UltraScenery - new(er) territory [Commercial]

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  • davesodaveso Posts: 7,742

    zzzzzzz .... wake up you all. There might be a question on its way. 

  • richardandtracyrichardandtracy Posts: 7,076

    Think I'll stay asleep because there might not be.

    Regards,

    Richard.

     

  • SnowSultanSnowSultan Posts: 3,773

    Ah, Daveso was warning you all that I might be coming? I do have a question, but not the one I was planning on asking.   ;)

    OK...can someone tell me how I can create a dirt road in Ultrascenery 2 using a mask? It seems like it should be the most simple thing, but I do not have any options to create roads from any of the drop-down menus, a road never appears in the layers when I choose a biome, and if I choose the classic content biomes, the roads are non-adjustable. Is there an addon set that I'm missing (I do not want modern roads, it's for medieval lands)? Thanks in advance to anyone who's still awake and can help.   :)

  • MelanieLMelanieL Posts: 7,711
    edited April 30

    SnowSultan said:

    Ah, Daveso was warning you all that I might be coming? I do have a question, but not the one I was planning on asking.   ;)

    OK...can someone tell me how I can create a dirt road in Ultrascenery 2 using a mask? It seems like it should be the most simple thing, but I do not have any options to create roads from any of the drop-down menus, a road never appears in the layers when I choose a biome, and if I choose the classic content biomes, the roads are non-adjustable. Is there an addon set that I'm missing (I do not want modern roads, it's for medieval lands)? Thanks in advance to anyone who's still awake and can help.   :)

    You could try the instructions @barbult wrote for (a) moving a dirt track; (b) creating a paved road - both on page 4 of her very useful "USC Experiments and Experiences" thread HERE - she was talking about the original USC product, but I'm told that the process is much the same for USC2 (although haven't tried it myself yet).

    Actually that whole thread is well worth a read when you have a few minutes/hours to spare!

    ETA: I don't believe any road feature add-ons have been made for USC2 yet.

    Post edited by MelanieL on
  • SnowSultanSnowSultan Posts: 3,773

    Thank you, I was afraid I'd have to do some workaround. The information is useful, but I think I'm going to use Laticis' environmental props to make a scene myself. It's slow work, but it gives you the best control.

  • felisfelis Posts: 5,720

    I don't think I have seen it.
    Can you add a new terrain preset yourself?

    And if yes, how?

  • barbultbarbult Posts: 26,156

    You can find the existing UltraScenery2 terrain definitions here: data\HowieFarkes\UltraScenery2\Presets\Terrains. Use them as a guideline to create your own and add it to the folder.

  • felisfelis Posts: 5,720

    I tried to copy a folder, but then Daz crashed when I would open the list. The content in the folders was the same, so that might be the reason for the crash.

  • barbultbarbult Posts: 26,156
    You need to rename the folder and files, and edit the content of info.json and the properties file to reference the new file and folder names. Then you can begin editing the png images in the maps folder. (Don't rename the maps folder, but do rename the png files in the maps folder.)
  • felisfelis Posts: 5,720

    I had renamed the folder, and would later redo and rename the content, but DS crashed, and that was why I asked. I had thought that renaming the folder would be enough.

  • barbultbarbult Posts: 26,156
    I don't know why that would make Daz Studio crash. Possibly the crash was unrelated to your folder renaming.
  • barbultbarbult Posts: 26,156
    edited May 4

    I made this wide road Terrain Preset yesterday by copying the Track 01 presets and editing the maps in Photoshop. In retrospect, since I didn't want a split road with grass etc. in the middle, it would have been more prudent to start with one of the single lane tracks. It was easily tuned into a single lane, though, by just filling in the center part of the image maps with the bordering path color (black or white). I made the road wide by cropping of 25 percent of the image map width on the left and right side of each image map and then resized the image 200% in the horizontal direction to return the image to its original size. To make it even wider, I changed the width of the terrain from 64 to 128 in the json files. After successfully creating my road terrain preset, I created a second one with a gravel road instead of the default dirt, by just changing some of the maps and settings specified in the json file. The simplest way to do that is to make changes in the UltraScenry2 object's surface settings for Roadbase and Roadsurface, and then when you have what you like, edit those changes into the json file. I used the Australia 1 ecology in these renders and threw in some LowPi on LoRez Horse2 and a cart for scale references.

    The Top down view shows the overall scale of the whole terrain, with the horse riders looking like specs.

    UltraScenery2 Road 01 BV Australia 1_Camera 1.jpg
    2000 x 1125 - 2M
    UltraScenery2 Road 02 BV Australia 1_Camera 1.jpg
    2000 x 1125 - 2M
    UltraScenery2 Road 02 BV Australia 1_Top View.jpg
    2000 x 1125 - 2M
    Post edited by barbult on
  • AnEye4ArtAnEye4Art Posts: 846

    Finally getting back to doing some rendering in Ultra Scenery.

    Tester 2.png
    1500 x 1000 - 3M
  • paulawp (marahzen)paulawp (marahzen) Posts: 1,711

    AnEye4Art said:

    Finally getting back to doing some rendering in Ultra Scenery.

