[Released] Waterfall Builder [Commercial]

LantiosLantios Posts: 104
edited January 28 in Daz PA Commercial Products

Bring the power and tranquility of flowing water to your scenes with the Waterfall Builder, a comprehensive toolkit designed to craft breathtaking natural environments. Whether you're envisioning a serene lake, a cascading waterfall, or a rugged river landscape, this set provides everything you need for stunning, lifelike results.

The Waterfall Builder includes two prebuilt environments to jumpstart your creativity: a lush, secluded cenote and a majestic lake waterfall. These ready-to-render scenes are perfect for quick setups or as inspiration for your custom designs. Complementing these is a diverse selection of assets, including large rock clusters, boulders, and individual rocks, all carefully designed for versatile use. From towering cliffs to intricate riverbeds, these props provide a solid foundation for your environment.

Dynamic waterfall elements are at the heart of this set, featuring short and tall variations in narrow, regular, and wide configurations. Pair these with volumetric mist effects to add depth and realism, from gentle sprays to dramatic, cascading plumes. Water surfaces are included for both lakes and rivers, complete with detailed beds to ground your creations in reality.

Customization is key with the Waterfall Builder. A wide range of materials lets you adjust every detail, from moss-covered rocks with dripping effects to vibrant water splashes and foam. The "waterfall" and "splash" props use a custom shader that allows you to apply an overlay Cutout (opacity) texture on top of the texture's existing opacity maps. This is controlled through the blending modes included in the dropdown menu in the shader itself, or through a few preselected blending modes that work best with the product.

Whether you're crafting a mystical fantasy world, a hidden jungle retreat, or a tranquil natural setting, the Waterfall Builder is your ultimate tool for creating immersive environments. Let your imagination flow and transform your renders with the beauty of cascading water today!

A cenote in the sunlight (builder elements only)

Relaxing after the hunt (mixed with Fern Lake by Stonemason)

Forgotten treasures (mixed with Jungle Construction Kit by Stonemason)

Rock texture variations

Prebuilt boulder clusters

Prebuilt waterfalls

VDB mists

Waterfall tileable texture variations

Hope you guys like it!

Post edited by Lantios on

Comments

  • ElorElor Posts: 1,846

    It looks very nice :)

  • Realistic waterfalls are difficult in 3D packages. This looks good, and could be very useful. Regards, Richard.
  • alexhcowleyalexhcowley Posts: 2,391

    Very impressive indeed.

    I already have the two Stonemason sets you have used so I do hope you will include presets for these scenes. 

    Cheers,

    Alex.

  • Now if one could incorporate it into a USC scene.

  • alexhcowleyalexhcowley Posts: 2,391

    DoctorJellybean said:

    Now if one could incorporate it into a USC scene.

     I have had similar thoughts.

    Cheers,

    Alex.

  • LantiosLantios Posts: 104
    I'm happy to hear! USC is what exactly? I can see about getting it and seeing what I can do with it eventually!
  • Lantios said:

    I'm happy to hear! USC is what exactly? I can see about getting it and seeing what I can do with it eventually!

    UltraScenery

    https://forum.daz3d.com/ultrascenery--realistic-landscape-system

    https://forum.daz3d.com/ultrascenery2-realistic-landscape-system

  • LantiosLantios Posts: 104
    Ok interesting, I'll look into this. I guess the first problem I see is if it's using heightmaps for terrain that something like my caves wouldn't be doable... I'll buy this and futz with it soon to see it's limitations and how I can break them lol The scattering of elements in UltraScenery driven by masks I imagine, to get the layering of elements going where they need to?
  • Lantios said:

    Ok interesting, I'll look into this. I guess the first problem I see is if it's using heightmaps for terrain that something like my caves wouldn't be doable... I'll buy this and futz with it soon to see it's limitations and how I can break them lol The scattering of elements in UltraScenery driven by masks I imagine, to get the layering of elements going where they need to?

    @barbult is the expert with USC, maybe she could chip in.

  • GhostofMacbethGhostofMacbeth Posts: 1,665

    Looks great

  • TotteTotte Posts: 14,041

    Lantios said:

    Ok interesting, I'll look into this. I guess the first problem I see is if it's using heightmaps for terrain that something like my caves wouldn't be doable... I'll buy this and futz with it soon to see it's limitations and how I can break them lol The scattering of elements in UltraScenery driven by masks I imagine, to get the layering of elements going where they need to?

