Medieval Market Stall01: more fitting vegetables?

2

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,065

    lilweep said:

    NorthOf45 said:

    Not just foodstuffs, but many suitable items: Medieval Merchants House Props

    ew 

    to be fair that is the promo 3Delight render, it would look better with iray

    comparing apples and oranges wink 

  • StoicStoic Posts: 157

    Cabbages, Onions, Eggs & other items can be found in here:

    https://www.daz3d.com/cottage-props

    (not currently on sale)

     

  • maikdeckermaikdecker Posts: 3,037

    Richard Haseltine said:

    Whether or not it is a deal breaker is up to the individual purchaser or non-purchaser, but there is nothing wrong with pointing out anachronisms in something that appears to be pitched as a model of a real world scene associated with a (broad) time and place.

    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

  • MelissaGTMelissaGT Posts: 2,611
    edited April 2022

    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.

    Post edited by MelissaGT on
  • 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.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,065
    edited April 2022

    richardandtracy said:

    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 wink 

    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

    Post edited by WendyLuvsCatz on
  • MelissaGTMelissaGT Posts: 2,611
    edited April 2022

    WendyLuvsCatz said:

    richardandtracy said:

    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 wink 

    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. 

    Post edited by MelissaGT on
  • Richard HaseltineRichard Haseltine Posts: 108,019
    edited April 2022

    Ultra Scatter would probably help.

    There is also an option to create an array of instances.

    Post edited by Richard Haseltine on
  • davesodaveso Posts: 7,780

    lilweep said:

    daveso said:

    lilweep said:

    FSMCDesigns said:

    Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?. sad

    yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.

    The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good. 

    the hard part is finding them free. howe many say free in a search until you get there

     

    lol if you cant find something free on sketchfab or artstation you need to go back to internet school

    omg this was so hard

    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?  

  • BandoriFanBandoriFan Posts: 364

    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 

  • PsyckosamaPsyckosama Posts: 508

    lilweep said:

    daveso said:

    lilweep said:

    FSMCDesigns said:

    Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?. sad

    yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.

    The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good. 

    the hard part is finding them free. howe many say free in a search until you get there

     

    lol if you cant find something free on sketchfab or artstation you need to go back to internet school

    omg this was so hard

    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.

  • marblemarble Posts: 7,500

    Psyckosama said:

     

    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.

  • ALLIEKATBLUEALLIEKATBLUE Posts: 2,983

    I think this is a gorgeous set, I'm getting it

  • alexhcowleyalexhcowley Posts: 2,403

    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.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,065

    The R. Mody Namics was a great Seer though

  • LinwellyLinwelly Posts: 6,055

    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

  • MelissaGTMelissaGT Posts: 2,611
    edited April 2022

    Psyckosama said:

    lilweep said:

    daveso said:

    lilweep said:

    FSMCDesigns said:

    Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?. sad

    yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.

    The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good. 

    the hard part is finding them free. howe many say free in a search until you get there

     

    lol if you cant find something free on sketchfab or artstation you need to go back to internet school

    omg this was so hard

    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.

    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. 

    Post edited by MelissaGT on
  • LeanaLeana Posts: 12,754

    alexhcowley said:

    It's the kind of place where anyone who mentions the first law of thermodynamics is immediately incinerated by the nearest dragon.

    laugh 

  • nonesuch00nonesuch00 Posts: 18,723

    MelissaGT said:

    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.

    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

  • nonesuch00 said:

    MelissaGT said:

    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.

    Do you have UltraScatter?

    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.

    daysend.jpg
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    carrots.jpg
    1300 x 1000 - 647K
  • AllenArtAllenArt Posts: 7,175

    paulawp (marahzen) said:

    nonesuch00 said:

    MelissaGT said:

    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.

    Do you have UltraScatter?

    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 laugh 

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,716
    edited November 2022

    AllenArt said:

    paulawp (marahzen) said:

    nonesuch00 said:

    MelissaGT said:

    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.

    Do you have UltraScatter?

    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 laugh 

    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." smiley  So I don't go on about it unless anyone cares.

    Post edited by paulawp (marahzen) on
  • paulawp (marahzen)paulawp (marahzen) Posts: 1,716
    edited November 2022

    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.

    Pilemaker1.JPG
    947 x 723 - 58K
    Pilemaker2.JPG
    943 x 726 - 64K
    Pilemaker3.JPG
    943 x 727 - 33K
    Pilemaker4.JPG
    939 x 715 - 30K
    Pilemaker5.JPG
    934 x 716 - 53K
    Post edited by paulawp (marahzen) on
  • AllenArtAllenArt Posts: 7,175

    paulawp (marahzen) said:

    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 :)

     

  • Agreed, that is very interesting. I shall try something like it myself when I have time. Thank you. Regards, Richard.
  • Fisio wold probably work too, once we have serial numbers.

  • MelissaGTMelissaGT Posts: 2,611

    paulawp (marahzen) said:

    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.

    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... 

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,716
    edited November 2022

    MelissaGT said:

    paulawp (marahzen) said:

    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.

    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 ...

    Post edited by paulawp (marahzen) on
  • maikdeckermaikdecker Posts: 3,037

    MelissaGT said:

    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... 

    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. smiley

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