UltraScenery - new(er) territory [Commercial]

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Comments

  • GoggerGogger Posts: 2,530

    I am perfectly willing to pay full price, or upgrade price, or whatever to compensate you for your AMAZING work - UltraScenery singlehandedly took DAZ from one pretty cool thing into another wholly SUPER-AMAZING thing!  We appreciate what you made Howie, and I know many of us see this as not "just another plugin" for DAZ, but a true game changer.  I, for one, wholeheartedly support you and your endeavors on UltraScenery 6!  Thank you!   <salute> 

  • memcneil70memcneil70 Posts: 6,073

    Exactly! No problem. I can't code so I am totally willing to pay for excellence and skill.

  • davesodaveso Posts: 8,247

    HowieFarkes said:

    daveso said:

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

    Have been spending my time porting everything to DS6 so that's not super exciting but it needs to be done.

    thanks for reply. Yeah, that would be a huge project, that's for sure.  

  • emu42emu42 Posts: 52

    Ghosty12 said:

    HowieFarkes said:

    Ghosty12 said:

    Do we have any sort of timeline for USC 2 and USC XT for Studio 6?

    I am working on them right now. It is certainly not as simple as recompiling - there is quite a bit of code to rewrite (my own fault for using custom interface widgets). The plugins are being ported first then I'll get onto the scripts. ETA is... dunno but soon?

    Ahh cool no worries thank you for the info, I can only just guess what sort of a pain in the behind it must be having to port everything over.smiley 

    That's quite the relief to hear that these plugins will be ported to DS6. I have been using them in my scenes. A lot. :)
     

  • PitmaticPitmatic Posts: 1,021
    edited July 10

    I think i might be going mad but i cant see my old ultrascenery terrain presets in ultrascenery2 am i missing something (probably) :)

     

    edit ignore me found them down the bottom all stressed as the car failed its NCT/MOT sigh

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    Post edited by Pitmatic on
  • memcneil70memcneil70 Posts: 6,073

    Pitmatic said:

    I think i might be going mad but i cant see my old ultrascenery terrain presets in ultrascenery2 am i missing something (probably) :)

     

    edit ignore me found them down the bottom all stressed as the car failed its NCT/MOT sigh

    That is fully understandable. I failed our version when my gas cap was too old to lock properly and I had to get a new one installed and then wait again (4 hours the first day, two hours the second) to be inspected. Thankfully I only had to pay the one time to the state and my repair shop apologized for not checking it and fixing it prior to the inspection, so I just had to pay for the part, not labor. But the freak out and two mornings shot was a major stress factor.

     

  • fullerdbfullerdb Posts: 82
    edited July 21

    I have been having trouble with UltraScenery for a while now. I have DS 4.24.0.4 and RTX A4000 with updated driver (596.72). When I try to preview in Iray, the screen blinks and never shows Iray. After that, I unpacked an instance group with the tool from toolbox vol 2 to remove a tree that was in my way and now, when I try to repack (with version 1.0.0.6), DS hangs. I have waited a long time and nothing changed. When I click anywhere on DS's window, DS crashes.

    Here is what I found in the log file:

    2026-07-20 21:58:55.745 [INFO] :: Loading script: D:/daz/libraries/lib/scripts/code 66/ultra scenery toolbox ii/ust repack instancegroup.dse
    2026-07-20 21:58:56.698 [WARNING] :: \src\sdksource\general\dzscript.cpp(1192): Unhandled error while executing script.
    2026-07-20 21:58:56.698 [WARNING] :: QScriptEngine::popContext() doesn't match with pushContext()

    I have waited for driver updates and I have tried different scenes and configurations and it's always the same. Any tips for what else I could try? 

    PS: When I actually render the scene instead of using the viewport preview, it works.

    Post edited by fullerdb on
  • richardandtracyrichardandtracy Posts: 8,017
    UltraScenery uses a vast number of instances. It's not really suitable for viewport Iray previews because of how many resources it takes. UltraScenery 2, where you can hide all plants except one type, may be suitable but even then it's a heavy load on the system. It's computer power that's the issue - they're not yet powerful enough to cope with the demands of US and Iray with a realtime response. Regards, Richard.
  • fullerdbfullerdb Posts: 82

    I also have and use UltraScenery 2, but it is more complex to setup. That's why I still use UltraScenery 1 and its toolboxes. Good products both of them.

