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Thank you Howie for ultra scatter 2 and how well it works with no crashes and very fast results. This render has 1,000,000 clumps of grass and 50,000 trees.
!!!!!!!!!!!!!!!!!!!!!
Just 'Wow'. It's incredible it can cope.
Regards,
Richard
Millennium SubDragon, Millennium Dragon, and Millennium Dragon 2.0? What is the "Millenium SubDragon"? "Millenium Dragon 1.5"?
https://www.daz3d.com/millennium-subdragon
Hi Howie,
I'm a total fan of your products. But, the alpha release is worrying me. I bought your First iterations stuff almost instantly, the second is full of new things, but I'm relucant to buy anything that could be obsolete with DS6.
BTW you're not the only one concerned. For every new scripts, I'm concerned : Will I have to buy again the almost same stuff for the next Daz Studio ?
I was very interested by the Ultratree, unnfortunately it seems to be a bit abandonned ....
I'm not Howie, but I'll chime in.There hasn't been any new UltraTree release for a long time. But it does already have quite a few trees available and pretty much infinite variety with all the controls. Maybe in due time it will get its turn to become a version 2 product. The DS6 incompatibility has probably become a huge concern for PAs. But remember that Daz intends to keep DS 4 available, so you can build scenes in DS4 and render in DS6, even though that is somewhat of a hassle.
I have committed to updating all my scripts and plug-ins for Studio 2025 with no-cost updates. Unfortunately with Studio 2025 alpha being such a moving target at the moment, I really haven't started the process yet. (I don't believe the SDK has been released yet so I can't even begin to update the plugins no matter how keen).
Working on a fix right now
That is incredibly generous of you. Thank you.
Regards,
Richard.
Thank you.
I have found that UltraScatter will crash daz when switching from cm - inches, or when I reduce the default 25 cm to, say, 10 or any number below 25. Also, I would like to get a more dense looking tree coverage on large terrains when scattering over 1 million objects. In the attached image, I scattered 1 million pine trees and 1 million fir trees, but it still looks a little sparse to me. The trees are full models and not billboards.
I get a denser look using a different tree and multiple layers.
I was able to get more tree density by setting the distribution method to 1 instance meter squared. So, Howie, I was able to scatter 2,000,000 trees and your product delivered!! I really hope that you continue to evolve this piece of fantastic software.
My god, that's a dope-ass render.
Yesterday afternoon I had an update for UltraScatter 2 in my DIM.
After the update UltraScatter2 does not start at all.
What happened?
Correction - it starts on easier scene - need to investigate more.
I tinkered with using Ultrascatter2 to get some more realism to Canal Country for TerraDome3.
Find a step by step description on my DeviantArt gallery here:
https://www.deviantart.com/panotwinmarkus/art/Using-Ultrascatter2-and-TerraDome3-1234494100
I like your render. It looks really lush and fluffy. This one I added a variety of trees into one group then scattered them.
Ultrscatter 2 still amazes me.
This one took a lot of testing to figure out what might be possible.
..What? How?
And, importantly, Why?
What are you doing to the biomes to get those results? Looks pretty radical, whatever you're doing.
Regards,
Richard
This one I added a bit of micro scattering with some rocks. From my tests I've found that Ultrascatter does not like fbx. So, I mostly use obj.
Great experiments - keep them coming.
I split out some props from Stonemason's Winter Forest and UltraScattered them on a plane with a snow shader - mostly just to see if I could. The background is an UltraSceneryXY landscape.
I miss the days when Stonemason provided so much more flexibility in his products. There used to be individual props and multiple render settings, and even OBJ files for use in other software.
Looks great, @barbult
My test of applying UltraScatter2 to the plane (hidden in the render).
Finally the controls like Repel works as expected and the plane can be positioned as one will,
saving on memory and rendering time.
So, scattering fbx objects causes daz to crash and I don't know why. Scattering up to three different trees in the same mask causes daz to lockup just after I hit render. But using just one tree object per mask works well.