UltraSceneryXT - large terrain/landscape generator

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Comments

  • barbultbarbult Posts: 26,165

    That road scene is excellent. I bet that is just what he wants.

  • drucdruc Posts: 472

    paulawp (marahzen) said:

     

    What kind of images were you aiming for? This was a quick assemblage with Road to Nowhere and assorted Howie products. It's using two USXTs and - though you can't really see them here - two USC2s, along with a sun-sky preset from a set Howie put out a while back. It would not be convincing from above, but it's potentially useful for typical road level angles. 

    Your images were the type of thing I was looking for in a distance image looking up or down the road. I didn't think to have one USXT almost level with a second using a canyon type map.

    The types of images are three people on two Harley Davidson's with Polish's Retro pick up as the support vehicle. So some images from the side, either stopped or riding and some looking down the road. I mainly wanted to showcase Billy-T's Custom bikes that were released back in the 4th generation characters day and sadly now inactive. They come up very well with some Iray shaders, but I think I have hit another hurdle with render time. Two bikes, one car, three G8 characters with one wearing the updated Desperado cowboy outfit and the two females wearing Bad Kittens biker outfits. 

    Render still not finished after 20 hours.

  • ArtiniArtini Posts: 10,288
    edited July 16

    Wow, you are very patient, waiting so long for render to complete.

    I also think, that using Sun-Sky lighting gives you a lot of different looks.

     

    Post edited by Artini on
  • ArtiniArtini Posts: 10,288
    edited July 16

    UltraSceneryXT with https://www.daz3d.com/easy-environments-road-to-nowhere makes a nice combo scene.

    Used "Sun-Sky Only" Environment Mode.

    RoadToNowhere01.jpg
    1920 x 1080 - 321K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,288
    edited July 16

    Changing time to 8:30 AM makes a slightly different render - like it even more.

    RoadToNowhere02.jpg
    1920 x 1080 - 335K
    Post edited by Artini on
  • drucdruc Posts: 472

    They do look great. The haze sets off the back ground nicely.

    When this render finally finishes and I want it to run full course so I can see how it goes. I think I will try with maybe 2 G8 characters and drop the PickUp as well and do as you have not worrying about the hills over the road in the back ground because the viewer can't see that the road would have a turn.

  • ArtiniArtini Posts: 10,288

    Thanks.

    I also think, that haze helps cover unnecessary details, so one can focus on the key details of the scene.

     

  • Artini said:

    Changing time to 8:30 AM makes a slightly different render - like it even more.

    That's the magic of sun-sky. Using rotation, time of day and day of year (and also the coordinates of the location), you can fiddle to an exact minute that can entirely alter the scene, particularly with sunrise/sunset  

  • DoctorJellybeanDoctorJellybean Posts: 9,585

    Artini said:

    Changing time to 8:30 AM makes a slightly different render - like it even more.

    The first autonomous vehicle! 

  • Richard HaseltineRichard Haseltine Posts: 107,889

    DoctorJellybean said:

    Artini said:

    Changing time to 8:30 AM makes a slightly different render - like it even more.

    The first autonomous vehicle! 

    Herbie's big sibling?

  • Richard HaseltineRichard Haseltine Posts: 107,889

    Richard Haseltine said:

    DoctorJellybean said:

    Artini said:

    Changing time to 8:30 AM makes a slightly different render - like it even more.

    The first autonomous vehicle! 

    Herbie's big sibling?

    Just as long as t isn't being driven by the Mysterons we should be fine.

  • ArtiniArtini Posts: 10,288

    Thanks for all of the comments. I have tested mostly the environment and the lights for such scenes.

     

  • drucdruc Posts: 472

    This is the type of scene I am trying to make. This image is early days, as they say. A work in progress. Thanks to Richard Haseltine I now know my RTX 3060 failed as it has 12 GB of memory and I used 4k shaders. I changed the chrome shaders I could find on the two bikes (they are the heros in the scene) to 1k and 2k and it just missed the mark. So I deleted the fence. I have TechPowerUp GPU-Z running on another screen and it is running at about the max memory for the GPU, but still using it smiley

    USXT test 2.jpg
    3840 x 2160 - 5M
  • felisfelis Posts: 5,732

    druc said:

    This is the type of scene I am trying to make. This image is early days, as they say. A work in progress. Thanks to Richard Haseltine I now know my RTX 3060 failed as it has 12 GB of memory and I used 4k shaders. I changed the chrome shaders I could find on the two bikes (they are the heros in the scene) to 1k and 2k and it just missed the mark. So I deleted the fence. I have TechPowerUp GPU-Z running on another screen and it is running at about the max memory for the GPU, but still using it smiley

    Being far out I see no problem in no fence.

    That said, there are other means for VRAM optimization. Scene Optimizer can reduce the scale of your textures at least on characters and bikes, and you won't be able to tell a difference. And you can hide bodypart not vissible due to clothing.

