UltraScenery [Commercial]

12021232526100

Comments

  • L'AdairL'Adair Posts: 9,479
    Gordig said:

    I bought the expansion, but won’t be back at my computer for at least a couple more hours to play with it. Do the new ecologies just show up in the regular UltraScenery menu? Or is there something else I have to do in order to access them?

    Also, how would I go about making other ecologies available to UltraScenery? Say I wanted to use one (or more) of Polish’s nature plants sets, for example. 

    First, what Gogger said above.

    Second, I recommend you make a copy of the entire folder of the item you want to modify. That keeps the originals intact, and makes it a simple matter of deleting the folder if you want to remove a failed attempt.

  • DkgooseDkgoose Posts: 1,451

    this went in my cart right away with the hardwood trail product that's been in my wishlist, so tempted to buy the other harperwood addons incase they are incorporated into ultrascenery too :) maybe even the ultra trees will be as well 

  • barbultbarbult Posts: 24,245

    Here is my first attempt today with the new Harpwood Trail addon. I also got DA Big Ocean today, so I combined the two. The transition could use some work, but I don't know enough about Big Ocean yet to know ways to improve it. Next I think I'll try to put an island out in the ocean.

     

     

    UltraScenery Harpwood Flow to sea.jpg
    2000 x 1500 - 3M
  • barbultbarbult Posts: 24,245

    Here is my first attempt today with the new Harpwood Trail addon. I also got DA Big Ocean today, so I combined the two. The transition could use some work, but I don't know enough about Big Ocean yet to know ways to improve it. Next I think I'll try to put an island out in the ocean.

     

  • GoggerGogger Posts: 2,400
    barbult said:

    Here is my first attempt today with the new Harpwood Trail addon. I also got DA Big Ocean today, so I combined the two. The transition could use some work, but I don't know enough about Big Ocean yet to know ways to improve it. Next I think I'll try to put an island out in the ocean.

     

     

    Nice hill work.  Is that using stock settings, or a custom height map? 

  • barbultbarbult Posts: 24,245
    Gogger said:
    barbult said:

    Here is my first attempt today with the new Harpwood Trail addon. I also got DA Big Ocean today, so I combined the two. The transition could use some work, but I don't know enough about Big Ocean yet to know ways to improve it. Next I think I'll try to put an island out in the ocean.

     

     

    Nice hill work.  Is that using stock settings, or a custom height map? 

    It just uses brightness, contrast, and octaves from the main page, no height map.

  • GoggerGogger Posts: 2,400
    barbult said:
    Gogger said:
    barbult said:

    Here is my first attempt today with the new Harpwood Trail addon. I also got DA Big Ocean today, so I combined the two. The transition could use some work, but I don't know enough about Big Ocean yet to know ways to improve it. Next I think I'll try to put an island out in the ocean.

     

     

    Nice hill work.  Is that using stock settings, or a custom height map? 

    It just uses brightness, contrast, and octaves from the main page, no height map.

    Awesome - thanks!  I know what I'm going to do when I get home tonight!  :)

  • davesodaveso Posts: 7,024

    what is the actual size of the terrain generated with ultrascenery? 
    Is there a way to move it at a faster pace than a crawl? 
    Also, i assume the center of the terrain is placed at 0,0 ??   Is there a way to place the north border at 0,0? or any border? 

  • barbultbarbult Posts: 24,245
    daveso said:

    what is the actual size of the terrain generated with ultrascenery? 
    Is there a way to move it at a faster pace than a crawl? 
    Also, i assume the center of the terrain is placed at 0,0 ??   Is there a way to place the north border at 0,0? or any border? 

    The terrain is 6400 CM square. You can manually enter translation values in the Parameters pane. You don't have to drag it in the viewport. It is easy to move it anywhere you want it.

  • barbultbarbult Posts: 24,245
    edited April 2020

    Here is my Harpwood Trail ecology with an island merged in (two separate UltraScenery creations). I scattered a few other barely visible plants on the hillside. I deleted the water of the Island UltraScenery and moved it out into the Big Ocean. I also rotated the lighting for variety.

