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Dormant Volcano.
Ha! Good idea!
What features are different between Ultrascatter Pro and Ultrascatter 2? I'm debating which one to buy, but I don't want to miss out on certain features of the Pro version. I don't see any feature list comparing the two directly.
From what I see, I think its missing the "point at" and "matrix" features (maybe others as well?).
So then I wouldn't be able to create crowds of people looking in the same direction, or parking lots or highways packed with cars, etc. Those are pretty big features to me. So is there any plan to release an "UltraScatter 2 Pro" version as a plug-in? I think the US2 regular version is too limited for what I need it for.
If there is no plan to release it, its not a problem. I just want to know before I buy the Pro version, which seems to have everything I want, except the added speed. So I would hate to buy the script version and then find out that a C++ version is around the corner with all the Pro features..
By the way, I finally went ahead and bought UltraScatter Pro a couple weeks ago and I have been playing with it ever since. I absolutely love it. I highly recommend those on the fence trying to decide between the US Pro version and the US2 version to just get the Pro version. It is very fast, I can't imagine needing any more speed than what the Pro version already has, and it has all the bells and whistles. But that's just me, I hate missing out on options. If I have to choose between features and speed I will take the features. It usually takes me longer to decide how to setup my scene than it does to run the script. Maybe a minute to run the script at most in my usage.
Interesting thoughts, @FrankTheTank
Need to take a look at UltraScatter Pro version again.
I have missed a lot "point at" function, so I made my own with AI.
It is amazing, how many useful scripts for Daz Studio one can make that way...
I've found a odd issue, which might be me doing the wrong thing.
In short, scatters on an object (A) are fine, and appear on the surface.
If I then I parent A to another object (B) then the scatters get displaced from A by some distance. In the attached image the scatters are the red spheres, and you can see they're 50cm away from the surface the scatter is meant to be on.
Is this intended? Is there a way to stop it happening? I was trying to add bubbles to the contents of a glass, but I can't parent the contents to the glass, which makes editing the scene really annoying.
I assume there is a 50cm offset of the cube relative to it's origin.
If I remember correctly, the spheres will be in an instance group (I think that's what Howie did). I also think the instance group can be parented to other objects and have its own translations. So, if the inatance group is not already parented to the cylinder, make sure it is (don't tick/check 'Parent in Place'). At this point you may find all the spheres are in the correct place. If they haven't moved, put in a translation identical to the translation of the cube (I assume it'll be X=-50). This should move the entire instance group to be around the cylinder.
Regards,
Richard.
Yeah, I can move it back (and it's exactly 50cm away, which is interesting - I assume it's related to the cube being 1m across but centered in the middle, so it reaches 50cm in each direction), but if anything makes it regenerate (like changing the parenting or some other things) they move back, which is annoying.
It's weird that the offset is 50cm on one axis, too, I'm not sure what's going on there.
The structure is like this, though, so I can't change the parenting in any useful way - if I unparent the "Bubbles" object (which is what USC2 made) then it stops working as a scatter, but doesn't move.
If I unparent the cylinder (object A, the one the scatters are on) then the scatters move to the right spot.
If I unparent the "Instance Group" object then Daz Studio crashes, which isn't ideal :)
I've added the scene file, in case anyone has ideas and needs a test case.
I wasn't suggesting you unparent the Instance group, just translate the instance group. I have done a small amount of scripting with instance groups (eg a few in the thread from here ), and confess that they always throw up unexpected 'features'. I will try your duf file, but I'm not at my rendering machine, but I will try when I get back to it. I did a spiral instancing script for the staircase individual steps when I created the image below, and had a stange offset I had to correct manually. Never spent the time to get to the bottom of it. Maybe I need to.
Regards,
Richard
Edit: Oops - I didn't see that a scene file was attached. I'll take a look at it.
UltraScatter, UltraScatterPro, or UltraScatter2? People sometimes post about other versions here, in spite of the thread title.
Are you "Parenting in Place" or not? It is an option on the Change Parent dialog.
I can't seem to reproduce this in UltraScatter2. It might depend on how your props were created (origin at object center or origin at world center for primitives, or where the object origin is on a purchased prop). Are you using primitives or purchased props in your example?
Yes, I can reproduce this scatter offset problem using your DUF file. I can also reproduce it starting from scratch creating my own primitives for the cylinder, cube and "bubble" sphere. I believe this is a bug, and not an error you are making.
I believe you can work around this bug by creating your cube, cylinder and bubble with the origin at World Center, instead of Object Center. There have been other bugs in the past related to primitives with origin at Object Center. Those bugs were fixed. I think your parenting example exposed another such bug. You can report this bug to the help center. Log in with your Daz credentials.
Thanks for this!
I'll have a play - my real objects are more complicated, but I have exported them from Blender with the base of the glass at the origin, not the base of the contents of the glass, which is where I want the bubbles.
A way for USC2 to work around this might be for it to have a translation for the scatters that it applies to the whole set, and for it to remember that when regenerating the scatters.
Wow, whats the usual rendertime on these, ie calculation time for scattering, sending geometry to gpu and final render?
Im running an older 10900k with 64 GB DDR4 and a 3090 Ti FE.