[Released] Oso Alien Scenery [Commercial]

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  • TotteTotte Posts: 13,979

    I don't really want to highjack Oso3D's commercial thread so be brief but Totte, any chance of just a substitute one actual object for another script 

    the opposite of this sort of

    say I want to replace all the flames in a scene with lights, things not instanced but identical

    Can look at that - god idea ;-)

  • ArtiniArtini Posts: 9,462

    Is it possible to edit the rules and add a new ones after the script was run the first time?

    I have tried this once, but it does not worked for me - maybe it was before the patch for SetData.

     

  • ArtiniArtini Posts: 9,462

    Another thought.

    Would it be possible to create a script, that show up instanced objects around camera view?

    Even better, if it can hide automatically the instances, that block the view from the camera.

    After I have run Alienator, the vegetation become so dense, that the render was completely black,

    despite showing ok in the scene view.

     

  • TotteTotte Posts: 13,979
    Artini said:

    Is it possible to edit the rules and add a new ones after the script was run the first time?

    I have tried this once, but it does not worked for me - maybe it was before the patch for SetData

    The thing is undo is your friend here.
    When you have run once, then next time "US Grass 01" do no longer exists but whatever you replaced it with does, so you need to remap to now existing one.

     

  • TotteTotte Posts: 13,979
    Artini said:

    Another thought.

    Would it be possible to create a script, that show up instanced objects around camera view?

    Even better, if it can hide automatically the instances, that block the view from the camera.

    After I have run Alienator, the vegetation become so dense, that the render was completely black,

    despite showing ok in the scene view.

     

    I have a half baked script to unpack instance groups and move instances around and delete and then repack those, but still not really ready for primetime.

  • ArtiniArtini Posts: 9,462
    Totte said:
    Artini said:

    Another thought.

    Would it be possible to create a script, that show up instanced objects around camera view?

    Even better, if it can hide automatically the instances, that block the view from the camera.

    After I have run Alienator, the vegetation become so dense, that the render was completely black,

    despite showing ok in the scene view.

     

    I have a half baked script to unpack instance groups and move instances around and delete and then repack those, but still not really ready for primetime.

    Great news. It will be a very useful feature.

     

  • ArtiniArtini Posts: 9,462
    edited October 2020
    Totte said:
    Artini said:

    Is it possible to edit the rules and add a new ones after the script was run the first time?

    I have tried this once, but it does not worked for me - maybe it was before the patch for SetData

    The thing is undo is your friend here.
    When you have run once, then next time "US Grass 01" do no longer exists but whatever you replaced it with does, so you need to remap to now existing one.

     

    Ok thanks, that makes a sense to me. I will try again.

     

    Post edited by Artini on
  • I have problems running the script :-(

    It seems to crash (from the log file):

    2020-10-23 16:53:56.022 Loading script: D:/DazLib/scripts/code 66/alienator/alienator.dse
    2020-10-23 16:53:56.124 WARNING: ..\..\..\..\..\src\sdksource\general\dzscript.cpp(1178): Unhandled error while executing script.
    2020-10-23 16:53:56.124 WARNING: QScriptEngine::popContext() doesn't match with pushContext()
    2020-10-23 16:53:56.169 Script executed successfully: D:/DazLib/scripts/code 66/alienator/alienator.dse

    I tested several scenes containing instances even very simple ones like a single sphere instanced multiple times.

    When starting the script on a scene without instances I get the message described in the documentation.

  • TotteTotte Posts: 13,979
    edited October 2020

    I have problems running the script :-(

    It seems to crash (from the log file):

    2020-10-23 16:53:56.022 Loading script: D:/DazLib/scripts/code 66/alienator/alienator.dse
    2020-10-23 16:53:56.124 WARNING: ..\..\..\..\..\src\sdksource\general\dzscript.cpp(1178): Unhandled error while executing script.
    2020-10-23 16:53:56.124 WARNING: QScriptEngine::popContext() doesn't match with pushContext()
    2020-10-23 16:53:56.169 Script executed successfully: D:/DazLib/scripts/code 66/alienator/alienator.dse

    I tested several scenes containing instances even very simple ones like a single sphere instanced multiple times.

    When starting the script on a scene without instances I get the message described in the documentation.