    Because both UltraScenery builds used the same ecology, it didn't seem like having two UltraScenery builds in one scene was much more taxing on the GPU. It just used a lot more of the same type of instances, I guess, and another terrain square. I didn't record statistics, but I had no trouble with both UltraScenery builds and the Big Ocean in one scene. Excellent!

    UltraScenery Harpwood Flow to sea with island.jpg
    2000 x 1500 - 3M
    Post edited by barbult on
  • AsariAsari Posts: 703
    I took advantage of the 30% off code yesterday and got both the addon and harpwood trail. I will test the set soon, I hope that the addon doesn't slow down rendering even further... the UltraScenery scenes are quite slow to render.
  • GoggerGogger Posts: 2,400
    Asari said:
    I took advantage of the 30% off code yesterday and got both the addon and harpwood trail. I will test the set soon, I hope that the addon doesn't slow down rendering even further... the UltraScenery scenes are quite slow to render.

    Nice score!  With the recent UltraScenery update it is faster than ever, and I didn't notice any change with the Harpwood stuff.  Why, I'm rendering a fully loaded Harpwood scene this very moment.

  • TangoAlphaTangoAlpha Posts: 4,584
    barbult said:

    Here is my Harpwood Trail ecology with an island merged in (two separate UltraScenery creations). I scattered a few other barely visible plants on the hillside. I deleted the water of the Island UltraScenery and moved it out into the Big Ocean. I also rotated the lighting for variety.

    Because both UltraScenery builds used the same ecology, it didn't seem like having two UltraScenery builds in one scene was much more taxing on the GPU. It just used a lot more of the same type of instances, I guess, and another terrain square. I didn't record statistics, but I had no trouble with both UltraScenery builds and the Big Ocean in one scene. Excellent!

    You'll get a second set  of geometry for the extra UltraScenery build, but they'll share textures for the same models. Of course you'll potentially have a couple of hundred thousand extra instances to handle. The UltraScenery landscapes are not specifically designed to tile - you'll get elevation mismatches, tracks & streams won't line up etc, but there are plenty of ways to fudge the join for a render.

    While I haven't  tried it, you may be able to extend the water simply by duplicating the water prop - it's a 64x64m square - or even simply scaling it.

  • GordigGordig Posts: 10,062
    barbult said:

    Here is my Harpwood Trail ecology with an island merged in (two separate UltraScenery creations). I scattered a few other barely visible plants on the hillside. I deleted the water of the Island UltraScenery and moved it out into the Big Ocean. I also rotated the lighting for variety.

    Because both UltraScenery builds used the same ecology, it didn't seem like having two UltraScenery builds in one scene was much more taxing on the GPU. It just used a lot more of the same type of instances, I guess, and another terrain square. I didn't record statistics, but I had no trouble with both UltraScenery builds and the Big Ocean in one scene. Excellent!

    You'll get a second set  of geometry for the extra UltraScenery build, but they'll share textures for the same models. Of course you'll potentially have a couple of hundred thousand extra instances to handle. The UltraScenery landscapes are not specifically designed to tile - you'll get elevation mismatches, tracks & streams won't line up etc, but there are plenty of ways to fudge the join for a render.

    This is actually something I was just wondering about: what if, for example, you took a large elevation map and divided it into quadrants, assigning each to a different UltraScenery build? 

     

  • thd777thd777 Posts: 943
    edited April 2020

    What's a forrest without spiders... ?

    TD

    Spider in the Woods 2.jpg
    2000 x 1400 - 1M
    Post edited by thd777 on
  • HowieFarkesHowieFarkes Posts: 607
    barbult said:

    Here is my Harpwood Trail ecology with an island merged in (two separate UltraScenery creations). I scattered a few other barely visible plants on the hillside. I deleted the water of the Island UltraScenery and moved it out into the Big Ocean. I also rotated the lighting for variety.

