UltraScenery - new(er) territory [Commercial]

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Comments

  • Really clever, Barbult. Thanks for sharing.

    Regards,

    Richard

  • MelanieLMelanieL Posts: 7,512

    barbult said:

    This scene evolved over several days. I was frustrated by not having any water terrains for UltraScenery2, other than the skinny rivers, so I made one by taking River 1 and making a big "lake" in the middle. I took one of the Oaks ecologies and changed the Oaks to trees from the Tree Pack 1. Then the Waterfall Builder was released, so I wanted to use some of those features. Rather than a waterfall, I wanted to try rapids where the river dumps into the lake. So I just used some boulders and rocks and mist etc. from the Waterfall package and a couple water splashes from something else.  Then I added a couple cows and a few birds and borrowed the fence from the UltraScenery1 road feature mentioned by Fae3D.

    By the way, those waterfall elements use some 8K textures. That is drastic overkill for a distant scene like this. I used Scene Optimizer to reduce them a lot.

    Great scene!

    But OK, I have to ask: how?
    I understood how to create new features (by hacking existing ones) in USC1 but have not yet worked out how to tweak USC2.  

  • ElorElor Posts: 2,079

    barbult said:

    In the Scene pane context menu (hamburger menu with4 lines), select Show Hidden Nodes. The fence is in the Feature Props group.

    Oh, I didn't know I could do that and with the nodes visible, I can now replace the missing USC1 objects once a new scene have been created :)

  • barbultbarbult Posts: 24,952

    MelanieL said:

    barbult said:

    This scene evolved over several days. I was frustrated by not having any water terrains for UltraScenery2, other than the skinny rivers, so I made one by taking River 1 and making a big "lake" in the middle. I took one of the Oaks ecologies and changed the Oaks to trees from the Tree Pack 1. Then the Waterfall Builder was released, so I wanted to use some of those features. Rather than a waterfall, I wanted to try rapids where the river dumps into the lake. So I just used some boulders and rocks and mist etc. from the Waterfall package and a couple water splashes from something else.  Then I added a couple cows and a few birds and borrowed the fence from the UltraScenery1 road feature mentioned by Fae3D.

    By the way, those waterfall elements use some 8K textures. That is drastic overkill for a distant scene like this. I used Scene Optimizer to reduce them a lot.

    Great scene!

    But OK, I have to ask: how?
    I understood how to create new features (by hacking existing ones) in USC1 but have not yet worked out how to tweak USC2.  

    It's basically the same technique. I took an existing terrain, made a copy of the folder, and made new height maps for it by modifying the existing ones. You have to change the names of the files in the folder and edit the info and properties files to reference your new files. For the ecology, I did a similar technique and edited the file to replace the Oak trees with trees from Tree Pack 1. You can find the terrain and ecology folders in your library folder in data\HowieFarkes\UltraScenery2\Presets. When you are done, you can render or screenshot new preview, thumb and tip files for your new terrain or ecology. "Hacking" is for personal use, since it is all derivative of the original purchased product files.

  • MelanieLMelanieL Posts: 7,512
    edited February 10

    barbult said:

    MelanieL said:

    barbult said:

    This scene evolved over several days. ...

    Great scene!

    But OK, I have to ask: how?
    I understood how to create new features (by hacking existing ones) in USC1 but have not yet worked out how to tweak USC2.  

    It's basically the same technique. I took an existing terrain, made a copy of the folder, and made new height maps for it by modifying the existing ones. You have to change the names of the files in the folder and edit the info and properties files to reference your new files. For the ecology, I did a similar technique and edited the file to replace the Oak trees with trees from Tree Pack 1. You can find the terrain and ecology folders in your library folder in data\HowieFarkes\UltraScenery2\Presets. When you are done, you can render or screenshot new preview, thumb and tip files for your new terrain or ecology. "Hacking" is for personal use, since it is all derivative of the original purchased product files.

    I wonder why I got the impression it was more complex for USC2 features and ecologies? I thought I had taken a look at some released files and been unable to work it out. Maybe I was just too tired and should try earlier in the day! indecision

    Thank you for your reply.  

    ETA: Oh and it didn't help that I lost all my modified USC1 files when I had to reinstall DS and all my content after a PC wipe while being fixed. Next time I'll make sure I backup those hand-modded files on an external drive.

    Post edited by MelanieL on
  • barbultbarbult Posts: 24,952

    MelanieL said:

    I wonder why I got the impression it was more complex for USC2 features and ecologies? I thought I had taken a look at some released files and been unable to work it out. Maybe I was just too tired and should try earlier in the day! indecision

    Thank you for your reply.  

