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to be fair that is the promo 3Delight render, it would look better with iray
comparing apples and oranges
Cabbages, Onions, Eggs & other items can be found in here:
https://www.daz3d.com/cottage-props
(not currently on sale)
Exactly.
And my OP could also seen as the attempt to motivated the PA to deliver some add-ons for his product, with some more fitting vegetables being delivered by him. Easy to make vegetables for some additional income, without having to sculp the stands themselves again. Win-win imho
I'm entirely too lazy to place each and every alternate fruit or vegetable into the bins. Not with DS controls. Like...ONE...move...adjust...adjust...adjust...TWO...move...move...adjust...adjust...move...adjust...THREE...move...move...move...crap it overlaps one...move...adjust...crap now it's overlapping two...move...adjust...adjust...FOUR...move...adjust...SCREW IT. NOTHANKYOU.
It's almost as if an array script might be useful, that adds random rotations to the items too.
Ultrascatter Pro? Not having it, I'm not sure if it'd do the job, but sounds like it might.
Regards,
Richard.
physics
Blender, Carrara, Poser 10, choose your tool
actually these is a plugin for D|S3 too I think is still available on ShareCG
yes https://www.sharecg.com/v/39578/related/9/Plug-in/Physics-Playground-Plugin-for-DAZ-Studio
you obviously need D|S3
You'd think DS should/would be able to do this with dForce. But I haven't figured out a way to apply gravity to an object without it deforming. I'd love to be able to just drop a solid oject via timeline and have it fall to the floor.
Ultra Scatter would probably help.
There is also an option to create an array of instances.
not everyone so adept and skillful at internet searching as you apparently are. Its an honor to meet you. Want like a badge or something?
Then think of it for a made up medieval world instead of real life medieval Europe
Fantasy is better than historical fiction because you can makeup the world itself without the baggage of real life history
Don't be rude...
And here's for everyone the best source of this stuff on the interwebs.
https://quixel.com/megascans/
It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.
Thank you for the link. Much more useful (and friendly) than telling us we are idiots. ;) Having said that, I did try a search and came up with a few different sites with (some) free models. I'm not sure how to bring these into DAZ Studio but then, I have never tried so it is worth spending some time figuring that out. I guess we get so used to the convenience of the DAZ store that we don't really venture further than, perhaps, Rendo for alternatives.
I think this is a gorgeous set, I'm getting it
Fortunately, most of my renders are set in a vaguely Tolkienesq fantasy universe which operates according my rules. It's the kind of place where anyone who mentions the first law of thermodynamics is immediately incinerated by the nearest dragon.
I will be buying this set later on this morning.
Cheers,
Alex.
The R. Mody Namics was a great Seer though
for more asian props of the stalls there is eg the floating Market which has lots of props
https://www.daz3d.com/floating-market
a bit dated and needs conversion for the Iray users but here are some apples and cabbages from another medeval market:
https://www.daz3d.com/medieval-market
for grains and lentils there is https://www.daz3d.com/medina-souk-1
and basketware plus some nice garlic queue https://www.daz3d.com/medina-souk-2
of course these have more props for near east fruit etc
What if you don't use Unreal 5? I have an Epic Games account. When I signed in with that, it said that I have unlimited access, but the assets are licensed for use only with Unreal.
Do you have UltraScatter?
I see Predatron just released a market stall collection with more appropriate vegetables
https://www.daz3d.com/medieval-roadside-merchant-stalls
Hey, all, I noticed this thread via the new market set. On a different thread, someone made a comment that made me ponder how one would get a partly filled basket/crate so I worked out a way to do it in Daz using UltrascatterPro, Instances to Objects, some planes and dForce. Here's some examples, using props from the newly released merchant set - apples in a crate, a stack of apples on the ground, and carrots in a crate that I did just now to see how something shaped like a carrot would behave.
I'm listening... LOL
OK, if people are interested, I'll add some details; have to do some Saturday errands for now but can add some info later. On the threads I frequent (where this subject came up) I'm pretty sure the regulars think, "OMG, shut up about your stupid planes already."
So I don't go on about it unless anyone cares.
Here's a really quick overview, which breezes past many small but critical details. If anyone really wants to know, just ask.
This idea grew out of the question of how one could create a partly filled crate of apples, without having to place individual apples and move them around. Initially, I took the empty crate and the individual apple from the Medieval Roadside Merchant Stalls set and created this:
It's four planes, creating a funnel with an opening at the bottom sized to fit the crate. Not visible is a fifth plane, onto which I'll be creating the Ultrascatter instances.
Here's a look at the underside, showing the crate. Here, I was testing the process using the carrot from this same set. If you don't want to stack things in a crate, you can just skip the crate and let them pile up on the surface below instead. Ground, road, whatever, it just needs to be a static dForce object. That's how I made the loose pile of apples with the girl on the path in the orchard - that's 175 apples stacked on a plane.
Setup involves making the crate and the planes in the funnel static dForce objects. The object being stacked is set as a dynamic dForce object, and then there are various tweaks that need to be made to the stock settings. The Simulation Settings also get some tweaks.
The basic process is that I use UltrascatterPro to create instances from the original object, and then I use Instances to Objects to create real objects with geometry from the instances. Here at this point, I have 20 separate carrot objects, based on the original carrot, suspended above the crate.
Next, I simulate, and the carrots make their way downward, either falling directly into the crate or getting funneled toward the opening that leads to the crate.
Here's another view, showing carrots falling into the crate.
When a batch of objects is done simulating, I select them all and make them static objects (so they sit there and don't keep trying to resimulate) and then create the next batch. I keep doing this until I have enough objects stacked for the purpose.
I've tested several objects and I find that this seems to work pretty well with simple objects with one surface, like the apple and carrot. The cabbage from the same set has multiple surfaces and it comes apart. I tried the volleyball from the old Beach Volleyball set and it technically works, but squishes the ball. There's clearly some additional dForce settings I need to learn in order to stack those. Complicated things - like figures - are way beyond this technique and my skillset.
Very interesting :)
Fisio wold probably work too, once we have serial numbers.
How on earth do you simulate the carrots without them deflating? I've been trying forever to figure out how to make solid objects fall using dforce without them actually changing shape...
I'm not sure, actually. I did run into deflating when I tested this with the Beach Volleyball, but the Medieval Roadside Merchant Stalls fruits and veggies seem to hold their shape. I'm wondering if something is different about the surfaces of the objects. I'm not a full newbie anymore, but that delves into parts of Daz that I know nothing about yet ...
There's a shipload of options/settings available in the dForce part of the material tab, which - when one knows what they influence - can be used to make things more or less squishy, bendable or less explosive...
The pure "fall down" part of the simulation is ruled by the gravity setting in the dForce/simulation tab.
So it is possible to make non-squishy objects fall down and don't lose their shape when landing on a surface... don't ask me for the needed settings though, as I do know that it IS possible, but I never needed to try it out myself. It might help to buy SY dForce Rocks and Boulders and check the dForce setting for the rocks and boulders and to copy them on carrots (or whatever vegetables are supposed to fill the boxes) or to just play around with one value at the time to see what they influence.