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Would it be best to dform it to the terrain, then? Never mind... I figured it out. It depends on the terrain. Mine is relatively flat, so it work out-of-the-box, but if you are trying to hills or something, then obviously a flat decal isn't going to work. The other thing I found (the hard way), is that the decal has to be the LAST thing you do, especially if it's parented to US or USXT because everything gets wiped out if you have to regenerate.
Sample dirt patch in grassy field.
You can scale, rotate, transform a decal, but I don't know how to "dform" a decal. The decal itself has controls for clipping and UV projection and more. I don't know what most of them do.
Ok - I guess i'm going to have to experiment some more then. I think I was assuming it was some kind of a plane. I vaguely remember seeing a tutorial somewhere about decals and how they worked. I'll have to track that down.
Iray decals are not a plane. The word "decal" is used in some products (like Stonemason architecture, I think) to refer more generically to a graphic element that overlays some other texture, even though it is not using an Iray decal. It is easy to get confused.
I found the tutorial on decals in DS, if anybody else needs it: The WP Guru How to use Iray Decal Nodes in DAZ Studio
Thanks for all of the tips. I think, I will wait until someone will create some shaders for USXT to fix the problem with the steep parts.
Right now, I will experiment more with Unity terrains. They also look not so bad and it is easier for me to create them.
Genesis 8 dressed in aviatrrix clothes flying over the canyon.
Video on YouTube rendered in Unity 2021.3.6f1:
This might be of some help to you, Artini. But I have no tried it: https://www.daz3d.com/daz-studio-4-cliff-face-shaders
Thanks, I have these shaders. The problem is that I cannot apply them to USXT and not to loose the other features.
This test was conducted in traditional Ultrascenery, but the principle would apply to USXT. I just have my doubt that the scale - at least of the decals I have - would be practical for USXT ...
This is a basic path from the USC feature that has a path next to a river. On close inspection, the terrain is actually surprisingly non-level.
I have created a small primitive plane, which I made dynamic and simulated so it would settle over the area. I then applied this decal from "Liquid Decal Materials" to the plane and set the opacity of the plane itself to 0. The dead branch is from this USC ecology, but the water and rocks are the decal.
I was reasonably pleased by the outcome. I bought a couple of decal sets but haven't done much with them yet.
Nice one Paula, looks great. Thanks for sharing.
Why not just scale the decal? The decal will project onto the non-flat terrain surface without the need for any dynamic plane or simulation. It seems like you are making this much harder than necessary.
Nice! Thanks for sharing those.
Well, in explanation and apology, I started off on this plane tangent when I wanted to apply a ground shader to a specific spot on a USXT scene (eg, the little slope where my "guy on the mountain" was sitting) and since it worked for that, I figured, hey, let's see if it works with decals. Aside from testing the decal products when I bought them, this was literally the first scene I've created with one.
I am really, really new to decals but one thing comes to mind: These decals seem to only be visible in the viewport with Nvidia, so if I put them on a plane, I can make the USC/USXT objects invisible and turn on Nvidia viewport to see the decal and arrange it.
Whatever works for you! We don't all have to do things the same way. Experimentation is what leads to discoveries and new techniques.
Great renders and explanation, @paulawp. Thanks for sharing.
Thanks again. I have made a quick test with dForce plane and decals on UltraScenery scene with Bridge 1.
Very clever to make the opacity of the dForce plane to 0, while rendering.
I have hidden the UltraScenery and have switched to Nvidia viewport to see the decals. Preview is much faster on my computer that way.
UltraScenery also suffer from that distorted look on the steep parts of the terrain.
I have left some parts of the hill without the decals on my render below, to see the difference.
Looks promising but the texture stretching is still evident. Keep it up. Soon you'll be teaching me a thing or two.
UltraScenery XT Archipelago preset goes nicely with Secluded Island. I use an HDRI for lighting and background. I deleted the Secluded Island water and used the UltraScenery XT water for the whole scene. The hut in the water is from Beauty in Paradise.
This looks very cool barb, Nice kit bashing. I just picked up a ton of stuff in the last below $2 sales and am doing the same thing bashing them together.
Beautiful Barbult.
Just bought the tropical bundle for XT. It feels like the tropics here today.
I did this strictly for the lulz - it's not really a practical usage of any of the products. This is Polish's Forest Road as a mountainous pine forest, thanks to USC/USXT.
The two fit beautifully together!
Cheers,
Alex.
One of the best use of USXT. Get rid of the road tiles and you have perfection IMO.
Played with the noise map a bit.
Hi Howie, I wanted to check the licensing rules with you please? Does the licence allow me to create my own landscapes, ie not directly what you have created but my own topography etc,and then make 2D backgrounds that I can sell, eg on Rendo? I don't want to break copyrights etc...? I have almost everything you have created, but this is the first time we can play with creating, our own mountains, lakes, etc. What guidance can you give, please? It's just for 2D images, no bits of the software being packaged. Thanks!
Does anybody knows, if this new set can be used with USXT?
https://www.daz3d.com/tropical-botanica--understorey
This is part of a promised add-on for the original Ultrascenery, not USXT. There should be two more sets plus a bundle. Quite where the rest of the sets have got to is anyone's guess.
Cheers,
Alex.
I suspect today's release may have escaped a little early - with luck the rest will turn up tomorrow. [What do I mean with luck?! My credit is trembling again]
Thanks, will wait, then.