    It's computer power that's the issue - they're not yet powerful enough to cope with the demands of US and Iray with a realtime response.

    I have a pretty beefy computer and it does not report any lack of resources. I used to be able to see the preview, actually. It may have been a DS update that broke it.

    However, even if Iray is limited, what could be wrong with the repack script and its "Unhandled error"? Surely that does not require too many resources?

  • memcneil70memcneil70 Posts: 6,073

    We were all warned at the beginning to avoid Iray Preview.

    I take mini screen shots or draft renders to check what I am doing in both versions of USC. Part of the reason is regardless of my computers' power I don't like taxing my systems and crashing. Even for other renders I am careful and cautious about wiping out my card's tolerance Windows 11, or my CPU on my MacMini. 

  • DoctorJellybeanDoctorJellybean Posts: 10,098

    Do remember, when coming to instances, to set Instancing Optimization (Render Settings - Optimization) to Auto.

  • fullerdbfullerdb Posts: 82

    Thanks for reminding about Instancing Optimzation, Doctorjellybean. I had it set to Memory by default after tests I ran ages ago. Memory and Auto were the same in new tests. Speed was definitely worse.

    I'm not even reaching half of my VRAM with these previews, memcneil70. But fair enough. I also do what you described. It's just much less efficient.

    Does anyone have any idea about the Repack tool? I get this error below and the progress screen just hangs until I click and then DS crashes. This has nothing to do with Iray. I'm not doing anything that is not in the manual. Actually, I have just tried unpacking and repacking with no changes, but also with no success. Am I the only one with this unpack/repack issue? Any guesses about what else I could look into, since the error message is not very useful?

    2026-07-20 21:58:55.745 [INFO] :: Loading script: D:/daz/libraries/lib/scripts/code 66/ultra scenery toolbox ii/ust repack instancegroup.dse
    2026-07-20 21:58:56.698 [WARNING] :: \src\sdksource\general\dzscript.cpp(1192): Unhandled error while executing script.
    2026-07-20 21:58:56.698 [WARNING] :: QScriptEngine::popContext() doesn't match with pushContext()

     

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  • barbultbarbult Posts: 27,471

    Unpack and repack work correctly for me. Be sure you are selecting the "IGDoctor USC objects ..." to be repacked when you run the repack script. Code 66 always includes a good manual with his products. Maybe it will help you.

  • Hi Folks,

       I am trying to build some scenery with a tarmac on it for some aircraft.  I have created my own height map and applied it in US2 and I have placed a mask square where I want the terrain to be level.  I then open Mask Builder and select the mask square and right click and select masking both biomes and height and when the live update happens my terrain disappears.  I am not sure if this is intended functionality, or if I'm doing something wrong.  Can anyone help me understand? Thanks!

    -Chris

    pdf
    pdf
    DAZ_HELP.pdf
    161K
  • barbultbarbult Posts: 27,471

    christopher.zupp said:

    Hi Folks,

       I am trying to build some scenery with a tarmac on it for some aircraft.  I have created my own height map and applied it in US2 and I have placed a mask square where I want the terrain to be level.  I then open Mask Builder and select the mask square and right click and select masking both biomes and height and when the live update happens my terrain disappears.  I am not sure if this is intended functionality, or if I'm doing something wrong.  Can anyone help me understand? Thanks!

    -Chris

    The images in the PDF are too small or too compressed. Even after magnifying, I can't read any of the text in the images to figure out what you are doing.

    Generally, if you want to control a flat area like that, I recommend using Absolute Displacenent in UltraScenery2.

  • yonashaldyonashald Posts: 72
    edited August 24

    HowieFarkes said:

    daveso said:

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

    Have been spending my time porting everything to DS6 so that's not super exciting but it needs to be done.

    Thank God, can't wait, glad you are working on it working on DS6, do you know if we will ahve to buy it again if we already have it for DS4?