    ETA: Oh and it didn't help that I lost all my modified USC1 files when I had to reinstall DS and all my content after a PC wipe while being fixed. Next time I'll make sure I backup those hand-modded files on an external drive.

    The files are a little different than USC1, but if you are just modifying maps or swapping props, it is not much different. If you want to change more than that, you will need to investigate a bit more. Give it a try. I probably made at least a dozen mistakes before getting it to work right. Most were just dumb typos or needing to make a filename change in one more place. (I did it late, when I was tired, too. Probably better not to do that!)

  • LinwellyLinwelly Posts: 5,998

    Seeing you all have gone forward to new experiments, I'm still trying  to work out the bits of landscaping and unsing alienator. I am quite happy with this result

  • ArtiniArtini Posts: 9,753

    Yes, it looks very nice, @Linwelly

     

  • memcneil70memcneil70 Posts: 4,358

    Linwelly said:

    Seeing you all have gone forward to new experiments, I'm still trying  to work out the bits of landscaping and unsing alienator. I am quite happy with this result

    I love the way the path undulates and allows for a shadowed hiding spot, for whom? Very inviting and mysterious Linwelly.

    Still setting up the new computer, bit by bit. Trying not to be a hog of resources. Can't wait to get back into things. 

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,492
    edited February 23

    I love USC2 for random one-off water scenes. This one is just stock USC2 Oaks01 with a height map (from the Code 66 Ultra Scenery Toolbox - Volume One) and some very minor twiddling on the USC2 panel settings. 

    Or for a completely different effect, a bit of water at the bottom of a wash, here with the traditional USC Desert 06 and a different height map.

    Girl And Dog.jpg
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    LastNightsThunderstorm.jpg
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    Post edited by paulawp (marahzen) on
  • barbultbarbult Posts: 24,952

    paulawp (marahzen) said:

    I love USC2 for random one-off water scenes. This one is just stock USC2 Oaks01 with a height map (from the Code 66 Ultra Scenery Toolbox - Volume One) and some very minor twiddling on the USC2 panel settings. 

    Or for a completely different effect, a bit of water at the bottom of a wash, here with the traditional USC Desert 06 and a different height map.

     I really like that second desert one with the little bit of water at the bottom. It seems unusual, which I like.

  • davesodaveso Posts: 7,212
    edited March 3

    anything in the incubator for the next ultrascenery release or is it at a dead end?

    Post edited by daveso on
  • HowieFarkesHowieFarkes Posts: 608

    daveso said:

    anything in the incubator for the nest ultrascenery release or is it at a dead end?

    No it's not at a dead end. However I am currently working on a new version of UltraScatter at the moment as it is long overdue for a makeover. Will get back to UltraScenery after that.
  • davesodaveso Posts: 7,212

    HowieFarkes said:

    daveso said:

    anything in the incubator for the nest ultrascenery release or is it at a dead end?

    No it's not at a dead end. However I am currently working on a new version of UltraScatter at the moment as it is long overdue for a makeover. Will get back to UltraScenery after that.

    Thanks @HowieFarkes.    Great to know. Good luck on the tasks.  

  • AnEye4ArtAnEye4Art Posts: 771

    HowieFarkes said:

    "I am currently working on a new version of UltraScatter at the moment as it is long overdue for a makeover."

    Can you say anymore about what new features Ultrascatter will have? I am excited about this news if it will be anthing like what geo scatter is to Blender.

  • cshaw999cshaw999 Posts: 17

    I'll bet someone has asked this already, but this is a long thread to look through. I cannot see the scripts for UltraScenery2. The scripts for all my other Ultra* products work fine. What could be the issue please?

    Screenshot 2025-03-05 195119.png
    756 x 543 - 47K
    Screenshot 2025-03-05 195219.png
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  • DoctorJellybeanDoctorJellybean Posts: 8,746
    edited March 5

    cshaw999 said:

    I'll bet someone has asked this already, but this is a long thread to look through. I cannot see the scripts for UltraScenery2. The scripts for all my other Ultra* products work fine. What could be the issue please?

    There are no scripts for USC2, it is a plugin. You need to click Window - Panes - UltraScenery2

    Post edited by DoctorJellybean on
  • DreamWeeverDreamWeever Posts: 184

    Could I please request more European ecologies please? The Britania set was really nice, but having something along the lines of continental Europe would be nice too, i.e Black Forest, and maybe even some Mediterranean and Stepps sets too if possible.

  • barbultbarbult Posts: 24,952

    cshaw999 said:

    I'll bet someone has asked this already, but this is a long thread to look through. I cannot see the scripts for UltraScenery2. The scripts for all my other Ultra* products work fine. What could be the issue please?

