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This hurts my soul, only because for some reason, since i downloaded some add-ons for ultrascenery, Daz now hard locks on any render i attempt using it. They rendered normally before, when all i had was the base Ultra Scenery, and now just ... nothing. :c
Does the log file provide any helpful info?
The number one cause of such trouble is having Instancing Optimization set to Speed in Render Settings. Check that first.
Please move this discussion to the product commercial thread.That is where users assist each other with troubleshooting.
@Barbult
Many thanks for your tutorial about using the new Decals-Set with UltraScenery.
MelanieL shows me the link to your tutorial. Many thanks to MelanieL too.
Before it makes me crazy to use the decals. It doesn´t show the decals in my render.
The using of masks was the final solution.
You, barbult, are a great master of UltraScenery.
Thanks, I'm glad to hear that it was helpful and you are happy.
I am having the same problem today as Paper Tiger posted on March 25. I installed UltraScenery Creator last week and it created scenes without no problem. Yesterday, I purchased Accelerator for UltraScenery Creator as well as three add-on landscapes and ecologies. I installed them this afternoon. Now, when I run UltraScenery to create a landscape, it stops before ending and when I close it and Daz Studio (4.20.0.2), I get a popup window that DS has crashed.
I checked to make sure that Instancing Optimization was set to Memory but that did not resolve the problem. Any suggestions on what to try/do next?
Thanks in advance.
Please post your questions in the product commercial thread.That is where users assist each other with troubleshooting. I'll see you there and see if we can figure something out.
Got it.
Based on the problem you described in your own thread, it sounds like something might be seriously wrong with your system.
I was the OP of that thread. I did not know how to use the decals. Asked for help. Got it. Even figured out how to use the decals in another program. The one negative is that the decals do not do a good job of conveying displacement. I am very happy with the decal product and posted examples of use in the thread for both Daz Studio and Carrara. Note that the title of the thread now says 'Solved.'
Thanks for the additional feedback. I think it is a good product. I'm glad you are now having success with it.
BTW, thanks for the great tutorial.
I got the new Liquid Decal Materials. They are just as much fun as the Ground Decal Materials. The usage technique is the same.
Wow Barb that looks awesome. I grabbed it also.thanks for sharing your technique.
Which HDRI did you use for the clouds.So much detail.
Thanks for clarification. Great composition.
That looks superb, @barbult - by the way, your experiments with the decals made me move both sets from wishlist to cart today (especially with that $5 credit for filling in the survey burning a hole in my pocket and giving me an effective saving of 65% off each of them!)
ETA: By the way, which cows are they? I thought I had all the store's cow sets but I don't recognise that variety of splotch patterns on their coats.
I used LoREZ Cow and Noggin's Cow. I may hae used some textures from the Noggin's Cattle Breeds, but I don't know. I let Smart Content show me the compatible material files that I have, and I selected some, without having to care about what specific product they belonged to. I love Smart Content.
Ah, thanks for the info. (I don't have the Cattle Breeds, but the promos do look feasible). I'm a big Smart Content fan too (but I tend to go in via Products not Files).
Some Thoughts on UltraScenery Affinity and Repel
(Originally posted in the UltraScenery commercial thread)
This is how I think USC Affinity and Repel work.
Here are some examples. I created this ecology with Ecology Engineer from UltraScenery Toolbox II. This ecology contains only two layers - bare oaks and base grass. Base grass has affinity to Oaks. I chose base grass for this demo, because it would cover the entire terrain if it had no affinity or repel, so it makes a good demo layer. I changed the terrain ground shader to white for the render so the grass would show clearly and not blend into a green terrain surface.
Base Grass Affinity to Oaks 1000, Falloff 0, Repel 0, Falloff 0
Base Grass Affinity to Oaks 1000, Falloff 0, Repel 400, Falloff 0
Base Grass Affinity to Oaks 1000, Falloff 200, Repel 400, Falloff 200
Thank you for all of the useful info.
I wish to create a flat terrain, as the scene is a Dutch field. And as we know, The Netherlands is predominantly flat. What would be the best Noise settings, or would I need a Height Map?
To get a flat terrain, just turn your Contrast (on the USC Scene tab) all the way down to -100. Or leave it slightly higher for a little height variation. But be aware that many Features override part of the terrain height settings in the Scene tab. For example Dirt Track 1 respects your settings, but Dirt Track 2 will force the dirt track area to a defined height and contour. The only way I know to get around the issue of Feature forcing a terrain height and contour, is to manually edit a copy of the Feature json file.
Form earlier in this thread: Experiment: Modify Feature Dirt Track 2 to Follow the Terrain
Thank you! That did the trick.
One more question @barbult: Can one move e.g. Dirt Track 2 to the edge instead of it being in the centre of the terrain?
You would have to edit the Dirt Track 2 feature image maps in an image editor, I think. Runtime/Textures/HowieFarkes/UltraScenery/Features.
Thanks. Too many images to edit, think I'll leave it alone.
You would only have to edit the Dirt Track 2 images, not everything in the folder.
Yes, there are 10 of them
Could you not load them into your image editor as layers, shift everything, and save out the layers as images if you just want a shift.