What exactly is this new worldbase item? I don't see any information about it in the forums

24

Comments

  • Kesha2009Kesha2009 Posts: 102
    edited September 2012

    Quote:Installed and Tested. DS4 only for the DS files. Loads Very fast and Renders very fast. Looks GREAT!

    This works in DS4.03.47 OR does it work in DS4.5?
    Edit : I have the original base Do I need to uninstall it to use this one ?
    Thanks

    Post edited by Kesha2009 on
  • KeryaKerya Posts: 7,186
    edited December 1969

    Cathy_Mod said:
    I too purchased this product and have been trying it out - I think it makes amazing scenery with it's provided light set, but when I try to go offroad and use a different light set (one that uses uberenvironment) I am running into problems. I'd really like to be able to use this set with these other light sets so I can change the time of day or the color, or just light up the foreground object I have put into the scene better. Does anyone know what is causing these lines to appear, and how I can fix it, other than obviously not using uberenvironment/alternate lighting? Thanks! :-) -Cathy

    I don't have this one - but I did have problems with other skydomes and the Cyclorama with lines and Uberenvironment.
    Subdividing helped me.

  • ArtiniArtini Posts: 1,287
    edited December 1969

    There is a place for large objects in the scene (Desert Stone 1).
    Rendered in Daz Studio Pro 4.03.47 using one of the presets in Speed Lights.
    Click the image to see it enlarged.

    DesertStone1sc04pic05ed01.jpg
    1280 x 1024 - 314K
  • CathyMCathyM Posts: 192
    edited December 1969

    Hi Keesha! I am using it with Daz Studio Pro 4.5 - I do not have the old version and it works fine - it's not needed. -Cathy

  • Kesha2009Kesha2009 Posts: 102
    edited December 1969

    Thanks :~) Nice pic btw!

  • SpottedKittySpottedKitty Posts: 3,248
    edited December 1969

    jerham said:
    Are you using the smart content and shaping tabs?

    If so i would want to suggest to use the Content library instead (DAZ Studio Formats->Props->Magix-101->Worldbase-XT) for applying mats, lights etc, they are better grouped and have a extra icon with what part to selects. For the shaping i prefer the parameters tab, i find these also clearer to use (select WB-Base in the scene and worldbase in the parameters tab).


    That's not quite what I meant. Look at the names of the icons — especially in the Lights folder, those names mean almost nothing to me. This is where instructions are vital, there's too much information to describe each option that can possibly be squeezed into a plausible file name.

    FWIW, I've never used, and probably never will use Smart Content or Categories, only the plain old dependable Content Library. And I very rarely use the Shaping tab — I learned to use the Parameters tab way back in D|S1.0 and I've never seen the need to use any of the bolt-on bits that have been added in the last couple of versions.

  • pete.c44pete.c44 Posts: 207
    edited September 2012

    I've purchased about every version of these background sets...and I have yet to find one that is anywhere as good as Movie Maker. I'm still trying to decide about this setup. So far, all the renders are nice but pretty dark.

    Post edited by pete.c44 on
  • ZwytZwyt Posts: 55
    edited December 1969

    Khory said:
    Does anyone know what is causing these lines to appear, and how I can fix it, other than obviously not using uberenvironment/alternate lighting? Thanks!

    I don't have the product yet but that does remind me of an issue I was having with some dynamic clothes I was working on a while ago. It would happen when I really jacked up the smoothing in the surface settings and an uberenviroment light was used. I can't remember if displacement came into play as well or not. You might check the smoothing parameter and see if it is set really high.

    For those having the issues with the lines in the Worldbase XT products, I think I discovered something. I had the line problem too when using the lighting that came with the product when I cranked the main light up to around 178% or something like that so I could get a bright render that looked as much like daylight as possible. I got pretty close to where I wanted to be with the daylight results but I also got the lines back in the mountains like others have displayed in renders.

    I looked at those and thought for a moment and decided that the lines looked like shadows, so I tinkered with shadow settings, shadow softness to be exact recalling how adding shadow softness causes the shadows to be less dense and exact on smaller scale figures. I found that adding a shadow softness of as little as 1% got rid of the lines for me and made everything look natural again. I was using the Snowlands set when I discovered this but I am assuming that it would work about the same on other sets as well.

    Charles

  • KeryaKerya Posts: 7,186
    edited December 1969

    Shadow softness of 1% ? Who would have thought of that? THANK YOU!