    I should, but I'm still clinging to 4.22 which takes approximately a year to render most USC scenes. sad​  

  • AnEye4ArtAnEye4Art Posts: 846
    My previous pc wasn't able to render massive amounts of ultrascattered vegetation,and Ultra scenery heavy loads,so I upgraded my pc. Now I'm able to do a lot more like I want to.
  • paulawp (marahzen)paulawp (marahzen) Posts: 1,711

    AnEye4Art said:

    My previous pc wasn't able to render massive amounts of ultrascattered vegetation,and Ultra scenery heavy loads,so I upgraded my pc. Now I'm able to do a lot more  

    For me, the issue is Daz 4.22.0.x. This computer (3090/64GB) easily handled multiple USC objects in a scene back in 4.21, but 4.22.0.x is a dog. (Also, my Daz beta version can render USC scenes in normal time.) One of these days I'll finally bite the bullet and upgrade. 

  • HowieFarkesHowieFarkes Posts: 624
    edited May 31

    Next thing I'm working on is a new version of UltraTrees - but this time it actually generates the tree trunk and branches instead of needing pre-modelled ones... So... infinite trees! Then I need to think how to integrate that into UltraScenery. Something like if you have UltraTrees2 installed then UltraScenery will have a new layer type which can then generate random variations of your UltraTrees species.

    I "grew" this tree in Daz Studio with the current prototype code for UltraTrees2.

    grow0016.png
    2048 x 2048 - 4M
    Post edited by HowieFarkes on
  • MoreTNMoreTN Posts: 340

    Well that looks very interesting

  • tsroemitsroemi Posts: 3,455

    Love the tree-growing project, would be cool if it was possible to include climbers and creepers like ivy and such with them!

  • ArtiniArtini Posts: 10,284

    Looking great.

     

  • paulawp (marahzen)paulawp (marahzen) Posts: 1,711

    HowieFarkes said:

    Next thing I'm working on is a new version of UltraTrees - but this time it actually generates the tree trunk and branches instead of needing pre-modelled ones... So... infinite trees! Then I need to think how to integrate that into UltraScenery. Something like if you have UltraTrees2 installed then UltraScenery will have a new layer type which can then generate random variations of your UltraTrees species.

    I "grew" this tree in Daz Studio with the current prototype code for UltraTrees2.

    Ooh, cool!

  • AnEye4ArtAnEye4Art Posts: 846
    This might have its uses in my toolbox. But I already have a wide variety of trees, including the now free plant factory, to use. I'm still going to buy it, though.
  • paulawp (marahzen)paulawp (marahzen) Posts: 1,711
    edited June 2

    It's been a while ... so am posting an image.

    Here, I'm using "LI Elemental Dynamics - Sand and Water" to create snow - just required a five-second Photoshop modification to the sand textures and ... yep, draping a plane with dForce.

    I need to learn the various tools I've bought - and not tested yet - to modify items in a USC2 instance. I really didn't want the bright green grass in this winter/early spring image.

     

    DeerPond.jpg
    1300 x 1000 - 1M
    Post edited by paulawp (marahzen) on
  • AnEye4ArtAnEye4Art Posts: 846
    Nice work.
  • ArtiniArtini Posts: 10,284

    Yes, looks great.

     

  • richardandtracyrichardandtracy Posts: 7,076

    That must be spectacularly difficult to code to make it sufficiently generalised and then look like a specific species with a customisation pack that's small enough to be speedy and useful. I take my hat off to you sir.

    Regards,

    Richard

  • davesodaveso Posts: 7,742

    AnEye4Art said:

    This might have its uses in my toolbox. But I already have a wide variety of trees, including the now free plant factory, to use. I'm still going to buy it, though.

    its cool you brought up plant factory. I have it but never did figure out how to use it. This new project by Howie could be very cool.  

  • davesodaveso Posts: 7,742

    HowieFarkes said:

    Next thing I'm working on is a new version of UltraTrees - but this time it actually generates the tree trunk and branches instead of needing pre-modelled ones... So... infinite trees! Then I need to think how to integrate that into UltraScenery. Something like if you have UltraTrees2 installed then UltraScenery will have a new layer type which can then generate random variations of your UltraTrees species.

    I "grew" this tree in Daz Studio with the current prototype code for UltraTrees2.

     

    This poject has such great potential. It was stated about specific tree types, etc, but considering DS is a place for fantasy and dreams, any type of tree would be cool, whether specific tree or not, in my opinion.  Yes, a real species would be great too. Seems like a massive project to create. Is your head smoking yet? LOL

  • HowieFarkesHowieFarkes Posts: 624

    daveso said:

    HowieFarkes said:

    Next thing I'm working on is a new version of UltraTrees - but this time it actually generates the tree trunk and branches instead of needing pre-modelled ones... So... infinite trees! Then I need to think how to integrate that into UltraScenery. Something like if you have UltraTrees2 installed then UltraScenery will have a new layer type which can then generate random variations of your UltraTrees species.

    I "grew" this tree in Daz Studio with the current prototype code for UltraTrees2.

     

    This poject has such great potential. It was stated about specific tree types, etc, but considering DS is a place for fantasy and dreams, any type of tree would be cool, whether specific tree or not, in my opinion.  Yes, a real species would be great too. Seems like a massive project to create. Is your head smoking yet? LOL

    I think my hair has caught fire a couple of times
  • classicZclassicZ Posts: 27

    Given that some (if not all) Ultrascenery 1 content requires US1 to work on Ultrascenery 2 (see the missing files issue detailed on page 55 and which I can also confirm as I have the same problem), should Ultrascenery 1 not be free to purchasers of Ultrascenery 2, or at least significantly discounted as it is actually a prerequisite to get older content working?

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