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Comments
Canary's Cameras are excellent for UltraScenery and UltraSceneryXT. This is a simple render of the Preset 05 Tenaya from CCam Low 10K NW. The large selection will certainly give you some good starting positions.
Excited to have this! For me, the plugin tab wouldn't show up until I installed it through the DIM instead of Smart COntent, even with restarting. Now thanks to barbult I found the PDF as I'm trying to generate a landscape with my own heightmap. It needs to be loaded through terrain generator and then it will show in the terrain map area. Then use terrain filters to adjust- very cool! I was using Bryce and Photoshop to create geometry like this. So nice to keep it in DS
I'm wondering if 16bit grayscale images will provide a detailed smooth starting point
This landscape was made using a colormap, normal map, height map and a splatmap exported from WC. I used the splatmap as a mask in the biome section to control the tree distribution.
Cool!! What kind of dragons are those? And how did you make the islands? Just raise the water or is there an Island preset I haven't noticed yet?
Very nice! It's totally seamless. I never would have guessed you used both sets.
The long grass is definitely your friend for this.
I'm trying to create a desert USC foreground that is more typical of the US Southwest, to go with some of those really nice desert presets in XT, but I need to go back to the drawing board on USC itself to learn how to do that.
This is made with Terrain 00, Quabbin Preset, Mixed Forest Biome and the Noise settings in the image. The dragons are Herschel Hoffmeyer's beautiful Wyverns. Late Morning Sun-Sky preset from US.
I changed the tree type to pine in the snow render, otherwise all three renders are the same scene (lighting, camera angle, etc.) but with different maps applied from WC. I just replaced the previous maps with new ones, load the scene, and everything updates - pretty cool.
[head smack] I have that! I really need to figure out what I own. Maybe more rendering, less shopping...
I have had a lovely bit of fun just creating with USXT. I did notice though, on this latest one, some odd pyramidal artefacts (two along the far foreshore halfway up on the left, others elsewhere). Has anyone else had something similar?
Regards,
Richard
Maybe I'm not looking in the right place, but aren't those shadows from the rocks? Can you circle in red or something, the areas of concern? If you change the light angle, do the triangles change?
Yeah. I can see them. They're all over. The close-up terrain looks very faceted and sharp edged - the result of low resolution, I think. Have you tried smoothing?
First thing I'd try is switching to 1024 if it's at 512. If it's already there, I'd switch on Height Map (if it isn't on) and apply smoothing.
They look like flatirons :)
Is the bottom one a world creator assisted terrain? It looks good.
I love what WC and USXT can do. WC and USXT sitting in a tree......
I believe it is a real picture of The Flatiron mountains in Colorado, I think. LOL
Most are identified below:
The scene was modelled at a 512 resolution. The pyramids look as if they could be due to one of two reasons: Insufficient resolution on the mesh or rounding issues on the vertex altitude. Probably mesh density. They are not a problem - I only noticed the first by accident - just curious if anyone else has come across them. I shall try smothing (if I haven't already). I will also see if I can get a duf file that I can share this evening - the machine is offline and not the one I am on at the moment. The sky is a freebie HDRI not everyone might have, so I need to get rid of that.
One other problem/oddity I had was that the height limitation on the biome only responded to the <Enter> key on the main keyboard. No changes were kept if I used the <Enter> key on the number pad, and even when using the main <Enter> key, the USXT addon only changed the Biome height limit every third attempt. When changing the forest lower altitude I could only get altitudes of 0m or 1m to register (I ended up with 1m) and not my desired 0.25m to give a small shoreline.
Regards,
Richard
Thanks for circling those artifacts. I see what you mean now. The ones on the beach are really strange looking. I haven't noticed it before, but maybe I just didn't look closely enough.
Thanks Howie, I will try that.
Regards,
Richard
I was suffering withdrawal symptoms because I'd not been able to render anything for a few days (other things happening) but got back today. This is a Fairweather preset with an added heightmap created in Bryce and mixed as 100% map to 60% noise. (Clouds and birds added in postwork)
Oh no my Bank account will burn again.... xD
Can you explain Material in DAZ for Import World creator?
If I understand Shader for UltraScenery is special...
You can apply whatever shader you want to the mesh and put the World Creator maps in there.
It's rather simple to do: I just clear the shaders from the USXT terrain and apply the WC exported texture to it. Then simply use USXT to apply the others like normal, splat and height. Before, I had to use L.I.E to flip the texture vertically to apply correctly.
Tried the biggest resolution.
Is there a any chance that someone could do a mini guide on how to combine ltraSceneryXT with UltraScenery
How does one stop the terrain from rotating? I rotated the terrain to my liking, but when I hit render it changes.