ULTIMATE Grass & Meadow Worldbuilder & Animated Add-on [Commercial]

124»

Comments

  • SimonJMSimonJM Posts: 5,982
    edited May 2018

    Another quick one, a bit brighter this time:

    image

    Horse.jpg
    1600 x 900 - 1M
    Post edited by Chohole on
  • fastbike1fastbike1 Posts: 4,078

    Previous threads about Iray and instancing have all recommened instancing optimization be set to Memory.

  • FirstBastionFirstBastion Posts: 7,762
    SimonJM said:

    Another quick one, a bit brighter this time:

    image

    Love the butterflies fluttering in the foreground.

  • SimonJM said:

    Another quick one, a bit brighter this time:

    image

    Love the butterflies fluttering in the foreground.

    I didn't see that at first, nice. And the birds too. That's another project I'm working on yes

  • SimonJMSimonJM Posts: 5,982
    SimonJM said:

    Another quick one, a bit brighter this time:

    image

    Love the butterflies fluttering in the foreground.

    I didn't see that at first, nice. And the birds too. That's another project I'm working on yes

    Some of the bees from the grass set in there too!

  • missuskissesmissuskisses Posts: 918
    edited May 2018

    I have no idea what I'm doing wrong...all the populate and pre-built items from the set look OK  in the texture-shaded view, but disappear once I use the NVIDIA Iray preview--I just get a big grey scene. This happens regardless of using perspective view or one of the included cameras.

    Edited to add: Had to go back to default rendering settings; good now!

    Post edited by missuskisses on
  • Fae3DFae3D Posts: 2,560

    Does this product work at all using 3Delight?  I have a shader from the other store that converts materials from Iray, but I was wondering if that would even work on something like this?

  • JStryderJStryder Posts: 168
    edited May 2018

    Xeon W3690

    Quadro 4000

    27 Minutes

    Thank you, Philosopher. And you, AM!

    P.S. is there a size limit to images here? Forum would not upload the rendered image, only this thumbnail. Never had a problem before.

    Post edited by JStryder on
  • Does this product work at all using 3Delight?  I have a shader from the other store that converts materials from Iray, but I was wondering if that would even work on something like this?

    Yes, there is nothing special about this product that prevents it from being converted to 3Delight. The materials are basic, no ecletic dual-lobe, etc. The skydomes are HDRI images, so if you know how to make skydomes in 3Delight, then all you have to do is load the HDRI maps from the textures folder. And as for the lights, they are all Daz Spotlights (not emissive objects), which from what I understand also work in 3Delight as well. 

    -P

  • SimonJMSimonJM Posts: 5,982
    edited May 2018

    Does this product work at all using 3Delight?  I have a shader from the other store that converts materials from Iray, but I was wondering if that would even work on something like this?

    Yes, there is nothing special about this product that prevents it from being converted to 3Delight. The materials are basic, no ecletic dual-lobe, etc. The skydomes are HDRI images, so if you know how to make skydomes in 3Delight, then all you have to do is load the HDRI maps from the textures folder. And as for the lights, they are all Daz Spotlights (not emissive objects), which from what I understand also work in 3Delight as well. 

    -P

    No conversion beyond anything the Daz does ... and using AoA ambient and direct lights

    image

    Moorland.jpg
    1600 x 900 - 1M
    Post edited by Chohole on
  • Fae3DFae3D Posts: 2,560

    Does this product work at all using 3Delight?  I have a shader from the other store that converts materials from Iray, but I was wondering if that would even work on something like this?

    Yes, there is nothing special about this product that prevents it from being converted to 3Delight. The materials are basic, no ecletic dual-lobe, etc. The skydomes are HDRI images, so if you know how to make skydomes in 3Delight, then all you have to do is load the HDRI maps from the textures folder. And as for the lights, they are all Daz Spotlights (not emissive objects), which from what I understand also work in 3Delight as well. 

