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I am now using Daz Studio 4.15.0.14 Public Beta and UltraSceneCreator 1.3.3.1 with the Accelerator 1.0.2.4.
Experiment: Use Iray Decals to Add Details to UltraScenery Terrain
I had an Aha Moment! I can use Iray decals to add details to UltraScenery Terrain!
This is what led to this idea: I wanted to combine my previous experiments of a paved road Feature and a railroad track Feature into a new RR Crossing Feature. But I had a quandary. In both cases I had used the Roadbase and Roadsurface of UltraScenery to define where the road goes or where train tracks go. The UltraScenery Terrain shader supports only one set of Roadbase and Roadsurface. How would I combine both a road and a train track in one feature? I decided to use Roadbase for the train track and Roadsurface for the paved road. But I had previously used the Roadsurface to create the yellow line separating the lanes of my road. My combined Feature would use Roadsurface for the road paving itself; I wouldn't have another surface for the yellow line. This is where the Iray decal idea came to the rescue! Not only can decals add the extra markings I want on the terrain, but I can save the decals as props in Daz Studio and update the info.json file of my new feature to add those decal props to the scene automatically each time I build an UltraScene with that Feature. For me, this was a life changing inspiration LOL!
Here is a render with my RR Crossing Feature, which includes several Iray decals on the road. I also added some speed limit and stop sign props to the Feature props list.
Edit: More information on using the new decal product Ground Decal Materials. with UltraScenery here.
Sweet! You are quite creative with Ultrascenery. Great idea with the decals. Thanks for documenting it all in your writeups.
Very cool things Barbult!
You show how very versatile UltraScenery is.
Can one create a clear level clearing in the middle, so that one could use e.g. a gazebo set?
Maps are your friends..... (and yes, I'm working on that too too)
You could flatten the terrain by adjusting the brightness and contrast. Adjust height lower. Build UltraScenery without trees. you'll get gentle slopes. Place your gazebo set. Add tree props.
You have two issues here: shape of the terrain and location of vegetation instances.These are my thoughts:
You can try using a height map on the UltraScenery Scene tab to specify the bumpy and the flat areas of your terrain. To keep it flat, you need to set the noise component to solid black, white, or gray, using the brightness and contrast controls. If you select any Feature other than _No Features, that will usually change the shape of the terrain, too, and your flat area may no longer be flat.
To keep vegetation instances out of that flat area, you need a layer mask in the UltraScenery Build tab. The layer mask needs to be applied to every layer that you want to keep out of the area. You can use different layer masks for each layer. You may want grass coming up close to the gazebo, but trees kept further away. It won't be perfect, because the origin of the prop will be considered when comparing to the mask, not the outside boundary of the prop. I don't think you will get a perfectly clear circle with no grass encroaching into the area, for example, because the grass patches are generally rectangular and not just a single blade of grass.
You can create your own Feature, too, where your Feature has all the height maps and layer masks essentially built in. For example, my RR Track Feature kept the track area perfectly flat for ease of placing the track pieces. I created field, forest, verge, litter masks, etc. to control where plants, rocks, etc. were allowed to go. When using my RR Track, I can use the Noise and Max Altitude to vary the terrain, but the track area stays flat at a fixed height.
I created this quickly with a height map and layer masks.
Gazebo on the Hill
I did use a simple set of maps for the image below. Used a small square sized so 1 pixel = 2cm for clearing the grass giving a tight tolerance around the 200cm square obalisk, and a bigger clearing map for the trees.
I didn't flatten the ground in the way Barbult suggests, which was a good thing for the image, serendipitously allowing grass to be visible in the reflections inside the obalisk.
Nice work
Thanks, Barbult, means a lot from you.
Thinking through the map sizes to get the right sizes took a fair time, but I know next time a 3200 pixel square map image gives each pixel a size of 2cm at a 100% landscape X & Z scale. From that everything else can be positioned on the map (if you actually want precision, that is).
It sounds like the dark arts Think I'll wait to see what @totte cooks up re masks.
That looks great!
Going to be coming back to this thread and trying a few things in it just as soon as I can find some head space :)
I need help from the experts\gurus.
How do I add a US Layer from one ecology to another? Harpwood 4 ecology has a Base Grass Layer, where Harpwood 3 doesn't. Sure, I can create an UltraScene using the Harpwood 4 ecology, unparent the Base Grass Layer and rebuilt UltraScene using the Harpwood 3 ecology. However, when adding masks to rebuild, it won't take the Base Grass Layer into consideration as it's not part of the UltraScene group.
That is one thing that I plan for UST - Volume two :P
You could try Barbult's instructions for creating your own ecology and see if you can make a hybrid of Harpwood 3 & 4. See the first page of this thread.
Yes, I saw those instructions by @barbult. She mentions using other props, maybe creating a hybrid of 2 ecology sets is a bit different.
Many thanks, that worked perfectly!
Great! I'm glad you got what you needed.
This is the end result. The reason I wanted it is the dense Harpwood 3 forest with the grass from Harpwood 4.
The paving is from Totte's Auto Paver, and the house is a freebie.
Nice and very seasonal. Thanks for showing your successful result!
Some definite impressive reworking there.
In the meantime has anyone taken the plunge yet with the new:
C66 Graphics Plug-in & Ultra Scenery Toolbox - Volume One?
There are pdf's, but would really like to see a vid or two.
Here's my first road. There are still some kinks that I need to work out, things I need to learn but overall, well, it's a road. Good enough to keep me motivated to try another one. And to buy some more regular cars.
It's a great road!
Greetings!
I have had US for a while now, but have kind of put off giving it a go, as there are some other aspects of DAZ that I really need to get my arms around before other cans of worms are opened...
But hopefully this will be a quick question that you can answer.
I am a bit OCD as far as file management for Daz's user facing files goes, and have read in the various US threads that you "can't move around US assets" or the program won't work.
So, the US assets are all the ones listed on the first page of the US Thread?
https://www.daz3d.com/forums/discussion/380431/ultrascenery-commercial/p1
If I am understanding the process, you create a US scene, then, if you want to swap out particular items for NON US assets, you use another program (Alienator Pro?) to make the swap for items that US has generated?
And those "3rd Party" assets don't have to be in their original DIM install location, as they are relying on "Alienator" instead of US.... ?
Cheers
List of Addons for UltraScenery
List of Addon Bundles for UltraScenery
Contains:
Contains:
Hi,
Alienator Pro was written to make it easy to replace one type of prop in an ecology with another type of prop.
If you are hard core you can create your own ecologies by copying existing ones and editing them, or you can wait until I release UST - Volume II, with among other things UST Ecology Engineer and UST Ecology Layer Editor, (the latter in very early development stage)
@Barbult I applied your tutorial.
That is fantastic!