    First, looking awesome @lantios

    Heights works a bit differently between USC1 and USC2 (I've done tools for both)
    You can get pretty steep heights in USC 1 & 2, and USC2 has more things in the height chain, which makes it a bit more difficult to control the heights until you get the hang of it.
    Scatters are mask driven with multiple layers of masks for multple layers of biomes, and then rules for affinity which makes it create such realistic landscapes.
     

  • LantiosLantios Posts: 104

    Totte said:

    Lantios said:

    Ok interesting, I'll look into this. I guess the first problem I see is if it's using heightmaps for terrain that something like my caves wouldn't be doable... I'll buy this and futz with it soon to see it's limitations and how I can break them lol The scattering of elements in UltraScenery driven by masks I imagine, to get the layering of elements going where they need to?

    First, looking awesome @lantios

    Heights works a bit differently between USC1 and USC2 (I've done tools for both)
    You can get pretty steep heights in USC 1 & 2, and USC2 has more things in the height chain, which makes it a bit more difficult to control the heights until you get the hang of it.
    Scatters are mask driven with multiple layers of masks for multple layers of biomes, and then rules for affinity which makes it create such realistic landscapes.
     

    Perfect that's what I needed to know! I'll go look into it, I want to see if I can make something work with it then! 

  • LantiosLantios Posts: 104

    The Waterfall Builder is out!

    https://www.daz3d.com/waterfall-builder

  • TotteTotte Posts: 14,041

    I'll see what I can do (grabbed it today, too good stuff to miss out on)

  • TotteTotte Posts: 14,041
    edited January 28

    And here is a first test, built and configured the heighmap manually as these kinds of maps are too complicated for MaskBuilder II (but used it to mask some areas)
    Just rendered it small (no GPU so CPU only render)

    waterfall.png
    1000 x 563 - 1M
    Post edited by Totte on
  • GoggerGogger Posts: 2,407

    Lantios said:

    The Waterfall Builder is out!

    https://www.daz3d.com/waterfall-builder

    I'm not easily impressed, but these are hands down THE BEST waterfalls I've seen so far for DAZ! Nice work!
  • GoggerGogger Posts: 2,407
    edited January 29

    Here's a quick proof of concept render.  I have two instances of UltrScenery scenes. I placed the Waterfall builder set on the edge of one and placed the other USC directly behind it.  I plan on exploring this in more depth, but this shows there is no actual need to be using height maps or any sorts of tricks. It just naturally, and easily slides right into an UltraScenery scene.  I'm very excited for the potential here!

    DS_Waterfall_Builder_Test_3D_Erik_Pedersen.jpg
    3440 x 1440 - 2M
    Post edited by Gogger on
  • TotteTotte Posts: 14,041

    Gogger said:

    Here's a quick proof of concept render.  I have two instances of UltrScenery scenes. I placed the Waterfall builder set on the edge of one and placed the other USC directly behind it.  I plan on exploring this in more depth, but this shows there is no actual need to be using height maps or any sorts of tricks. It just naturally, and easily slides right into an UltraScenery scene.  I'm very excited for the potential here!

    '

    Looking really good, nice idea of the way to use it with USC!

  • GoggerGogger Posts: 2,407
    edited January 29

    Totte said:

    Looking really good, nice idea of the way to use it with USC!

    Thanks, Totte!

    Two things:

    1. I should have mentioned I placed the Waterfall Builder set over a river in the UltraScenery terrain, and

    2. I would love to see additional tools to use it, or even an UltraScenery version of Waterfall Builder. I’d happily buy that version too!

    Post edited by Gogger on
  • ArtiniArtini Posts: 9,642

    Very nice renders and great ideas to use Waterfall Builder, @Totte and @Gogger.

    Have to try for myself.

     

  • LantiosLantios Posts: 104
    Gogger said:

    Here's a quick proof of concept render.  I have two instances of UltrScenery scenes. I placed the Waterfall builder set on the edge of one and placed the other USC directly behind it.  I plan on exploring this in more depth, but this shows there is no actual need to be using height maps or any sorts of tricks. It just naturally, and easily slides right into an UltraScenery scene.  I'm very excited for the potential here!

    Oh that's really cool to see! Awesome!
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