  • Magix 101Magix 101 Posts: 14
    edited December 1969

    HI Guys
    Sorry for any late replies on this.
    I have been so busy that I hardly ever find time to check the forums.
    Basically....the 3 part Worldbase-XT kit is as explained in the blurb.
    Its not just backgrounds, but a large environment with modeled hills, ground patches etc..
    It does however use some 2d style images, such as trans-mapped trees, very distant mountains,and of course the sky dome.
    Generally those items (incl sky dome) are a long way away.
    Our human eye can only pick up 3d dimension in items that are reasonably close...and not items that are in the distance.
    So the Worldbase is built on this principle, ideally it is the one that now will be developed,
    so in that sense it is a replacement for the old worldbase, although many people are still using that one and it works well so its still in my store.
    The new one is more versatile tho, and can be built onto.
    I intend to do that, right now I have some very realistic palms, other trees..(hi quality 3d...for close work)
    new architecture, plus an absolutely massive fantasy city coming up (I have been working on the city nearly 2 years)
    on and off.
    I enclosed a pic (no post production) of some new architecture (The Dwelling), the front trees are 3d and the rear ones are the default ones in the Lushlands Kit.
    Rendered in Poser Pro.
    The most difficult aspect of the new Kit is the default lighting in Daz Studio, that is generally up to the user to experiment with...or use 3rd party (such as Omnifreaker) light kits, the Default Lighting in Poser with AO, Raytracing etc...does a nice job, but so can DS with a good setup of lights.
    As the WB-XT develops...there will be more and more available for it, incl many add ons and stuff, the design ( a body null with objects attached and therefore a central morph hub) allows for this, both in Poser and Daz Studio.
    Hope this helps.
    Cheers
    Magix-101

    Dwelling.jpg
    1200 x 900 - 773K
  • ZwytZwyt Posts: 55
    edited September 2012

    Magix 101 said:
    HI Guys
    The most difficult aspect of the new Kit is the default lighting in Daz Studio, that is generally up to the user to experiment with...or use 3rd party (such as Omnifreaker) light kits, the Default Lighting in Poser with AO, Raytracing etc...does a nice job, but so can DS with a good setup of lights.
    As the WB-XT develops...there will be more and more available for it, incl many add ons and stuff, the design ( a body null with objects attached and therefore a central morph hub) allows for this, both in Poser and Daz Studio.
    Hope this helps.
    Cheers
    Magix-101

    I was just wondering if any Daz Studio optimized light sets might be in the plans for future add-ons? Cuz, I like light sets and I think that would be really cool. Actually I was thinking that some Light 'n Go sets for the world sets would be really nice, like for different times of the day or something like that. I know that "Light 'n Go" is a Dreamlight product but I was just using those sets as examples.

    Charles

    Post edited by Zwyt on
  • Magix 101Magix 101 Posts: 14
    edited December 1969

    Yep thats a possibility.
    I may not do that tho, there are people who specialize in this...like Dreamlight, Omnifreaker and so on.
    The standard lights in Poser work very well, it should not be too hard to customize DS lights to do the same.
    The main thing is distances, the lights have to be set in places that are a long way from the center of the BW-XT
    to simulate the sun etc....
    AO and raytracing help a lot too...but are a little time consuming to render, that said its pretty easy to get good looking
    renders out of the WB-XT without trying too hard.
    Cheers

  • ZwytZwyt Posts: 55
    edited December 1969

    Magix 101 said:
    Yep thats a possibility.
    I may not do that tho, there are people who specialize in this...like Dreamlight, Omnifreaker and so on.
    The standard lights in Poser work very well, it should not be too hard to customize DS lights to do the same.
    The main thing is distances, the lights have to be set in places that are a long way from the center of the BW-XT
    to simulate the sun etc....
    AO and raytracing help a lot too...but are a little time consuming to render, that said its pretty easy to get good looking
    renders out of the WB-XT without trying too hard.
    Cheers

    Oh yeah, I have no complaints, in fact the more I play around with it the better I am getting things to look (hehe who'da thunkit???). Here is a pic of some gargoyle hounds I just kinda tossed together with minimal tweaking to the lights in the Snowlands. I think daylight is coming together pretty well here.

    Hounds_at_Play_3.jpg
    1592 x 892 - 899K
  • KeryaKerya Posts: 7,186
    edited December 1969

    A new fantasy city? Like Andoria???? Niiiiice!

