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you probably could use that script by JMCasual I linked earlier on it
This is Terradome 3 using A Zone, Water, Canal Terrain Morph, Stormy Sky HDRI and various plants from a few other sets.
Gentle Stream
2019-03-24 07:24:29.926 Total Rendering Time: 21 hours 34 minutes 38.7 seconds
Click on image for full size.
Well I went ahead and got the terradome. Its pretty neat. Can't wait to play with it soon. New computer here with windows 10. I'm coming over from Mac,. Got Bryce and Carrara up and running, so I should have plenty of terrain creation choices now. I should have made this jump years ago. I can't believe how responsive Daz is in windows 10. WOW.
Thats an awesome image, definetly must be seen full size.
Thank you :)
Both of those look like great solutions. I would really like to see this in some future version of Daz Studio:
https://blogs.nvidia.com/blog/2019/03/18/gaugan-photorealistic-landscapes-nvidia-research/
there used to be a product called Microcosm from RDNA ... not sure how or if that would work in DS ... I have a ton of modules and I remember tham as being much more morphable and realistic than Terradome ...
good for smaller terrain areas... I will give them a try to see what comes out ... materials, textures will be the thing though.
So i went ahead and got INFINITO 1.1.0.1
Here's my first trial with it.
That’s now live BTW
https://www.nvidia.com/en-us/research/ai-playground/
Oh, that worked pretty well in DS3. iirc It was RDNA's version of the morphing terrain of the Milenium Environment or Multiplane Cyclorama. It was all Poser materials, but those can be tweaked. They also had another such vignette render scene called Infinity Cove 3. Either of them would probably still work, but the textures are pretty low-res.
RE: hi poly plane with displacement shader applied. This will work for a lot of projects. I encourage more use of it.
The obvious disadvantage is not being able to have overhangs. When want a landscape with a cave or simlar, start with a terrain modeler, convert to obj, and then use the vertex edting tools to create the overhang, cave, or other specialty feature. Then just uvmap and texture like any other 3D object. I start in Carrara, but Bryce or anything else that can be converted to obj is fine. My initial tests were not so good because my first tries did not include remapping, but you can use any preferred program to uvmap a terrain model. If you use 3DCoat or similar, you can even paint displacement maps / normal maps / etc. to create higher detail for a lower poly terrain.