UltraScatter2 - Now in store!

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Comments

  • ArtiniArtini Posts: 10,284

    Another great one, @AnEye4Art

     

  • AnEye4ArtAnEye4Art Posts: 846

    This one took a while to get the tree scatter the way I wanted. So, I am still learning new stuff with ultrascatter.

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  • AnEye4ArtAnEye4Art Posts: 846

    Skull island.

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  • barbultbarbult Posts: 26,156

    AnEye4Art said:

    Skull island.

    That is quite amazing! 

  • AnEye4ArtAnEye4Art Posts: 846
    Thank you. Ultrascatter2 has really reignited a renewed interest in Daz. I finally get to create some of my ideas with vegetation.
  • ArtiniArtini Posts: 10,284

    Great island. Agree, for me it is important to have some fun with the creations.

     

  • AnEye4ArtAnEye4Art Posts: 846

    Sleeping giant.

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  • ArtiniArtini Posts: 10,284

    Interesting creation. More interested, than regular terrains.

     

  • AnEye4ArtAnEye4Art Posts: 846
    Thanks. I'm trying something different. The terrain was created with world creator first, then exported to gaea for refinement, then to daz. Soon it'll be world creator to Blender to Daz once I learn the workflow.
  • richardandtracyrichardandtracy Posts: 7,077
    edited October 2

    I must admit I thought you'd posed a character, then using dForce draped a 100x100 (or more) facet plane over the person - the scree slopes would almost come automatically from the draping - then exported as an OBJ & then scaled. Certainly what I'd have done if I'd been inventive enough to have the idea in the first place.

    I once did something similar with a character being the terrain in Flowscape:

    Regards,

    Richard

     

    Post edited by richardandtracy on
  • AnEye4ArtAnEye4Art Posts: 846
    Wow. I like what you did there. Very creative!
  • AnEye4ArtAnEye4Art Posts: 846
    edited October 3
    So, I had posed the character in daz, then imported it to world creator. From there I scaled the model to fit the terrain and added filters like, sediment buildup and erosion (hence the fold-like creases) to make a seamless blend with the model and terrain. From WC to gaea as a heightmap to add the texturing, vegetation placement and further refinement. Then I exported everything to daz to assemble; terrain as a 16k mesh along with the normals, texturing and the vegetation mask for tree scattering.
    Post edited by AnEye4Art on
  • ArtiniArtini Posts: 10,284

    Nice one, @Richard

     

  • ArtiniArtini Posts: 10,284

    Clever solution with the vegetation mask for tree scattering, @AnEye4Art

     

  • AnEye4ArtAnEye4Art Posts: 846

    Secret swimming hole.

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  • richardandtracyrichardandtracy Posts: 7,077
    That is really nice @AnEye4Art.
  • AnEye4ArtAnEye4Art Posts: 846

    richardandtracy said:

    That is really nice @AnEye4Art.

    Thanks. I appreciate the comment. 

  • AnEye4ArtAnEye4Art Posts: 846
    edited October 6

    I just remembered that I had ultra trees and decided to try it with ultra scatter 2, but the scattered trees do not have the leaves on them. All the ultra trees generate fine, but it's when I scatter them that I get no leaves no matter what I do. Maybe I'm doing something wrong. I was excited to try ultra trees for their high-quality and variety, but then I was dissapinted that it was not working out. But perhaps Howie can look into this.

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    Post edited by AnEye4Art on
  • butterflyfishbutterflyfish Posts: 1,480

    If I understand correctly, it's because the leaves are themselves instanced, and you can't instance instances (double instance). In that case, I don't think Howie can do anything about it.

  • barbultbarbult Posts: 26,156

    If I understand correctly, it's because the leaves are themselves instanced, and you can't instance instances (double instance). In that case, I don't think Howie can do anything about it.

    That is correct.
  • AnEye4ArtAnEye4Art Posts: 846
    Ok. Good to know. I don't know anything about how instances work, but would exporting the tree and then re-importing it work? Maybe Howie can add a feature that makes the instances into objects?
  • barbultbarbult Posts: 26,156

    AnEye4Art said:

    Ok. Good to know. I don't know anything about how instances work, but would exporting the tree and then re-importing it work? Maybe Howie can add a feature that makes the instances into objects?

    Totte made a tool Instances to Objects. The resulting tree would have a lot of geometry.

  • AnEye4ArtAnEye4Art Posts: 846
    Got it. Thanks.
  • richardandtracyrichardandtracy Posts: 7,077

    I ran into a problem with trying to instance instances, and as @Barbult says, it doesn't work. I found this out trying to do chandaliers with instanced glass danglies.

    I'm looking at doing a simple instancer that copies the instances too. Sounds odd, but each instance has a reference back to the original model that is being instanced. If your instancer script follows this link back to the model, you can then create yet another instance referring back to that original model. However the instance loading on the machine may well slow it down significantly anyway - I noticed a lag with my leaf swarm script and 2000 off single facet leaves. With any luck I'll get it done this year (it isn't at the top of my to-do list) for things like my linear & circular array scripts.

    Regards

    Richard

  • AnEye4ArtAnEye4Art Posts: 846
    edited October 6
    Thanks for all the feedback. I did convert one of the ultra trees using the instances to object utility; it took too long; ultimately it was a mess and, like Barbult said, it was too many geometry - totally unusable. @ Richard: I'd buy your product if it solves this issue. But for now I'll stick to vue's plant factory which has an unlimited variety of trees to work with.
    Post edited by AnEye4Art on
  • AnEye4ArtAnEye4Art Posts: 846

    scenic view.

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  • AnEye4ArtAnEye4Art Posts: 846

    Somewhere.

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  • barbultbarbult Posts: 26,156

    AnEye4Art said:

    Somewhere.

    That's very real looking. 

  • felisfelis Posts: 5,720
    edited October 12

    I have a weird phenomenon with Ultrascatter.

    I wanted some trees in the background, and I created a plane I scaled, and then used Ultrascatter to distribute a number of trees (3 trees in a group).

    But then I saw that there same trees outside the plane. I then made a test where I did the same, and there was generated some "copies" far away from the plane.

    In the attavhed image you can see the plane in the center with trees scattered, but then also 2 groups north and south.

    Anybody know why that happens and a way to avoid.

     

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    Post edited by felis on
  • felisfelis Posts: 5,720
    edited October 12

    Well, I have found a solution, but don't know why it happen.

    I realised that Ultrascatter generted 3 instances, and I could just hide the 2 weird ones.

     

     

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    Post edited by felis on
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