    Don't mention Dreamlight as a good vendor of lights. He has shown up in another thread and basically told people that he will probably not update LDP2 for DS4.5. He didn't update it for DS4. He has more interesting things to do now.
    (Yes, I am angry about that.)

  • Magix 101Magix 101 Posts: 14
    edited December 1969


    Oh yeah, I have no complaints, in fact the more I play around with it the better I am getting things to look (hehe who'da thunkit???). Here is a pic of some gargoyle hounds I just kinda tossed together with minimal tweaking to the lights in the Snowlands. I think daylight is coming together pretty well here.

    Very nice, that looks great actually, is that in DS?
    It looks real good, nice and realistic, I would not like to run into those guys anytime tho LOL!!

  • Magix 101Magix 101 Posts: 14
    edited December 1969

    Kerya said:
    A new fantasy city? Like Andoria???? Niiiiice!

    Don't mention Dreamlight as a good vendor of lights. He has shown up in another thread and basically told people that he will probably not update LDP2 for DS4.5. He didn't update it for DS4. He has more interesting things to do now.
    (Yes, I am angry about that.)

    Yep a new city...its become so complex that I have almost given up on it several times over the last year or two LOL!!
    There is one piece of it shown in the pics for Desertlands, the Sky Mansion, there are several more pieces like that.
    Hopefully it will be finished this year...hopefully.

    So Dreamlight has gone...hmm...so many merchants are now no longer around.
    Selling is a kind of touch and go thing, you can lose out bigtime..or do quite well, depends on the
    product.
    Anyway I always thought Dreamlight would have done well, but I guess the grass is greener elsewhere for him.
    I have seen so many go since the very early days of Renderosity, but there are always newer ones to replace them.
    Bummer for those that bought the Dreamlight packs tho.

  • Art_JunkieArt_Junkie Posts: 0
    edited September 2012

    Magix, How about a nice Mid-Ocean set for this? With a huge water plane in place of the ground, and no land in sight. Maybe some morph-able waves for the water, so we could stir up some nice stormy seas? I've been wanting to do some sci-fi navel battles in Daz, but have yet to find a satisfactory "ocean" set big enough for my purpose. Such an add-on would be the clincher for me to buy this. :)

    Post edited by Art_Junkie on
  • Magix 101Magix 101 Posts: 14
    edited December 1969

    Magix, How about a nice Mid-Ocean set for this? With a huge water plane in place of the ground, and no land in sight. Maybe some morph-able waves for the water, so we could stir up some nice stormy seas? I've been wanting to do some sci-fi navel battles in Daz, but have yet to find a satisfactory "ocean" set big enough for my purpose. Such an add-on would be the clincher for me to buy this. :)

    I may well have a look at that, I am building some trees and hi quality palms, a new dwelling and that huge cuty.
    But when I have done those I amy well look at doing an ocean type setting, it will be a challenge...to hget it looking good.
    But yeah its a good idea.
    Cheers

  • ArtiniArtini Posts: 1,287
    edited December 1969

    Below is a render of the scene +1-Green+Mist1. I have added to the scene UberEnvironment and one distant light
    with the settings as on the picture below. I still got these grid lines on the background, most visible close to the horizon.
    Anybody knows what else, besides Shadow Softness reduced to 1% one can use to avoid such grid lines?
    Click the image to see it enlarged.

    GreenMist1sc02pic01DistantLight.jpg
    346 x 935 - 63K
    GreenMist1sc02pic01.jpg
    1280 x 1024 - 430K
  • Magix 101Magix 101 Posts: 14
    edited September 2012

    Artini said:
    Below is a render of the scene +1-Green+Mist1. I have added to the scene UberEnvironment and one distant light
    with the settings as on the picture below. I still got these grid lines on the background, most visible close to the horizon.
    Anybody knows what else, besides Shadow Softness reduced to 1% one can use to avoid such grid lines?
    Click the image to see it enlarged.

