Issues w/ New Worldbase Lushlands - floating trees & more
![Lissa_xyz](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/281/nH6Y85ISOBQ8O.png)
Just got this thing yesterday, and I seem to be running into an issue, which is turning trees into witches and making them fly (see screenshot). This happens when I turn on the Near-RollingHills morph. Not sure if this is intended and you're supposed to use the bajillion tree morphs to compensate.
Also, what are the morphs under WB-Base > Params > WorldBase > Base-Center for? They don't seem to be doing squat. I was assuming they were supposed to create like a dome hill in the middle or something, but apparently not.
.. and yes, I know I have the tiling dots above my trees, I just didn't adjust the vertical tiling on that surface for this.
Thanks.
Is there a manual for these morphs somewhere? o_O
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/b6/4473799db6542b98683b48d8f083bd.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/b6/4473799db6542b98683b48d8f083bd.jpg)
Floating_Trees.jpg
500 x 500 - 227K
Post edited by Lissa_xyz on
Comments
Is this the Lushlands worldbase or the Worldbase XT? Both are in the fast grab.
As the topic states, it's the new one. Not the "kit". I'll edit it to add lushlands.
I also have that issue until I figured out by using "soft slopes" it actually raises the ground like hills to match up with the floating trees (picture 1).
Edit: If you turn the camera slightly over the hill, you can clearly see the floating trees still (picture 2).
Are you getting this when you apply the near rolling hills morph to the Worldbase Body?
The trees look a little high in the sceenshot compared to what I'm seeing in Poser Pro 2014.
Open up the Trees1 group in the parameters panel. The Trees 1 and 2 to Cntr parameter should be showing at 1 as it appears to be slaved to rolling hills morph. You should be able to adjust the height of the trees with this parameter dial.
I think the issue is where is the dial for hills around that particular area or we have to move the trees to line up with the hill.
I'm not seeing the issue in Poser. I apply the morph, the trees move. On preview, the trees appear to float but when I render, the hills are visible with the trees on the hill.
Zenrel: I didn't spot the Soft Slopes morph earlier. It does help with distant renders, but I get the same issue you found, if I move over the hill, those trees are still flying around.
icprncss: I'm applying this via WB-Base in the scene tab > Parameters tab WorldBase > Ground-Hills > Near-RollingHills. Setting the Trees1&2 to Cntr helps (although now the floaters are behind the camera, which doesn't matter really lol). I guess I just need to adjust trees to compensate for the hills or lack thereof as necessary. In DS, the sliders aren't linked, so nothing else moves around when I use other sliders.
Now I'm wondering what else should be happening that isn't, considering nothing under WB-Base > Params > WorldBase > Base-Center do anything for me.
I found this from the freebie section
http://www.daz3d.com/forums/discussion/24646/
It have a lists of trees, shrubs, ect. It might be a good alternative, but might takes time to manually place them and a increase of render time since they are 3D trees.
Yea, I've got DimensionTheory's Ecomantics, and the Trees addon for this. I don't mind fiddling with things if need be. Wonder if I should bug report this as things are happening in Poser that aren't in DS as far as morph linking.
I wonder if this could be some type of texture loading issue. I don't have an available copy of DS to load it in so I can't compare it.
What I see in preview with Poser are the trees floating against the default background (the sky or hill textures are not visible on preview) after you apply the morph. After rendering, the sky and hill textures are visible and the trees are no longer floating.
I'm using DS so it's also happening here too.
Could be. Sounds like our viewports are the same, but I'm not getting a texture when rendered. What my render looks like above is exactly the same as my viewport.