Coming soon: Nature Tools DS for DAZ Studio

umblefuglyumblefugly Posts: 193
edited September 19 in Daz PA Commercial Products
  • Terrain Tools
    • Procedural terrain generation and heightmap-driven terrain
    • Multiple terrain resolutions, including high-resolution terrain generation
    • Terrain shaping, elevation and detail controls
    • Procedural noise blending and seeded variation
    • Modify/rebuild existing generated terrain
    • Terrain-aware material generation using elevation and slope
    • Automatic Ground, Grass, Rock and Snow distribution
    • Layered PBR terrain materials
    • Integrated Hydro / water generation
    • Shoreline/environment workflows
    • Save/load terrain and material presets
  • Scatter Tools
    • Bulk Scatter large populations across terrain
    • Paint Scatter directly onto the surface
    • Paint Erase to interactively remove placements
    • Scatter trees, rocks, grass, plants, props, or other scene assets
    • Single-source or multi-source / variant pools
    • Randomized scale, rotation and placement variation
    • Surface/terrain placement constraints
    • Density and population controls
    • Reusable source objects with native instancing
    • Very large instance populations
    • Proxy / performance-friendly viewport workflows
    • Camera-aware preview/performance controls
    • Scatter sets remain organized and reusable rather than becoming thousands of unrelated objects
  • Rock Generator
    • Procedurally generate reusable rock assets directly in DAZ Studio
    • Multiple rock families/styles including Granite, Basalt, Sandstone, Limestone, Slate and River Stone
    • Shape and seed variation
    • Size and detail controls
    • Weathering controls
    • Fracture/form variation
    • Proper UV generation
    • Iray/PBR material support
    • Built-in presets
    • Custom material/texture support
    • Generated rocks can be used directly or fed straight into Scatter Tools
  • Heightmap Generator
    • Procedural heightmap creation inside DAZ Studio
    • Multiple generation methods including FBM/Perlin, Hills and Diamond-Square
    • Editable procedural noise sources
    • Seeded generation for repeatable results
    • Landmass and island shaping
    • Normalize/remap tools
    • Mudslide-style shaping
    • Water/erosion processing
    • Interactive preview
    • Preset system
    • True 16-bit PNG heightmap export
    • Send generated heightmaps directly into Terrain Tools
  • Environment Export
    • Export complete NatureGen environments as GLB or glTF + BIN
    • Export terrain, hydro/water, generated rocks and scattered populations
    • Preserve transforms, normals, UVs and PBR material data
    • Export Base Color, Normal, Roughness, Metallic and Cutout/Opacity data
    • Efficient shared-mesh reuse for large scatter populations rather than unnecessarily duplicating geometry
    • Preserve NatureGen source/scatter identity in exported scene data
    • Versioned .naturegen.json companion data
    • Generated Blender companion script
    • Generated Cinema 4D companion script
    • Reconstruct materials and large scattered environments in the destination DCC
    • Designed as a bridge from a DAZ-built environment into a wider 3D production workflow

Shooting for a November/December 2026 release.

Post edited by umblefugly on

Comments

  • garrett_3dgarrett_3d Posts: 941
    edited September 19

    Oooh, this could be a fun product to work with....

     

    Question. Would it be possible to create river valleys, waterfalls and the like?

    Post edited by garrett_3d on
  • umblefuglyumblefugly Posts: 193
    edited September 19

    garrett_3d said:

    Oooh, this could be a fun product to work with....

     

    Question. Would it be possible to create river valleys, waterfalls and the like?

    River valleys are definitely possible, especially when starting from a heightmap that already contains the river/valley structure. NatureGen can use that terrain data as the base and then handle the surrounding terrain, materials, scattering, rocks, vegetation, water, etc.

    For more complex river networks, I’d currently recommend generating or converting the terrain/river layout to a heightmap first, then bringing that into NatureGen. That gives you much more control over the actual river course than trying to force it procedurally afterward.

    You can use an online tool like: https://cotamap.com/

    Waterfalls are a little different. NatureGen doesn’t currently generate flowing waterfall geometry/effects on its own, so for now those would need to be added with an existing waterfall asset/effect after the terrain is created.

    I do have plans to keep improving the water system, though, so rivers and more advanced water features are definitely areas I’m interested in expanding. :D

     

    Post edited by umblefugly on
  • jmucchiellojmucchiello Posts: 2,218

    What's the comparison to the various Ultrascenery products?

  • umblefuglyumblefugly Posts: 193
    edited September 19

    jmucchiello said:

    What's the comparison to the various Ultrascenery products?

