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I would think setting all transforms to 0 would center it but I guess not. So.. How about if you try -500 Y trans and see if it moves down at all? Then you can just try different numbers until you can see it in your scene. You may have to change limits in parameters to get it to work.
I grouped them and then use the Y-translation in the Parameters tab. If you do not want to drag the slider then try enteriing a value such as -4500 to the right of the slider.
OK thanks both, I'll give that a go :)
Very nice...My main question was going to be if anyone was using these for fog efx. I can see that they work pretty well. I've got Marshian's Above the Fog for Iray and 3Delight. But, I'm not liking the Iray version. Mainly, the fog prop has too much of a hard line when intersecting anything. It's okay, but not convincing. The 3Delight version looks really good. So, I was disappointed that I couldn't do better with his Iray version. As others have said on here, volumetric fog must be difficult for Iray.
I've also been using Jepe's Steamz to do fog with somewhat better results. But, I'd like something with more of that billowing volume.
Either Stonemason's Iray Clouds or SY Fast Fog seem to be the best options. Both are excellent creators. I have lots of stuff from each of them.
Anyone have any particular opinion as to which product might work better for me?
Iray Clouds are grouped billboards so you might get intersecting with them also,usualy I just do fog in post,render out a depth mask from Iray or 3dl and use it as a mask for painting clouds/fog etc.
or maybe use a fog box with Iray http://sickleyield.deviantart.com/journal/Tutorial-Creating-Dust-And-Atmosphere-in-Iray-522291773
Thanks for the info...especially the honesty about how effective the clouds would be as fog. I love your architecture work and pick them up whenever I can. Through the Woods is one of my faves. It's a great all purpose set for woodland scenes. If I were to make a request...it would be for a larger scale version that has both a wooded section with a creek and an open meadow (or at least some sort of swappable grass and trees to make either a full wooded or woods and meadow. The idea is a woods but with an area to put a farm, small village, castle...etc. A path or road might be nice as well.
I keep wondering when someone will come up with a World Builder...kind of like you might use for laying out a game. You set up a map of your simplified world, telling the program where the rivers, roads, swamps, mountains, towns...etc. are located...maybe even the lattitude for placing climate and vegetation. Then, the World Builder creates those editable scenes and terrain from the available stock of models. The scenes would be linked but loaded individually, so as not to load down the computer further than necessary. It would be pretty cool for setting up your own Game of Thrones or Lord of the Rings type scenario, allowing you to place castles, villages, woods, farms, and wastelands as needed to tell the story.
Terradome 3 is nice for creating the big rocky spaces. But, I haven't noticed it being particularly handy when needing a quickly planted environment.
Sorry...running off on a tangent there. Anyway, thanks for the advice...and of course, for all the great products! I just picked up After the War...looks awesome!
Terradome3 + Ultrascatter can help a lot, but it takes a LITTLE bit of work.
I looked for tutorials on Ultrascatter and Terradome 3...not much of anything out there except the intro video for Terradome 3. Does UltraScatter plot the instances to the surface of the landscape object...or is it necessary to reposition everything to the "ground" surface?
PS...Is there a good UltraScatter thread happening? I don't know why, but my searches using the Forum search engine rarely give good results. I get better search results by doing the search in Google to find the links to a specific forum thread.
http://www.daz3d.com/forums/discussion/101156/ultrascatter-advanced-instancing-for-daz-studio-commercial
Ultrascatter allows you to create instances of one (or a group) of object(s) onto the surface of another, with control over random scaling, where on the second object stuff appears (near other stuff, away from other stuff, certain elevations, certain slopes), and so on. You can then reactivate the script on the instances if you need to tweak things.
It's astonishingly versatile. I've covered islands with trees, such that the trees start a bit up the beach and peter out before the upper peaks, and also don't appear on very steep slopes.
Excellent...That helps alot. Thanks!
I seem to be having trouble with the planes appearing in the cloud. I read through this thread but I couldn't find the occlusion settings, and nothing I seem to do fixes the problem. Is there any sure-fire things you can do to make sure you don't see the planes intersecting?
For my project, I am literally just making a Ultra-HD (3840x2160) render of just the cloud, which I will be compositing later in Adobe Premiere. So I just need one big cloud. But, no matter what I do the lines appear.
I figured out what was wrong in my case. I had the cloud to far away from the 0xyz axis in DAZ 4.10. Which seems to mess up transparency maps. I fixed it by nulling the camera and cloud and moving them closer to the 0 XYZ. Hopefully this problem will get fixed in DAZ 4.11.