    Because both UltraScenery builds used the same ecology, it didn't seem like having two UltraScenery builds in one scene was much more taxing on the GPU. It just used a lot more of the same type of instances, I guess, and another terrain square. I didn't record statistics, but I had no trouble with both UltraScenery builds and the Big Ocean in one scene. Excellent!

    You'll get a second set  of geometry for the extra UltraScenery build, but they'll share textures for the same models. Of course you'll potentially have a couple of hundred thousand extra instances to handle. The UltraScenery landscapes are not specifically designed to tile - you'll get elevation mismatches, tracks & streams won't line up etc, but there are plenty of ways to fudge the join for a render.

    While I haven't  tried it, you may be able to extend the water simply by duplicating the water prop - it's a 64x64m square - or even simply scaling it.

    The water shader's bump map is completely procedurally generated so the water prop can be scaled as large as you want and the water will not be stretched.

  • barbultbarbult Posts: 24,245
    barbult said:

    Here is my Harpwood Trail ecology with an island merged in (two separate UltraScenery creations). I scattered a few other barely visible plants on the hillside. I deleted the water of the Island UltraScenery and moved it out into the Big Ocean. I also rotated the lighting for variety.

    Because both UltraScenery builds used the same ecology, it didn't seem like having two UltraScenery builds in one scene was much more taxing on the GPU. It just used a lot more of the same type of instances, I guess, and another terrain square. I didn't record statistics, but I had no trouble with both UltraScenery builds and the Big Ocean in one scene. Excellent!

    You'll get a second set  of geometry for the extra UltraScenery build, but they'll share textures for the same models. Of course you'll potentially have a couple of hundred thousand extra instances to handle. The UltraScenery landscapes are not specifically designed to tile - you'll get elevation mismatches, tracks & streams won't line up etc, but there are plenty of ways to fudge the join for a render.

    While I haven't  tried it, you may be able to extend the water simply by duplicating the water prop - it's a 64x64m square - or even simply scaling it.

    The water shader's bump map is completely procedurally generated so the water prop can be scaled as large as you want and the water will not be stretched.

    That sounds good. Maybe I don't even need big ocean in my scene. I'll try that.
  • fastbike1fastbike1 Posts: 4,078

    @TangoAlpha

    If you don't mind, I didn't remember seeing a float plane in the store. i searched the DAZ store with various terms but came up empty. 

  • thd777thd777 Posts: 943
    edited April 2020
    fastbike1 said:

    @TangoAlpha

    If you don't mind, I didn't remember seeing a float plane in the store. i searched the DAZ store with various terms but came up empty. 

    @fastbike1 Looks like this one: https://www.daz3d.com/pw-amphibious-plane-vera

    TD

    Post edited by thd777 on
  • MelanieLMelanieL Posts: 7,386
    barbult said:

    Here is my Harpwood Trail ecology with an island merged in (two separate UltraScenery creations). I scattered a few other barely visible plants on the hillside. I deleted the water of the Island UltraScenery and moved it out into the Big Ocean. I also rotated the lighting for variety.

    Because both UltraScenery builds used the same ecology, it didn't seem like having two UltraScenery builds in one scene was much more taxing on the GPU. It just used a lot more of the same type of instances, I guess, and another terrain square. I didn't record statistics, but I had no trouble with both UltraScenery builds and the Big Ocean in one scene. Excellent!

    That's really neat, barbult! I bought the addon yesterday but only had time for a simple trial (attached). I hope to be able to give it a proper runout soon.

    USC-HT-03.jpg
    1024 x 768 - 693K
  • scorpioscorpio Posts: 8,419
    Gogger said:
    scorpio said:

    I'm loosing my river when using the Harpwood trail add on, is it not meant to used with the river terrains

    Hmm... I used the river scene with the new Harpwood add-on and it came out as expected (see image posted up above in this thread). I don't think I changed ANY settings though, as a test.  (I'll fiddle with individual settings later).  Did you change any settings? It looks like you are getting very tall grass that is burying the river.  I must say, I sort of like that second one as is.  :) 

    Yes I fiddled with the height map a bit. But I'm not getting the same look you did even when I didn't.