    Hi Artini
    I had difficulty seeing those to be honest (even enlarged).
    Any way a few things to mention, first off thats an extremely wide angle Camera you are using, looks like about 8mm, unless its an effect you want I would wind it back to about 18mm or so...I generally use about 20 to 25mm for wide angles (remember the film standard for lens is 35mm...and thats wider than human vision).
    If you are talking about the slightly white area near the horizon...that is the mist ...what you are seeing is the soft fractal pattern in the mist.
    You can change that, by selecting the mist and there is a softer pattern, or if it is really bothering you... you could create a perfectly smooth one in photoshop or something and load that in, that would be very easy to do.
    I tried a perfectly smooth one when I was building and I thought it looked too perfect, but you may like that...so that is another idea.
    Also the extreme wide angle lens will not help,
    So try those ideas and let me know.
    Cheers

    Post edited by Magix 101 on
  • PendraiaPendraia Posts: 2,521
    edited December 1969

    Just reading through this thread I noticed the problems people were having with lines...by any chance does this product use displacement?

    Someone mentioned IIRC that subdividing helped, if so then playing with the shader rate in the render settings may help fix the problem.

    I know that when I was playing in Shadermixer with fur that this happened with some items. It was due to displacement and it was fixed by either subdividing the mesh or playing with the shader rate.

    I hope this is of use.

    Pen

  • CathyMCathyM Posts: 192
    edited December 1969

    Hi Pendraia, and Magix 101 glad to see you here as well!

    I think I was the first to mention this problem, and can easily see the grid marks in Artini's enlarged picture with the dinosaurs, especially on the left side close to the ground - may be caused by the fog layer, but I've seen it occur in the sky as well. In the pictures I've had it show up in, I've just used the default or main camera, so no fancy mm settings on it - I think it may have to do with the lighting and adding uberenvironment/uberlighting.

    I too would like to know how to fix this, it doesn't always seem to occur, but this is such a promising and fantastic product, it just really fits a need for having a background - it would be great to know what is causing that so it can be taken care of when it does occur.

    Pendraia, you mention subdividing the mesh - do you mean the fog layer in the world builder? Or playing with the shader rate - raising it? Lowering it? I have no experience with the shader mixer. Sorry to be so dense, it's just a great product, and I'd (and probably others would too) like to be able to use different lighting options with it - even different skies ( like other sky domes, or backgrounds). Thanks for any help anyone can offer! -Cathy

  • PendraiaPendraia Posts: 2,521
    edited September 2012

    Cathy_Mod said:

    Pendraia, you mention subdividing the mesh - do you mean the fog layer in the world builder? Or playing with the shader rate - raising it? Lowering it? I have no experience with the shader mixer. Sorry to be so dense, it's just a great product, and I'd (and probably others would too) like to be able to use different lighting options with it - even different skies ( like other sky domes, or backgrounds). Thanks for any help anyone can offer! -Cathy

    Hi Cathy,

    Sorry if I didn't make it clear...I posted before my first cup of coffee.

    Is there displacement on this product? If so my solution may work...

    Whatever the item that you're getting grid lines on use subd...but try the shader rate first.

    With the shader rate try 0.10 and see if it helps...

    Post edited by Pendraia on
  • ZwytZwyt Posts: 55
    edited December 1969

    Magix 101 said:

    Oh yeah, I have no complaints, in fact the more I play around with it the better I am getting things to look (hehe who'da thunkit???). Here is a pic of some gargoyle hounds I just kinda tossed together with minimal tweaking to the lights in the Snowlands. I think daylight is coming together pretty well here.

    Very nice, that looks great actually, is that in DS?
    It looks real good, nice and realistic, I would not like to run into those guys anytime tho LOL!!

    Oh yeah, everything done in Studio 4.5 with no post work whatsoever, I just cranked up the intensity of the main light until I got something that looked like the daylight effect that I wanted, set the shadows to raytraced and set a shadow softness of like 1% to avoid those background lines that some have been getting. I also made sure that shadows were only turned on on the lights that made sense for them to be casting shadows, only the main light in this render I think, oh and of course applied some Gargoyle Hound mats to the hounds.

    Charles

  • ZwytZwyt Posts: 55
    edited December 1969

    Artini said:
    Below is a render of the scene +1-Green+Mist1. I have added to the scene UberEnvironment and one distant light
    with the settings as on the picture below. I still got these grid lines on the background, most visible close to the horizon.
    Anybody knows what else, besides Shadow Softness reduced to 1% one can use to avoid such grid lines?
    Click the image to see it enlarged.