  • jjoynerjjoyner Posts: 748

    WIth limited RAM/VRAM in my computer, I find Camera View Optimizer (https://www.daz3d.com/camera-view-optimizer) helpful.  You can use it to hide or delete items that are not in a camera's view

  • ArtiniArtini Posts: 10,288

    Looks nice, @druc

    My Nvidia graphics card has 8 GB of VRAM and it is on the laptop,

    that is why I rarely render scenes with more than 1 or 2 Genesis 9/8/3 characters.

    The other option is using LowPI characters, but I have not mastered close up scenes with them, yet.

     

  • ArtiniArtini Posts: 10,288
    edited July 20

    In the quest to find, what works well with UltraSceneryXT.

    Todays freebie looks interesting:

    https://www.daz3d.com/fm-space-ii-desert-planet

    DesertPlanet02.jpg
    1920 x 1080 - 365K
    Post edited by Artini on
  • drucdruc Posts: 472

    Looking good Artini. I also downloaded this freebie. I just haven't rendered anything in the last couple of days. Next render I want to do will be a motel with USXT as the back ground for my riders and a nights lodging.

  • jjoynerjjoyner Posts: 748
    edited July 20

    Artini said:

    Looks nice, @druc

    My Nvidia graphics card has 8 GB of VRAM and it is on the laptop,

    that is why I rarely render scenes with more than 1 or 2 Genesis 9/8/3 characters.

    The other option is using LowPI characters, but I have not mastered close up scenes with them, yet.

     

    What did you use in UltraScenery XT to create the foreground?  I bought UltraScenery in early 2022 and UltraScenery XT in late 2024 but, in part because of somewhat limited VRAM/RAM resources (16 GB/6 GB), have not used them as much as I had planned to.

    Post edited by jjoyner on
  • drucdruc Posts: 472

    jjoyner, if your question related to the road it is https://www.daz3d.com/easy-environments-road-to-nowhere

     

  • jjoynerjjoyner Posts: 748

    druc said:

    jjoyner, if your question related to the road it is https://www.daz3d.com/easy-environments-road-to-nowhere

     

    OK.  Thanks.  I've seen the product before and came close to buying it once.  I've put it on my wishlist. 

  • ArtiniArtini Posts: 10,288
    edited July 21

    Thanks for all of the comments, @druc and @jjoyner

    Yes, Easy Environments Road To Nowhere works nicely with UltraSceneryXT.

    It would be nice to find some other types of the roads, as well.

     

    Post edited by Artini on
  • drucdruc Posts: 472
    edited July 21

    There's these ones https://www.daz3d.com/city-roads and https://www.daz3d.com/a-curious-bus although 3DL and need converting. 

    The issue I usually find is the road and scenery are part of the same prop. The above two I own and they have separate road surfaces. I have other roads but they are difficult to use with USXT.

     

    Post edited by druc on
  • drucdruc Posts: 472

    UltraScenery has roads and tracks that can be used in 1 and 2 versions.

     

    Targa-1.jpg
    3840 x 2160 - 7M
  • jjoynerjjoyner Posts: 748

    I have both of the 3DL products that you mentioned as well as several of the UltraScenery add-on products so I guess I just need to jump in and explore more.  Thanks.

  • ArtiniArtini Posts: 10,288

    Thanks for the tips about the roads - I have them both, as well.

    After your posts about UltraSceneryXT, I rediscovered it again and want to explore it more.

     

  • ArtiniArtini Posts: 10,288
    edited July 22

    Testing https://www.daz3d.com/cybercity-roadkit with USXT.

    Still do not know, how to create a flat area in USXT terrain just under the roads, yet.

    Roads06pic01.jpg
    1920 x 1080 - 540K
    Post edited by Artini on
  • drucdruc Posts: 472

    Flat surfaces/areas are an issue with USXT. I would love to see something like Code66 tool kits for USXT to create level areas. 

    I usually try a Preset like "dry lake" as it has a level area. USXT was primarily a back ground generator. You can not set a preset and use height maps. I technique might be to have a valley and then use 1 or more USC1 or 2  in there to get you flat type surface. In the USXT set height limits on the biome so there is no vegitations under the USC1 or 2. The biome in USXT can align with the biome in USC

    If you check the image made by paulawp (marahzen) on the previous page where they have used multiple USXT and USC. 

     

     

  • ArtiniArtini Posts: 10,288
    edited July 23

    Thanks, @druc

    I would like to avoid using USC1 or 2 together with USXT.

    If one change the width of the water, maybe it will be enough to cover all that flat area.

    Roads11pic02.jpg
    1920 x 1080 - 558K
    Post edited by Artini on
  • jjoynerjjoyner Posts: 748

    When I create an XT terrain, it loads at the very top of my viewport; I can only see a very small part of the lower edge.  If I frame the terrain, I can see the entire terrain but I am quite a distance away from it.  What is the best way to quickly get to ground level in the terrain?  Even with the navigation move control speed set to maximum, navigation is still slow given the relative size of the terrain. Thanks.

    XT.jpg
    1000 x 541 - 67K
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