    -P

    Thank you, that's what I was hoping!  And thank you, too, SimonJM, that looks great!

  • jaebeajaebea Posts: 454
    edited May 2018
    jaebea said:

    Unlike you all, I bought this for the animation but can't get it to work.  Could someone with animate2 attempt an animation with one of the small parts and the corresponding aniblock please?  I re-tested the butterflies and dandelions from the other packs and they are working fine.  I have messaged Philosopher on Vimeo to see if he can help.

    Thanks!!

    @jaebea

    Strange. I just did some testing to see if I can replicate this issue---though was not able to.  Was the add-on installed also using DIM and to the same root folder?

    I would first check to make sure that your aniBlocks folder contains all the necessary files, as shown in the attached image.

    Also, check the "data" folder to verify that the morphs exist (see image below). The attached image shows where the morphs are located for the Meadow Grass, as an example.

     

    -P

    Sorry that I did not respond right away.  Very busy week and evenings too.  So, I initially had the DIM install it.  When I went to use the "My Daz Library" in my documents folder, nothing would show up so I went in and manually moved the files to where they were supposed to be...voila, no movement.  Tonight, I reinstalled everything via the 6 files that were downloaded from the DIM.  I brought up a couple of grass pieces, loaded up the aniblocks and now they work.  Even the little bees are happily buzzing around!  I can now add them to my animation scenes. 

    Post edited by jaebea on
  • SimonJM said:

    No conversion beyond anything the Daz does ... and using AoA ambient and direct lights

    image

    Nice work Simon, thanks for confirming this. smiley

     

    jaebea said:

    Sorry that I did not respond right away.  Very busy week and evenings too.  So, I initially had the DIM install it.  When I went to use the "My Daz Library" in my documents folder, nothing would show up so I went in and manually moved the files to where they were supposed to be...voila, no movement.  Tonight, I reinstalled everything via the 6 files that were downloaded from the DIM.  I brought up a couple of grass pieces, loaded up the aniblocks and now they work.  Even the little bees are happily buzzing around!  I can now add them to my animation scenes. 

    Glad you got it to work. Strange why it didn't work the first time though. Not sure what happened there.

    -P

  • kyoto kidkyoto kid Posts: 41,058

    ...didn't see this thread and so started one in the Commons about using other terrains with this product.  Richard Hazeltine mentioned that using Ultra Scatter would help with that (which I have). 

    My one disappointment with Iray was the lack of a "real looking" grass shader, or mesh based grass content that wasn't either just flat tiles or required meticulous placement of individual grass segments/groupings.  This looks to have some incredible possibilities.

  • UthgardUthgard Posts: 863
    edited May 2018

    Hi, just bought this yesterday and, while the presets do almost everything I was hoping for, I was wondering if we could get some distribution maps that worked with the morphs. I'll try to explain: for morphs like the crossroads or the hilltop, I would like a distribution map that put the grass only on the elevated parts of the terrain, working as if the path had been worn down by travellers and, alternatively, also allowed me to scatter pebbles on the path to simulate it being a rural road. Although maybe someone more knowledgeable with Ultrascatter could figure an alternate solution, or someone more skilled with Studio could explain how to generate those maps myself. Thanks.

     

    Edit: Kyoto Kid, most of what this product actually is is a set of props with instanced grass and wild weeds distributed via Ultrascatter. You could always load the plant props and distribute them on your terrain and, in fact, the readme tells you how to do just that and which settings should be optimal to avoid a viewport hit--it renders quite quickly, but it is not as light on the system as 3Delight's procedural grass shaders.