    That is due to "packing errors" beyond my control, where the folder SetData was missing in the install. Create one inside data/BWCTotte/Alienator and things will work. (As that folder should be a part of the installation the script didn't check the existance of if well enough)

     

    Post edited by Totte on
  • Totte said:

    That is due to "packing errors" beyond my control, where the folder SetData was missing in the install. Create one inside data/BWCTotte/Alienator and things will work. (As that folder should be a part of the installation the script didn't check the existance of if well enough)

    Thanks for your quick help! This fixed the crash :-)

  • barbultbarbult Posts: 24,245

    I mentioned this script over in the UltraScenery commercial thread. I think this script is really the highlight of the product for many of us. Some customers (like me) saw the product thumbnail and thought it was only blue alien plants and didn't even look at the product page. I only realized the hidden gem after stumbling upon this forum thread. 

  • TotteTotte Posts: 13,979
    barbult said:

    I mentioned this script over in the UltraScenery commercial thread. I think this script is really the highlight of the product for many of us. Some customers (like me) saw the product thumbnail and thought it was only blue alien plants and didn't even look at the product page. I only realized the hidden gem after stumbling upon this forum thread. 

    Thanks Barbult, yes, it should probably gotten more Promo space ;)
     

  • dawnbladedawnblade Posts: 1,723

     

     

    Oso3D said:

    I have sent in an update. I suspect someone saw an empty folder and assumed it was an error.

     

    I created the SetData folder under "data\BWCTotte\Alienator" but I'm still not seeing any pre-configured conversion sets in the "Select Conversion Set" dropdown list.

    I opened DS after creating that folder. Then opened an UltraScenery scene, then ran the Alienator script.

  • TotteTotte Posts: 13,979
    dawnblade said:

     

     

    Oso3D said:

    I have sent in an update. I suspect someone saw an empty folder and assumed it was an error.

     

    I created the SetData folder under "data\BWCTotte\Alienator" but I'm still not seeing any pre-configured conversion sets in the "Select Conversion Set" dropdown list.

    I opened DS after creating that folder. Then opened an UltraScenery scene, then ran the Alienator script.

    The Preset Sets seems to be gone too (the ones I uploaded here seems to be old ones done before set was finished and stuff changed ), I was doing the script, Oso3D the veggies and the rest.
    Might come in the update, don't know,

    One issue with presets not done by yourself is that the presets will map to exact props and if you have a different popultion it wont really work. The best is to create your own when you know want props really needs to be replaced...

  • barbultbarbult Posts: 24,245
    edited October 2020

    Here's a new issue I am having. When I am in the Conversion Set Builder, it lets me assign different props to "prop" and "prop (2)". When I look in the Scene pane, it shows that the two new props have replaced "prop" and "prop (2). But when I render, all of the instances are actually identical. They are all instances of the first replacement prop. There are no instances of the second replacement prop. 

    Here is my specific case. I am replacing UltraScenery Daisies with Lisa's Botanicals tulips.

    Here is what the Scene pane shows after the conversion is executed. Some are red and some are yellow, which looks correct.

    Here is what Alienator shows when I run it again. It shows all the tulips as being red, which is wrong,

    This is what rendered (all red tulips), which is wrong.

    Screenshot 2020-10-23 15.56.39.png
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    Screenshot 2020-10-23 15.57.09.png
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    Screenshot 2020-10-23 155828.jpg
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    Tulips should be rend and yellow but all are red.jpg
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    Post edited by barbult on
  • TotteTotte Posts: 13,979

    Will check if I can figure out why. In my tests I did run different phoney objects just to see that it picked all diffferent, but It can be the "Prop  (02) (2)" that causes it as the parent props id then is the the same prop, just a different label.
     

  • UthgardUthgard Posts: 863
    edited October 2020
    Totte said:

    Update done - don't know when it will hit the store but the queue is long I've heard.

    Added a set builder a rough one, works.


    So Setbuilder looks like this:


    And whatever you save will end up here:

    This looks fantastic! Thank you.

    Edit: I can confirm I have encountered the same bug as Barbuit. Indeed, it seems the script overrides the distinction between numbered versions of the same prop and substitutes all of them with the first item assigned for conversion. In my case, the ultrascene had something like grass 1, grass 2, and grass 2 (2), I assigned a different color of flower to each of them, and only two colors of flowers showed up, even though all three of them were in the instances group (though running the script again only showed two flowers available for substitution, so the third one had obviously not been instanced).

    Post edited by Uthgard on
  • MelanieLMelanieL Posts: 7,384
    barbult said:

    I mentioned this script over in the UltraScenery commercial thread. I think this script is really the highlight of the product for many of us. Some customers (like me) saw the product thumbnail and thought it was only blue alien plants and didn't even look at the product page. I only realized the hidden gem after stumbling upon this forum thread.