    Post edited by yonashald on
  • HowieFarkesHowieFarkes Posts: 629

    yonashald said:

    HowieFarkes said:

    daveso said:

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

    Have been spending my time porting everything to DS6 so that's not super exciting but it needs to be done.

    Thank God, can't wait, glad you are working on it working on DS6, do you know if we will ahve to buy it again if we already have it for DS4?

    DS6 version is in final testing now so not too long now. Current owners of UltraScenery2 do NOT need to purchase any updates - should hopefully turn up in DIM as a new download when it's ready.
  • butterflyfishbutterflyfish Posts: 1,791

    HowieFarkes said:

    yonashald said:

    HowieFarkes said:

    daveso said:

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

    Have been spending my time porting everything to DS6 so that's not super exciting but it needs to be done.

    Thank God, can't wait, glad you are working on it working on DS6, do you know if we will ahve to buy it again if we already have it for DS4?

    DS6 version is in final testing now so not too long now. Current owners of UltraScenery2 do NOT need to purchase any updates - should hopefully turn up in DIM as a new download when it's ready.

    That's amazing! Thank you so much for all your work! 

  • richardandtracyrichardandtracy Posts: 8,017
    Thank you, much appreciated. For me, UltraScenery is the 'Killer Application' for DAZ Studio, making it the go-to resource for most image creation, and it's now for DS6 too. Thank you.
  • barbultbarbult Posts: 27,471
    He put lots of work into the update for DS6. It is very generous to make the update free. Lucky us!
  • jmucchiellojmucchiello Posts: 2,040
    edited August 28

    barbult said:

    He put lots of work into the update for DS6. It is very generous to make the update free. Lucky us!

    Agreed. I was expecting to buy a US3 for DS6 support. Thanks, Howie.

    Post edited by jmucchiello on
  • alexhcowleyalexhcowley Posts: 2,409

    jmucchiello said:

    barbult said:

    He put lots of work into the update for DS6. It is very generous to make the update free. Lucky us!

    Agreed. I was expecting to buy a US3 for DS6 support. Thanks, Howie.

    Howie is truly a prince amongst men!

    The lack of US2 suppport is the main reason why I haven't even looked at DS6 yet. I will await further developments with considerable interest.

    Cheers,

    Alex. 

  • algovincianalgovincian Posts: 2,696

    HowieFarkes said:

    DS6 version is in final testing now so not too long now. Current owners of UltraScenery2 do NOT need to purchase any updates - should hopefully turn up in DIM as a new download when it's ready.

    Definitely something to look forward to! Thanks for the info and your hard work, @HowieFarkes.

    - Greg

  • memcneil70memcneil70 Posts: 6,073

    @HowieFarkes, after all your hard work, to get the update free, my deepest thanks. And a safe bet I will buy every upcoming add-on you and your PA friends put out to support it! (Not a hard promise to make as I have bought all the previous ones to date.)

    Bless you,

    Mary

  • davesodaveso Posts: 8,247

    that is way generous. Thanks @HowieFarkes.  I'm still holding off on DS6 until I see where all the addons are going, such as Code66, etc.  Has anyone tried any of the things created for US for DS4.xx in DS6 ??

  • TotteTotte Posts: 15,098

    daveso said:

    that is way generous. Thanks @HowieFarkes.  I'm still holding off on DS6 until I see where all the addons are going, such as Code66, etc.  Has anyone tried any of the things created for US for DS4.xx in DS6 ??

    All I can say is that there is an Ultra Scenery 2 Toolbox for Studio 6 in the works, for biome masking, height masks, and with an Alienator functionality that is better and much easier and more intiuitive than ever before.
    When it's out roaming on you systems, I dont know.

  • davesodaveso Posts: 8,247

    Totte said:

    daveso said:

    that is way generous. Thanks @HowieFarkes.  I'm still holding off on DS6 until I see where all the addons are going, such as Code66, etc.  Has anyone tried any of the things created for US for DS4.xx in DS6 ??

    All I can say is that there is an Ultra Scenery 2 Toolbox for Studio 6 in the works, for biome masking, height masks, and with an Alienator functionality that is better and much easier and more intiuitive than ever before.
    When it's out roaming on you systems, I dont know.

    well thats very cool yes 

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