    Post edited by Uthgard on
  • PA_ThePhilosopherPA_ThePhilosopher Posts: 1,039
    edited May 2018
    Uthgard said:

    Hi, just bought this yesterday and, while the presets do almost everything I was hoping for, I was wondering if we could get some distribution maps that worked with the morphs. I'll try to explain: for morphs like the crossroads or the hilltop, I would like a distribution map that put the grass only on the elevated parts of the terrain, working as if the path had been worn down by travellers and, alternatively, also allowed me to scatter pebbles on the path to simulate it being a rural road. Although maybe someone more knowledgeable with Ultrascatter could figure an alternate solution, or someone more skilled with Studio could explain how to generate those maps myself. Thanks.

     

    Edit: Kyoto Kid, most of what this product actually is is a set of props with instanced grass and wild weeds distributed via Ultrascatter. You could always load the plant props and distribute them on your terrain and, in fact, the readme tells you how to do just that and which settings should be optimal to avoid a viewport hit--it renders quite quickly, but it is not as light on the system as 3Delight's procedural grass shaders.

    @Uthgard Hey great idea about the distribution maps. Unfortunately, I did not make them for this product. But they are fairly easy to make yourself. Simply start with a black 1024x1024 square image in photoshop, then paint in white the areas where you want the grass to be scattered. Then do a quick test by loading the image into the BASE COLOR channel in Iray (for a quick visual verification).

    For example, this is what I used to scatter the Orchard Plants (see attachment). The second image is an example of a pathway for the Crossway terrain; 

    -P

    Ultrascatter-Orchard-Distribution.jpg
    1024 x 1024 - 69K
    Ultrascatter-Crushed-Inner-WP.jpg
    1024 x 1024 - 137K
    Post edited by PA_ThePhilosopher on
  • kyoto kid said:

    ...didn't see this thread and so started one in the Commons about using other terrains with this product.  Richard Hazeltine mentioned that using Ultra Scatter would help with that (which I have). 

    My one disappointment with Iray was the lack of a "real looking" grass shader, or mesh based grass content that wasn't either just flat tiles or required meticulous placement of individual grass segments/groupings.  This looks to have some incredible possibilities.

    @kyoto kid Awesome, yeah Ultrascatter is the plugin of choice---the cat is out of the bag. :)

    -P

  • UthgardUthgard Posts: 863

    Of course, just loading it in the base color... Darn, do I feel like I overlooked the simplest solution smiley

    Thanks for the tip and the examples, I shall try to make a productive use of them ("productive"... *guilty shuffling intensifies*).

  • Uthgard said:

    Of course, just loading it in the base color... Darn, do I feel like I overlooked the simplest solution smiley

    Thanks for the tip and the examples, I shall try to make a productive use of them ("productive"... *guilty shuffling intensifies*).

    Glad I could help. Please do post your results in this thread---interested to see them. yes

    -P

  • CWRWCWRW Posts: 93

    Wow!  Let me just say how blown away I am by this product!  I was a little reluctant to grab it as I have a older Mac Pro Tower (but it does have a lot of juice and RAM:).  SO glad I did.  Even just using the "straight out of the box" set ups create incredible results. All I can say is thanks and just wow!!! I'll try to post a render tomorrow that uses my new Grulla set with your product.

  • CWRWCWRW Posts: 93

    One question- so the add-on plug-in UltraScatter is the only way to change the length of the grass?

  • CWRW said:

    One question- so the add-on plug-in UltraScatter is the only way to change the length of the grass?

    Yes, you can change the height of the grass by adjusting the Y-Scale in Ultrascatter, under the scale tab (you'll have to rescatter the grass again though).

    -P

  • kyoto kidkyoto kid Posts: 41,058

    ...have to wait until next month's cheque to purchase but this finally solves the "Poser grass" effect in Iray where it looks like it is flattened under a sheet of plexiglass.

  • abiflashabiflash Posts: 101

    In the Pre-Built Scenes there are two sources of light, the sun and the HDRI. While the sun has a 45º rotation, in the HDRI the sun appears from the front. I think that's not consistent, since there are two suns but their lights don't have the same direction.
    Can someone explain this to me?

Sign In or Register to comment.