    Everything was fine up until now when DS suddenly doesn't seem to be able to find the installed Harpwood trail and I've had to let DS install it again.

  • SevrinSevrin Posts: 6,307

    Beautiful renders.  I like the mix of greens a lot.  Is there any chance we might see a mixed forest option in the future?

  • fastbike1fastbike1 Posts: 4,078

    @thd777 "Looks like this one"

    That's it. Thanks for the link.

  • L'AdairL'Adair Posts: 9,479
    edited April 2020

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    ETA2: I downloaded the file from my Product Library, and attempted to open it directly. I got an error message here, too. "It does not appear to be a valid archive."

    Looks like something got corrupted… The file I tried to download is 90MB. The file installed is 94.1MB.

    Post edited by L'Adair on
  • SevrinSevrin Posts: 6,307
    L'Adair said:

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    Thanks. Will wait for the updated update.

  • L'AdairL'Adair Posts: 9,479
    Sevrin said:
    L'Adair said:

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    Thanks. Will wait for the updated update.

    It may not be an actual update. It could just be DIM seeing a different file size and seeing that as an update. I've reported this to Daz, Request #329374.

    If it were a real update, I would expect to see a post about it from Howie in this thread. I PMed him, so I expect he'll come in and comment once he gets the message. (Or he'll see the thread first, comment, and then go check his PMs! lol)

  • dawnbladedawnblade Posts: 1,723
    L'Adair said:

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    ETA2: I downloaded the file from my Product Library, and attempted to open it directly. I got an error message here, too. "It does not appear to be a valid archive."

    Looks like something got corrupted… The file I tried to download is 90MB. The file installed is 94.1MB.

    Same here. Hope it doesn't have anything to do with the latest DS that I installed from DIM yesterday.

     

    USInstallError.jpg
    400 x 235 - 13K
  • SevrinSevrin Posts: 6,307
    dawnblade said:
    L'Adair said:

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    ETA2: I downloaded the file from my Product Library, and attempted to open it directly. I got an error message here, too. "It does not appear to be a valid archive."

    Looks like something got corrupted… The file I tried to download is 90MB. The file installed is 94.1MB.

    Same here. Hope it doesn't have anything to do with the latest DS that I installed from DIM yesterday.

     

    This is before it gets to DS.

  • L'AdairL'Adair Posts: 9,479
    dawnblade said:
    L'Adair said:

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    ETA2: I downloaded the file from my Product Library, and attempted to open it directly. I got an error message here, too. "It does not appear to be a valid archive."

    Looks like something got corrupted… The file I tried to download is 90MB. The file installed is 94.1MB.

    Same here. Hope it doesn't have anything to do with the latest DS that I installed from DIM yesterday.

    I don't see how it could be related. The "updated" file is dated today, but the latest DS beta files are dated 4/28. Computers glitch sometimes, and files get corrupted. I'm sure that is the case here. And I suspect this isn't the only file affected. It's just the only one I have and know about.

  • dawnbladedawnblade Posts: 1,723
    Sevrin said:
    dawnblade said:
    L'Adair said:

    I'm seeing an update in DIM. Package date is 4/30/2020, so new today.

    I'm curious what changes in Howie's to do list are in this update…

    ETA: If you see the update, don't download it just yet. I got an error that "This file could not be opened for reading. This package cannot be installed."

    ETA2: I downloaded the file from my Product Library, and attempted to open it directly. I got an error message here, too. "It does not appear to be a valid archive."

    Looks like something got corrupted… The file I tried to download is 90MB. The file installed is 94.1MB.

    Same here. Hope it doesn't have anything to do with the latest DS that I installed from DIM yesterday.

     

    This is before it gets to DS.

    Thanks. That was the only thing that changed on my setup.

This discussion has been closed.