    And many thanks for doing that!  I too skipped over this product yesterday, thinking it looked pretty but of no immediate use to me - but reading your post in the other thread (which I watch closely) encouraged me to just grab it. Downloading now and hoping to play tomorrow.

  • barbultbarbult Posts: 24,245
    edited October 2020

    Here's another related problem. When two UltraScenery layers used the same prop, Alienator put all the instances of that prop in one of the UltraScenery layers and left the other layer with none of the instances. When looking at the second layer in the Scene pane, it looks like it still has instances of the original unconverted prop, but when I render, the layer is completely empty.

    Here is my specific and repeatable example:

    I ran UltraScenery 1.3.0 with default terrain, _No Features, and Ecology Woodland 2. Woodland 2 uses USC Tree 05 in both the Aspens (young) and Aspens (seedlings) layers. When I use Alienator to convert USC Tree 05 to GWA Black Ash 008, all of the black ash tree instances end up in the Aspens (young) layer and the Aspens (seedlings) layer doesn't really have any instances in it. You can easily test this by turning off the visibility of layers in the Scene pane so you can render each layer by itself.

    Edit: I guess I can't really say for sure that the instances from the second layer are put into the first layer. That may just be an assumption. I can say for sure that there are no instances renderable in the second layer, though.

    Post edited by barbult on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,223
    MelanieL said:
    barbult said:

    I mentioned this script over in the UltraScenery commercial thread. I think this script is really the highlight of the product for many of us. Some customers (like me) saw the product thumbnail and thought it was only blue alien plants and didn't even look at the product page. I only realized the hidden gem after stumbling upon this forum thread.

    And many thanks for doing that!  I too skipped over this product yesterday, thinking it looked pretty but of no immediate use to me - but reading your post in the other thread (which I watch closely) encouraged me to just grab it. Downloading now and hoping to play tomorrow.

    yes I will grab it one day too as useful on existing sets

    I won't now as I honestly avoid DAZ studio and export to other software

    but when I use it this would make it easier

  • gitika1gitika1 Posts: 948
    barbult said:

    I mentioned this script over in the UltraScenery commercial thread. I think this script is really the highlight of the product for many of us. Some customers (like me) saw the product thumbnail and thought it was only blue alien plants and didn't even look at the product page. I only realized the hidden gem after stumbling upon this forum thread. 

    I didn't even give it a look; the vegetation doesn't interest me. If not for Barbult's post in the UltraScenery thread, I would have never known about it.

  • gitika1 said:
    barbult said:

    I mentioned this script over in the UltraScenery commercial thread. I think this script is really the highlight of the product for many of us. Some customers (like me) saw the product thumbnail and thought it was only blue alien plants and didn't even look at the product page. I only realized the hidden gem after stumbling upon this forum thread. 

    I didn't even give it a look; the vegetation doesn't interest me. If not for Barbult's post in the UltraScenery thread, I would have never known about it.

    Same.

  • DaventakiDaventaki Posts: 1,624

    Anyone else getting extremely long render start times?  I am now at 15 minutes and the last message is the Texture Memory Consumption and there it stays so far. The US scene did not take this long, I did the Set Builder and assigned all the plants.

  • DaventakiDaventaki Posts: 1,624

    Yep if im using the Azulian plants it takes forever to start rendering, once it starts it goes pretty fast. Tomorrow will compare props and things like that. Did not realize some Oreste's HDRI was very grainy or it maybe my settings... something else to check into. So I grained the whole image to make it look closer to the same, no other editing done.  I like the ground but I don't particularly care for the trees in this setting but I am including the original because you can see there are quite a few trees missing.

    Click for larger.

     

    AlienLandscape.jpg
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    AlienLandscapeOrig.jpg
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  • TotteTotte Posts: 13,979
    edited October 2020
    barbult said:

    Here's another related problem. When two UltraScenery layers used the same prop, Alienator put all the instances of that prop in one of the UltraScenery layers and left the other layer with none of the instances. When looking at the second layer in the Scene pane, it looks like it still has instances of the original unconverted prop, but when I render, the layer is completely empty.

    Here is my specific and repeatable example:

    I ran UltraScenery 1.3.0 with default terrain, _No Features, and Ecology Woodland 2. Woodland 2 uses USC Tree 05 in both the Aspens (young) and Aspens (seedlings) layers. When I use Alienator to convert USC Tree 05 to GWA Black Ash 008, all of the black ash tree instances end up in the Aspens (young) layer and the Aspens (seedlings) layer doesn't really have any instances in it. You can easily test this by turning off the visibility of layers in the Scene pane so you can render each layer by itself.

