[Released] Cave Builder [Commercial]

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Comments

  • Richard Haseltine said:

    Well, you might need the high detail when the dragon exhaled.

    Like the shadow on the wall right behind a little pile of dust? cheeky

  • ArtiniArtini Posts: 9,462

    I do not know if Mesh Grabber could  be used to deform the UltraScenery terrains.

    https://www.daz3d.com/mesh-grabber-win

    I have not tried to export UltraScenery terrain to any other program, like Blender, yet.

    In Unity game engine, there are tools to sculpt caves in terrains,

    but have not tried export UltraScenery terrains there yet, as well.

  • barbultbarbult Posts: 24,244

    Ryuu@AMcCF said:

    Richard Haseltine said:

    Well, you might need the high detail when the dragon exhaled.

    Like the shadow on the wall right behind a little pile of dust? cheeky

    Unfortunately there is no high detail on the rocks. We misunderstood what 8K maps meant and how the product was intended to be used. The 8K map covers all of the rocks (like a texture atlas), so each individual rock prop gets only a small part of the whole 8K map. Lantios posted here that the rocks are intended to be middle and background assets, not for closeup renders. So, the dragon had better stay. Any way, the product was only $2.99, and I certainly got that value out of it, I'd still like the normal map with artifacts to be corrected, and Lantios implied that would happen.

    This purchase was a good educational experience for me. When a product says it has 8K maps, don't assume that means that each individual item in the product has a UV that covers all or most of the 8K square. It is similar to the way that Genesis 9 was advertised to have 8K maps. But it turns out that only the Detail Normal map is 8K. Diffuse skin maps are only 4K.

  • barbultbarbult Posts: 24,244
    edited September 23

    So, I followed my own advice about stacking the preset tunnels together and blocking the end with other rocks to create a cave. I wanted a very dark cave, lit only by the flashlights of the explorers.

    Dead End

    Dead End Cave

    Dead End Cave.jpg
    2000 x 1500 - 1M
    Post edited by barbult on
  • yuyu.atemyuyu.atem Posts: 314

    Thank you very much! I will look at it! laugh

  • LantiosLantios Posts: 98

    Just wanted to pop in and say that I've uploaded a fix for the normal map issues. It was a mask in Substance blending two textures that was a lil too sharp and causing those striations. Should be all good once it's processed and DAZ pushes the fix.

    Also, Dead End is a cool render! Very nice!

     

  • barbultbarbult Posts: 24,244

    Lantios said:

    Just wanted to pop in and say that I've uploaded a fix for the normal map issues. It was a mask in Substance blending two textures that was a lil too sharp and causing those striations. Should be all good once it's processed and DAZ pushes the fix.

    Also, Dead End is a cool render! Very nice!

    Thanks and thanks. I'll be watching for the update in DIM.

  • GoggerGogger Posts: 2,399

    barbult said:

    yuyu.atem said:

    Hi! Could you give a demontration video, Please I I have difficulties to figure out how it works... Is it the same principle as the UltraSenary 2?

    Thank you in advance!

    It is nothing like UltraScenery2. There is no "builder" script or plugin included. It is a bunch of rock and plant props along with some material presets for them. There are a few preset rock arrangements that form open ended tunnels, and you can modify them. If you want to build a unique cave, you have to position each individual rock prop yourself.  You could also combine the preset tunnels together, I guess, to build a longer tunnel. To be a "cave", I guess you could close off the back end with rocks, so it isn't just a tunnel.

    How did I never know this was a thing?  It is UltraScenery XT, but still...  It must have slipped in under my radar.  Now, the real question is would Lantios' Cave be able to act as a front vignette for the US-XT one?  Hmm...  I might have to give it a go!

  • yuyu.atemyuyu.atem Posts: 314

    Gogger said:

    How did I never know this was a thing?  It is UltraScenery XT, but still...  It must have slipped in under my radar.  Now, the real question is would Lantios' Cave be able to act as a front vignette for the US-XT one?  Hmm...  I might have to give it a go!

    Thank you very much! laugh Do you know if it could work with UltraScenary2 too? I have not UltraScenary XT...

  • GoggerGogger Posts: 2,399
    edited September 24

    yuyu.atem said:

    Gogger said:

    How did I never know this was a thing?  It is UltraScenery XT, but still...  It must have slipped in under my radar.  Now, the real question is would Lantios' Cave be able to act as a front vignette for the US-XT one?  Hmm...  I might have to give it a go!

    Thank you very much! laugh Do you know if it could work with UltraScenary2 too? I have not UltraScenary XT...

    Even though they are both "Ultra Scenery" XT is very, very different than US 1 and 2. XT is for doing large scenes, like mountains. US 1 and 2 are more for creating smaller, closer scenes. Does that make sense?

    Post edited by Gogger on
  • yuyu.atemyuyu.atem Posts: 314
    edited September 25

    Ah, ok, thank you very much! And if I understand well, the Mountain Cavern for UltraSceneryXT is "just" an already existing cavern, not a tool to dig a nex cavern into a montain, is it that?

    Post edited by yuyu.atem on
  • barbultbarbult Posts: 24,244

    Thank you for the normal map update. It looks SO MUCH BETTER!

  • LantiosLantios Posts: 98

    barbult said:

    Thank you for the normal map update. It looks SO MUCH BETTER!

    Awesome, glad to hear! 

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