thought that I had the terrain banding in USXT figured out but I am still getting very terrible banding mostly from imported maps and I think I know why. The greyscale hight map is the a scaled down version of the high resolution hieghtmap that I imported. Well the scaled down version is what's causing the banding. What ever compression method being employed by USXT is causing the severe banding. My imported heightmaps are 4096x4096 but USXT's version is only 1024x1024, which causes the banding. The greyscale is from the USXT's map folder and the *red map is the imported one. A closer look at USXT's map one can see the visible banding and image tiling squares. No smoothing is fixing it. Any smoothing above 2 only washes out the details for me. Plus I've tried all acceptable image formats and the results are the same. I really hope Howie will fix this soon.
*Please note that this site did compress the red heightmap and so the slight banding in the image is because of this.
Why not compress the heightmaps yourself before passing them to USXT?
ok Mr HowieFarkes :
when we see UltraScenery Cities .
any plan .
Good point. I will try that. However, using high resolution maps was my way to make up for USXT terrain mesh resolution limit. So if I can find a really good image compressor, and USXT does not cause any more banding to my images, then I'm good to go.
It was worth the shot but the banding is still there. I lowered the map resolution before export from WC and I did an image compression as well and none worked.
I thought the lovely inlet created in one scene deserved some dressing with a couple of sailing ships. The ancient HMS Victory model, and 3djoji's recent AVC seemed to fit the bill, scaled down to 20% to better scale with the scenery. Both vessels have just got underway, and Victory, being fast under sail will soon have to slow down to avoid a collision.
Regards,
Richard