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© 2024 Daz Productions Inc. All Rights Reserved.
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Scroll up a bit to here
https://www.daz3d.com/forums/discussion/comment/7424606/#Comment_7424606
Also look back at this: https://www.daz3d.com/forums/discussion/comment/7400081/#Comment_7400081
It's always a good idea to look though the commercial thread on a new product for tips, to avoid struggling with questions that have already been asked and answered.
As Barb pointed out earlier Press F1 and then expand plug-ins in the side bar to get access to the document
No, it's an Intel iMac running Mojave. Which was the OS that shipped in 2018. Is that likely to be the issue? It wants Catalina or newer?
I installed on MacOS 10.13 & 10.14 using DIM with no problems. I guess the issue is the stand alone installers. Check the log output to the console by the stand alone installer to find out more, they usually are pretty good at shoing why they fail.
Which presets have snow in them?
The "obviously" snowy ones are 06 (Chilko) and 07 (Fairweather), and to a lesser extent 01 (Vernon), 11 (Engadine), 16 (Tornetrask) and 17 (Lakeland) - but the snow is actually generated from the parameters in the terrain shader. So you can add snow to any of them by adjusting the Snowline Altitude in the shader. Here's an example of 03 (Tassili) which is normally a rocky desert, but by reducing the snowline altitude from 1000 (where it loads) to 5 I got this (maybe not a very geographically realistic scene, but snowy at least).
(Edit to correct the list of snowy presets.)
If you mean the Materials Presets (rather than the full presets) then none of them load with automatic snow - they just change the grass, sand and rock colours I think. Again you can make snow happen by adjust the Snow parameters.
Yes sorry, I have been checking in on this thread since the product was released. I have something of a learning disability that makes sifting through large chunks of information quite difficult for me, which was making finding the right info impossible. Unfortunately when I commented I had only managed to read through to page 11 when I decided that maybe it was an issue only I was having. It turned out that the documentation section wasn't loading for me, and that's why I thought there was no guide that I could find. But after everyone's comments, I just left it up while I worked and eventually it loaded. Thank you for everyones help, I managed to get it to work and its just as great as I imagined!
Re downloded it. No problems with the replacement file. Evidently i got a wonky download the first time.
Very useful tip, thank you.
I wonder what the setting would be for snow capped mountains. I must experiment.
Hello folks,
look for this: Quadspinners GAEA. Another very good landscape generator.
QuadSpinner | Home of Gaea
I have bought it in the Indi-Version for 99 Dollars. So: Much cheaper than world creator.
nm
leaving and taking my free suggested alternatives to World Builder, Gaea etc etc with me, sorry I bothered you all
This started as an experiment with custom material for the Bedrock Bump Map and Bedrock Base Color Tint surface settings for the Terrain. I used Filter Forge to create them. I attached them below. You can use them for your own projects. Commercial use is OK.
See in the gallery for all the used assets.
Brilliant! Stunning background and a great foreground, too.
Cheers,
Alex.
Cool!! That's what I was missing. My Vernon now has a dusting...
Thanks!
Looking good, sandmanmax!
Very helpful comments ... as they always are. Let me know when you are finished testing this on an M1. Thanks!
Yes, Wendy, you are an outsider looking in. Howie tested all the way back to 4.08.
yeah I have always felt unwelcome in these threads even though I am only looking with interest in buying it in future
I best just go back to the Carrara forum and let you all be, it still works in spite of DAZ no longer supporting it
my future will probably not be with DAZ studio anyway, it's only for people with high end hardware
deleted all my previous posts here
for daveso, just the body and put NM, in this thread for a product I don't have yet, not others, and not adding another post replying
I don't always follow protocol and post renders using the products in their threads, in fact I do the opposite, I rarely post renders of products in their threads
I ask about products in their threads, once I buy them I don't usually post on them at all unless there is an issue, my platform is YouTube not this forum
how did you delete them all. I tried and had to delete each body of text but the post was still there with a dot in the body as it demanded something be in it. Sorry to see you leave here though as I like what you say.
It took a while to get fair and honest feedback from other Worldcreator users and it's been determained that the heightmap banding is on Daz3D's side. Other worldcreator users are not getting banding from heightmaps in other 3D apps. I don't use other 3D apps besides Daz but I'm guessing a 16 bit 4098x4098 heightmap, in another 3D app, is not compressed before use. So I hope soon to see an option to use higher resolution heightmaps and, an option for higher resolution terrains won't hurt either..
@AnEye4Art
For me your problem with the banding seems to occur if
your heightmap is not 16 bit. Or 24bit.
In this case there are only 256 steps of height. Which is not enough.
Its not a problem of the resolution of the heightmap. Or DAZ3D. Or Ultrascenery.
As DAZ Studio does not support 16 bit greyscale images, only 8 bit, bandit is an issue.
Daz Studio itself imports 16 bit images - most displacement maps are 16 bit. Daz Studio has been able to import 16 bit images from the outset, as far as I can recall.
Daz Studio may be able to - but I haven’t yet found anything exposed in the SDK API that enables a plug-in to access this so I have to use the image and file loading capabilities of QT 4.8 - which does not support 16bit images
I used heightmaps from World Creator without problems.
I just made sure to reduce them to 1024 8 bit png first.
Hmm... but if i load one of the three png-pictures ultrascenery generates in a graficprogram
it shows me, that the pictures are in 24bit !!! The heightmap in 1024 resolution, the cavity and
flowmap in 2048 resolution.