UltraScenery - new(er) territory [Commercial]

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Comments

  • jmucchiellojmucchiello Posts: 1,376

    Elor said:

    garrett_3d said:

    Ooh, I like this. Added straight into basket. I have several scenery assets that are made up of bones and I can't split them down. Hopefully this should do the trick.

    It won't work with bones.

    In essence, what it is doing is what you would do yourself : load the scene, select one independant element and save it as prop.

    With a products using bones, if you want to have each part controller by one bone as an independant figure, you'll have to do the work yourself:

    1. Hide all bones except the one you want to save.
    2. Export it as an OBJ.
    3. Import it back as OBJ (make sure you're using the same presets on export and import, the easiest way in this case is to use the preset for Daz Studio).
    4. Apply the materials again on the imported OBJ.
    5. Save it as a Figure/Prop.

    Rinse and repeat until every element is independant.

    It can be a good idea to try to center each prop and then recreate the scene by placing them correctly, but it can be a headache, depending on how these objects were modelled or saved.

    Some advices on how to do dit: https://www.daz3d.com/forums/discussion/688236/

    Sounds like a script waiting to happen.

  • TotteTotte Posts: 15,017
    edited May 5

    jmucchiello said:

    Elor said:

    garrett_3d said:

    Ooh, I like this. Added straight into basket. I have several scenery assets that are made up of bones and I can't split them down. Hopefully this should do the trick.

    It won't work with bones.

    In essence, what it is doing is what you would do yourself : load the scene, select one independant element and save it as prop.

    With a products using bones, if you want to have each part controller by one bone as an independant figure, you'll have to do the work yourself:

    1. Hide all bones except the one you want to save.
    2. Export it as an OBJ.
    3. Import it back as OBJ (make sure you're using the same presets on export and import, the easiest way in this case is to use the preset for Daz Studio).
    4. Apply the materials again on the imported OBJ.
    5. Save it as a Figure/Prop.

    Rinse and repeat until every element is independant.

    It can be a good idea to try to center each prop and then recreate the scene by placing them correctly, but it can be a headache, depending on how these objects were modelled or saved.

    Some advices on how to do dit: https://www.daz3d.com/forums/discussion/688236/

    Sounds like a script waiting to happen.

    You mean like this?

    chopemup.png
    1824 x 1320 - 411K
    Post edited by Totte on
  • jjoynerjjoyner Posts: 799

    What does USC Camera View do and how do I use it?  I couldn’t find anything about it (or I missed it if it’s there) in the documentation or in the Digital Art Live recording, Ultrascenery: The Ultimate Guide.  Thanks in advance.

    Camera View.png
    1000 x 635 - 147K
  • barbultbarbult Posts: 26,904
    It is used internally by the software. It isn't anything a user needs to load or manipulate. Just ignore it and leave it alone.
  • jjoynerjjoyner Posts: 799

    barbult said:

    It is used internally by the software. It isn't anything a user needs to load or manipulate. Just ignore it and leave it alone.

    OK.  Good to know.  Thanks much. 

  • GoggerGogger Posts: 2,522

    barbult said:

    ...ignore it and leave it alone.

    This is good advice for many things in life.

    But, in a more thread-related comment - I would pay good money for a QUALITY cliff side maker in UltraScenery. I know it opens a can of worms in functionality based on how US works, but it sure would be cool!  I know you can just plop a cliff prop into the scene, but there are issues there too.  Something native would rock!  (I haven't been a fan of the texture effects on some of the "hacks to achieve the basic effect using height maps and whatnot.)."

  • memcneil70memcneil70 Posts: 5,828

    Gogger said:

    barbult said:

    ...ignore it and leave it alone.

    This is good advice for many things in life.

    But, in a more thread-related comment - I would pay good money for a QUALITY cliff side maker in UltraScenery. I know it opens a can of worms in functionality based on how US works, but it sure would be cool!  I know you can just plop a cliff prop into the scene, but there are issues there too.  Something native would rock!  (I haven't been a fan of the texture effects on some of the "hacks to achieve the basic effect using height maps and whatnot.)."

    Gogger, I read your post with very tired and itchy eyes (new glasses) and I saw 'QUALITY cliff side maker' as 'QUALITY cliff side marker' and my brain went into a scramble trying to figure which existing product could do that. I finally realized you meant a geographic object as in a cliffside. I think that is a great idea, as while we can elevate the ground, we don't have the textures that would make it look real.

    But thanks for a laugh at myself and knowing I have wiped them out enough for the day.

    Peace, Mary

  • davesodaveso Posts: 8,056

    anything new coming on for Ultrascenery? Seems like we need an exciting release soon. 

  • jmucchiellojmucchiello Posts: 1,376

    daveso said:

    anything new coming on for Ultrascenery? Seems like we need an exciting release soon. 

    I agree. I hope I'm wrong (and I hope I'm right). But I assume the fluxuating status of Daz2026 is at work here. At some point Ultrascenery for 2026 will be worked on. (Probably yet another version (UT3)) Or maybe it is being worked on. That might reduce work on new environments.

  • davesodaveso Posts: 8,056

    jmucchiello said:

    daveso said:

    anything new coming on for Ultrascenery? Seems like we need an exciting release soon. 

    I agree. I hope I'm wrong (and I hope I'm right). But I assume the fluxuating status of Daz2026 is at work here. At some point Ultrascenery for 2026 will be worked on. (Probably yet another version (UT3)) Or maybe it is being worked on. That might reduce work on new environments.

    thats probably it. I'm not sure i will change to 2026 or whatever it ends up being. . Have waaay too much invested in add-on products to lose all that money.  The only way is if the products are free upgraded or they work in the new DS version, but I remember reading most wont as the core of the product changes up a lot of things.

  • jmucchiellojmucchiello Posts: 1,376

    Plugins must be rewritten. Some scripts work. Some kind of work. And some don't work at all. 

  • LeanaLeana Posts: 13,153

    jmucchiello said:

    Plugins must be rewritten. Some scripts work. Some kind of work. And some don't work at all. 

    Plugins do not necessarily need to be rewritten, but they all need a DS6 version recompiled with the new SDK. To produce that version, some code updates may also be required if it used functions or features which don't work in the same way in the new SDK (there's a good chance that anything interacting with UI or viewport will need some work, for example), in the same way that some scripts require a code update.

    Whether a DS6 version of a plugin or script is created and how much it might cost will depend on the product and PA (and likely on how much work is required).

  • HavosHavos Posts: 5,658

    Some plug-ins create output that can be used in a newer version, and so do not really need to be updated. An example is GenX, which we know will never be updated since the creator has sadly passed. It converts morphs between character versions, but there is no reason at all to run it in the same version of DS as you are using to compose and render the scene. Convert the morph using DS 4.x, then load up the target base in DS 6 and use it from there. Plug-ins that help compose the scene will need moving, and if that can not be done, then you will need to hunt round for similar plug-ins/scripts, or find another solution.

  • Xandyr78Xandyr78 Posts: 164
    edited 2:50PM

    This may have been asked/answered somewhere in this or another forum, but I've not been able to find it:


    I have UltraScenery, USXT, and US2 all installed on my system, on the same drive.  I tried to generate a landscape in US2 using the Country Ford ecology option that (I think) originally was created for USC1.  I get error messages for every. single. .jpg  file that's part of that.  Is the Country Ford ecology just not compatible?  Am I doing something wrong?  All the USC, USXT and USC2 content is on the same drive.  I'd really like to start learning to use this plugin/script, but if nothing will load...

    Post edited by Xandyr78 at
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