Terrains?

2»

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,350
    wscottart said:

    Terradome 3 looks pretty cool too. I'm tempted to give them all a try.

    I like it but it uses morphing terrains and doesn't work with grey scale maps or DEMs

    you probably could use that script by JMCasual I linked earlier on it

  • FishtalesFishtales Posts: 6,218
    edited March 2019

    This is Terradome 3 using A Zone, Water, Canal Terrain Morph, Stormy Sky HDRI and various plants from a few other sets.

    Gentle Stream

    2019-03-24 07:24:29.926 Total Rendering Time: 21 hours 34 minutes 38.7 seconds

    Click on image for full size.

    gentle-stream-copyright-001.jpg
    1920 x 1080 - 2M
    Post edited by Fishtales on
  • wscottartwscottart Posts: 447

    Well I went ahead and got the terradome. Its pretty neat. Can't wait to play with it soon. New computer here with windows 10. I'm coming over from Mac,. Got Bryce and Carrara up and running, so I should have plenty of  terrain creation choices now. I should have made this jump years ago. I can't believe how responsive Daz is in windows 10. WOW.

  • wscottartwscottart Posts: 447
    Fishtales said:

    This is Terradome 3 using A Zone, Water, Canal Terrain Morph, Stormy Sky HDRI and various plants from a few other sets.

    Gentle Stream

    2019-03-24 07:24:29.926 Total Rendering Time: 21 hours 34 minutes 38.7 seconds

    Click on image for full size.

    Thats an awesome image, definetly must be seen full size.

  • FishtalesFishtales Posts: 6,218
    wscottart said:
    Fishtales said:

    This is Terradome 3 using A Zone, Water, Canal Terrain Morph, Stormy Sky HDRI and various plants from a few other sets.

    Gentle Stream

    2019-03-24 07:24:29.926 Total Rendering Time: 21 hours 34 minutes 38.7 seconds

     

    Click on image for full size.

    Thats an awesome image, definetly must be seen full size.

    Thank you :)

  • Dave63Dave63 Posts: 49

       Both of those look like great solutions. I would really like to see this in some future version of Daz Studio:

    https://blogs.nvidia.com/blog/2019/03/18/gaugan-photorealistic-landscapes-nvidia-research/

  • davesodaveso Posts: 7,887

    there used to be a product called Microcosm from RDNA ... not sure how or if that would work in DS ... I have a ton of modules and I remember tham as being much more morphable and realistic than Terradome ... 
    good for smaller terrain areas... I will give them a try to see what comes out ... materials, textures will be the thing though. 

  • wscottartwscottart Posts: 447
    edited June 2019

    So i went ahead and got INFINITO 1.1.0.1

    Here's my first trial with it.

    2percentrender4554.jpg
    1545 x 2000 - 2M
    Post edited by wscottart on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,350
    Dave63 said:

       Both of those look like great solutions. I would really like to see this in some future version of Daz Studio:

    https://blogs.nvidia.com/blog/2019/03/18/gaugan-photorealistic-landscapes-nvidia-research/

    That’s now live BTW

    https://www.nvidia.com/en-us/research/ai-playground/

  • JOdelJOdel Posts: 6,322
    daveso said:

    there used to be a product called Microcosm from RDNA ... not sure how or if that would work in DS ... I have a ton of modules and I remember tham as being much more morphable and realistic than Terradome ... 
    good for smaller terrain areas... I will give them a try to see what comes out ... materials, textures will be the thing though. 

    Oh, that worked pretty well in DS3. iirc It was RDNA's version of the morphing terrain of the Milenium Environment or Multiplane Cyclorama. It was all Poser materials, but those can be tweaked. They also had another such vignette render scene called Infinity Cove 3. Either of them would probably still work, but the textures are pretty low-res.

  • DiomedeDiomede Posts: 15,398

    RE: hi poly plane with displacement shader applied.   This will work for a lot of projects.  I encourage more use of it.   

     

    The obvious disadvantage is not being able to have overhangs.  When want a landscape with a cave or simlar, start with a terrain modeler, convert to obj, and then use the vertex edting tools to create the overhang, cave, or other specialty feature.  Then just uvmap and texture like any other 3D object.  I start in Carrara, but Bryce or anything else that can be converted to obj is fine.  My initial tests were not so good because my first tries did not include remapping, but you can use any preferred program to uvmap a terrain model.  If you use 3DCoat or similar, you can even paint displacement maps / normal maps / etc. to create higher detail for a lower poly terrain.

Sign In or Register to comment.