    @cshaw999 There is a tutorial available in the Daz store. It often goes on sale 50% off or less. It might save you some frustration as you convert your thinking from script to plugin interface. They are quite different. You will be thrilled with the speed of UltraScenery2 vs. the original script version.

  • FrankTheTankFrankTheTank Posts: 1,291
    edited March 6

    I'm still using US1 and getting the hang of making my own masks. Its incredibly useful to replace the scenery of old sets. Here for example is FirstBastion's "The Neighbour's Yard" with new scenery made in US1.

    I screwed up a little with the mask, I didn't take into account the overhang of the roof, as you can see there is no grass there. But just to give an idea of new directions the product can be used. I had to create 2 different masks, one for the grass and one for the tree placement. I also had to change the height of some of the fences, since the original terrain was not flat and I haven't gotten the hang of the depth masks yet. So the new terrain is flat, but it works.

     

    The Neighbors yards US test 02.png
    2560 x 1440 - 8M
    Post edited by FrankTheTank on
  • ArtiniArtini Posts: 9,753

    It looks great, @FrankTheTank

    Nice idea to use flat terrain - much easier to place objects on it.

     

  • barbultbarbult Posts: 24,952

    FrankTheTank said:

    I'm still using US1 and getting the hang of making my own masks. Its incredibly useful to replace the scenery of old sets. Here for example is FirstBastion's "The Neighbour's Yard" with new scenery made in US1.

    I screwed up a little with the mask, I didn't take into account the overhang of the roof, as you can see there is no grass there. But just to give an idea of new directions the product can be used. I had to create 2 different masks, one for the grass and one for the tree placement. I also had to change the height of some of the fences, since the original terrain was not flat and I haven't gotten the hang of the depth masks yet. So the new terrain is flat, but it works.

     

    Grass always dies under the overhangs here, because of lack of sunlight. So it looks very natural to me. Good job. You've really upgraded that set.

  • cshaw999cshaw999 Posts: 17

    DoctorJellybean said:

    cshaw999 said:

    I'll bet someone has asked this already, but this is a long thread to look through. I cannot see the scripts for UltraScenery2. The scripts for all my other Ultra* products work fine. What could be the issue please?

    There are no scripts for USC2, it is a plugin. You need to click Window - Panes - UltraScenery2

    Thank you so much!

  • memcneil70memcneil70 Posts: 4,358

    barbult said:

    FrankTheTank said:

    I'm still using US1 and getting the hang of making my own masks. Its incredibly useful to replace the scenery of old sets. Here for example is FirstBastion's "The Neighbour's Yard" with new scenery made in US1.

    I screwed up a little with the mask, I didn't take into account the overhang of the roof, as you can see there is no grass there. But just to give an idea of new directions the product can be used. I had to create 2 different masks, one for the grass and one for the tree placement. I also had to change the height of some of the fences, since the original terrain was not flat and I haven't gotten the hang of the depth masks yet. So the new terrain is flat, but it works.

     

    Grass always dies under the overhangs here, because of lack of sunlight. So it looks very natural to me. Good job. You've really upgraded that set.

    I agree with @barbult. I have ran into the same thing in every home I have lived in, unless a concrete pavement ran right up to the edge of the house. I think you did a great job.

  • LinwellyLinwelly Posts: 5,998

    that turned out so nice!

  • FrankTheTankFrankTheTank Posts: 1,291
    edited March 6

    Here's another little experiment with a depth map. Just playing around with ideas right now, but I think there is a lot more to this than just pretty scenery. Once you dig into it, the possibilites are endless. Especially once you get alienator into the mix with your depth maps and masks.

    height map experiement 01-01.png
    2560 x 1440 - 5M
    Post edited by FrankTheTank on
  • davesodaveso Posts: 7,212

    @FrankTheTank -- its great to see some creative ideas come forth with USC ... Yeah, so much more can be done with it. I need to get out of being so lazy. 

  • richardandtracyrichardandtracy Posts: 6,016

    @FrankTheTank that's a superb way to update IstB's set. Under the eves you could even put in a mask for some weedy plants to exist only there as if the owner has tried to plant a flower bed & it's died off.

    As for inventive re-imaginings of USC inconjunction with Alienator, can I point everyone to Zicon's pretty picture thread, and this spectacularly inventive image:

    Brilliant, utterly brilliant.

    Regards,

    Richard

  • AnEye4ArtAnEye4Art Posts: 771

    I call that one: The land of Johnny Cash.

  • FirstBastionFirstBastion Posts: 7,888

    That turned out really well.

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