    Edit: I guess I can't really say for sure that the instances from the second layer are put into the first layer. That may just be an assumption. I can say for sure that there are no instances renderable in the second layer, though.

    Hi, found it - was stupid cause, if the Prop 01 was used for replacing before Prop 01 (2) it found Prop 01 (2) as Prop 01 as well, solved it and here is a render.





    Crocus1b is purple and 1c is green

     

    works.jpg
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    screen.jpg
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    Post edited by Totte on
  • TotteTotte Posts: 13,979
    Daventaki said:

    Anyone else getting extremely long render start times?  I am now at 15 minutes and the last message is the Texture Memory Consumption and there it stays so far. The US scene did not take this long, I did the Set Builder and assigned all the plants.

    Depends on polycount and texture sizes ofnthe props you replace with. I did crash a fair amount of times replacing with something with too many polys.

  • blosseblosse Posts: 46
    edited October 2020

    Look at the before and after pictures. In the before I replaced daisies with a flower fromAlien scenery.

    What I don't understand is why Alienator put flowers in the water when there were no daisies there?

    The scene was made with UltraScenery v1.3 using Bridge 1, Grassland 1 and Clear Stream for the water.

    Before.jpg
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    After.jpg
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    Post edited by blosse on
  • barbultbarbult Posts: 24,245
    edited October 2020
    blosse said:

    Look at the before and after pictures. In the before I replaced daisies with a flower fromAlien scenery.

    What I don't understand is why Alienator put flowers in the water when there were no daisies there?

    The scene was made with UltraScenery v1.3 using Bridge 1, Grassland 1 and Clear Stream for the water.

    I tried it. I didn't have that problem. Did you accidently select one of the river pebbles objects for conversion along with the daisies?
    The only time I had a problem with a replacement object being out of place, was when the replacement object itself was not created at the scene origin (0,0). For some reason, some props, like the white and purple clover in Tangy Apple Orchard, are created at an offset from the origin. That screws up their usage as an Alienator replacement object. The Azulian flowers don't have that problem, though.

    Edit: I tried a conversion where I selected one of the river pebbles objects along with the daisies objects. I got a scene similar to yours, as I expected. So, to me, it looks like one of the river pebbles objects was accidently selected for conversion in your scene. Can you try again and see what happens?

    Daisies replaced with Azulian Flowers.jpg
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    Daisies and one River Pebbles replaced with Azulian Flowers.jpg
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    Post edited by barbult on
  • DaventakiDaventaki Posts: 1,624
    Totte said:
    Daventaki said:

    Anyone else getting extremely long render start times?  I am now at 15 minutes and the last message is the Texture Memory Consumption and there it stays so far. The US scene did not take this long, I did the Set Builder and assigned all the plants.

    Depends on polycount and texture sizes ofnthe props you replace with. I did crash a fair amount of times replacing with something with too many polys.

    Yes this can be an issue but I used all Azulian props from the Alien Scenery.  And from comparing them to whats in the US scene I used the poly counts are smaller and the textures are not that big.  Be that as it may I decided to run Scene Optimizer on it and decreased the textures by 2 and its been 19 minutes since I hit the render button and it still has not started to render.

  • blosseblosse Posts: 46
    barbult said:
    blosse said:

    Look at the before and after pictures. In the before I replaced daisies with a flower fromAlien scenery.

    What I don't understand is why Alienator put flowers in the water when there were no daisies there?

    The scene was made with UltraScenery v1.3 using Bridge 1, Grassland 1 and Clear Stream for the water.

    I tried it. I didn't have that problem. Did you accidently select one of the river pebbles objects for conversion along with the daisies?
    The only time I had a problem with a replacement object being out of place, was when the replacement object itself was not created at the scene origin (0,0). For some reason, some props, like the white and purple clover in Tangy Apple Orchard, are created at an offset from the origin. That screws up their usage as an Alienator replacement object. The Azulian flowers don't have that problem, though.

    Edit: I tried a conversion where I selected one of the river pebbles objects along with the daisies objects. I got a scene similar to yours, as I expected. So, to me, it looks like one of the river pebbles objects was accidently selected for conversion in your scene. Can you try again and see what happens?

    Nope, I only picked daisies to replace for that picture.

    Using the same scene again replecing the daises with dandelion flowers gave me the same result.

    After-2.jpg
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