    Of course you could try shadow softness at higher than 1% to see what effect that you get from that, when I tried it initially I tried 5% and seeing that that worked I tried reducing it as far as I could to get the least amount of effect on shadows that I didn't want softened too much but get rid of the lines too. 1% still seemed to work for me but I only tried it on one of the Snowlands scenes it is possible that varying it more may give better or even possibly no effect on some combinations. Having said that though, I was only using the Snowlands default lights. UberEnvironment appears to be a different sort of pickle alltogether. I attempted to mess a little with UberEnvironment lights in the Snowlands but I wasn't certain which of the settings would be closest to adjusting shadow softness under UberEnvironment or whether it would have the same effect, we are all working on experimentation and educated guesses at this point. Best thing to do I suppose is keep tinkering and report what works. :)

    Charles

  • ZwytZwyt Posts: 55
    edited December 1969

    Artini said:
    Below is a render of the scene +1-Green+Mist1. I have added to the scene UberEnvironment and one distant light
    with the settings as on the picture below. I still got these grid lines on the background, most visible close to the horizon.
    Anybody knows what else, besides Shadow Softness reduced to 1% one can use to avoid such grid lines?
    Click the image to see it enlarged.

    Hehe another reply, actually I had to search before I found the grid lines you are talking about, so you just about have them defeated. In a real render I mean as opposed to these sample renders that we are doing right now there would be several things that we could do to conceal a little gridlining if it came through like placing buildings and larger trees and bushes strategically. I do that kind of thing all of the time when I use a cyclorama to hide the seam between the ground plane and the background that always seems way to obvious to my eyes.

    I swear every time I see them though I think they look like shadows, and having messed with hexagon and touched Z-Brush a time or two they look just like I would imagine the shadows of the mesh lines of say a sky dome to look. It makes me wonder if it is not caused by the light shining through the sky dome and picking out the mesh lines as something to cast shadows of. Of course I don't know how everything is positioned by default as far as the dome and the lights go. Hmmm just food for thought.

    Charles

  • ZwytZwyt Posts: 55
    edited December 1969

    Pendraia said:
    Just reading through this thread I noticed the problems people were having with lines...by any chance does this product use displacement?

    Someone mentioned IIRC that subdividing helped, if so then playing with the shader rate in the render settings may help fix the problem.

    I know that when I was playing in Shadermixer with fur that this happened with some items. It was due to displacement and it was fixed by either subdividing the mesh or playing with the shader rate.

    I hope this is of use.

    Pen

    It would make sense, since the prople seeming to have the most problem with the lines are folks using UberEnvironment and UberEnvironment uses shaders to give the illusion of lights if I am understanding UberEnvironment correctly.

    Charles

  • Magix 101Magix 101 Posts: 14
    edited September 2012

    Hi..
    Oh Yeah I do see it now, I was looking on the ground, but it is near the sky on the left.
    Hmm Poser does not do this, so I am wondering what has changed in DS, its almost as if the transparency
    does not hide the mesh.
    Anyway it definitely looks like a mesh grid, probably the mist rings or external outer hills,
    I did not enable displacement in this kit, but its vaguely possible that there could be some in DS...maybe.

    But the first thing I would do is put DS into mesh view and check what grids match where it is in the actual render
    (from the same camera angle)
    Then select with the surface tool to pinpoint exactly what texture that is.
    Try making it totally non transparent and see if they disappear, if they do then it something to do with the transparency.
    I could have trouble trying to recreate this, cause when I was testing it I never saw that in DS, but I will have a play with
    it tonite and see if I can get it.
    Meantime if anyone is doing renders maybe they could try what I suggested and see if we can pinpoint exactly what it is.
    Another thing is you can hide all the mist rings, the ground fog and then do a render to see if its still there.
    Speak soon
    Cheers
    Magix-101

    Post edited by Magix 101 on
  • PendraiaPendraia Posts: 2,521
    edited December 1969

    Magix 101 said:
    Hi..
    Oh Yeah I do see it now, I was looking on the ground, but it is near the sky on the left.
    Hmm Poser does not do this, so I am wondering what has changed in DS, its almost as if the transparency
    does not hide the mesh.
    Anyway it definitely looks like a mesh grid, probably the mist rings or external outer hills,
    I did not enable displacement in this kit, but its vaguely possible that there could be some in DS...maybe.

    Hi Magix, I don't have the set but I have had someone who has been checking tell me he couldn't see displacement on the surface tab. Lowering the shader rate did seem to help though.

    Pen

  • JaderailJaderail Posts: 0
    edited December 1969

    I just tested this many ways. I get it with Uber Evo and for me it is only in the XtrRings that I get it.

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