    I don't own any of those so I have no baseline to compare. What would you like to know?

    Post edited by umblefugly on
  • umblefugly said:

    For more complex river networks, I’d currently recommend generating or converting the terrain/river layout to a heightmap first, then bringing that into NatureGen. That gives you much more control over the actual river course than trying to force it procedurally afterward.

    You can use an online tool like: https://cotamap.com/

    I'll be honest, this just went straight over my head. Any tutorials for technological dumbass dinosaurs you could point me to?

  • umblefuglyumblefugly Posts: 193
    edited September 19

    garrett_3d said:

    umblefugly said:

    For more complex river networks, I’d currently recommend generating or converting the terrain/river layout to a heightmap first, then bringing that into NatureGen. That gives you much more control over the actual river course than trying to force it procedurally afterward.

    You can use an online tool like: https://cotamap.com/

    I'll be honest, this just went straight over my head. Any tutorials for technological dumbass dinosaurs you could point me to?

    Sure, I can provide a simple pdf. 

    pdf
    pdf
    NatureToolsDS_CotaMap_Real_Terrain_Quick_Start.pdf
    8M
    Post edited by umblefugly on
  • Small video demonstrating a little paint/erase

  • Just to clarify, this will be DS4 compatible?

  • garrett_3d said:

    Just to clarify, this will be DS4 compatible?

    Currently it is in dev for DS 2026, I can do it for DS 4.24 but that waits until this version is mature enough to do so. 

  • CybersoxCybersox Posts: 9,946

    umblefugly said:

    garrett_3d said:

    Just to clarify, this will be DS4 compatible?

    Currently it is in dev for DS 2026, I can do it for DS 4.24 but that waits until this version is mature enough to do so. 

     

    And there goes the "instant buy" option for me.  I'm way too invested in DS4 infrastructure right now to buy something that's DS6 only.  Still, I wish you luck and I'll probably pick this up once DS6 looks more viable.   

  • davesodaveso Posts: 8,272

    sounded good for a moment. sorry, i dont have DS6/2026. My buying over has ended and i have way toio many plugins and scripts that wont workwith it

  • umblefugly said:

    garrett_3d said:

    Just to clarify, this will be DS4 compatible?

    Currently it is in dev for DS 2026, I can do it for DS 4.24 but that waits until this version is mature enough to do so. 

    Awww poop sad 

  • It just makes sense to finish (A), before starting (B). This is a few months from being released, but around 70% complete which means there is plenty of time for a conversion to DS 4.24. Don't lose hope lol

  • Yay! laugh

    Why Daz found it necessary to change the architecture under the hood so nothing worked any more is beyond me. Then again, I don't see any advantages to DS6 apart from Nvidia 50xx support.

  • jmucchiellojmucchiello Posts: 2,218

    garrett_3d said:

    Yay! laugh

    Why Daz found it necessary to change the architecture under the hood so nothing worked any more is beyond me. Then again, I don't see any advantages to DS6 apart from Nvidia 50xx support.

    Because the underlying framework DS4 was build on was no longer supported by QT. That alone was reason to change the architecture. The problem is they were working toward changing this as far back as 2020. Then NDIVIA forced their hand with the 50xx series of GPUs and their interface not being compatible with the compilers used by DS4 and QT4. It was upgrade of not support the latest graphics hardware at all. That wouldn't be a good business plan at all.

  • I just had to ask Google what QT4 is blush

    I see your point - being fairly technologically illiterate where computer software is concerned, I have to ask the question. I am always hopeful that the answer is in plain English for me to understand though...

    I think I've only succeeded so far in VS code because in my first 15 years of work I was heavily involved with PLC programming for industry, so I understand logic ladders and such. VS code is just a different set of conditions and variables.

  • jmucchiellojmucchiello Posts: 2,218

    If I had tried to explain all the steps in between it would have taken me a lot more words. The tech for DS4 is 15 years old. That is a long time in tech terms. They always knew there'd be pain when they updated the tech, and that's why they put it off so long. But eventually the piper must be paid. They just didn't know NVIDIA played the pipes.

  • AnEye4ArtAnEye4Art Posts: 870
    Can an imported mesh from, say, world-creator or gaea be used seamlessly with this so that it can be edited further and populated with vegetation?
  • TotteTotte Posts: 15,147

    garrett_3d said:

    I just had to ask Google what QT4 is blush

    I see your point - being fairly technologically illiterate where computer software is concerned, I have to ask the question. I am always hopeful that the answer is in plain English for me to understand though...

    I think I've only succeeded so far in VS code because in my first 15 years of work I was heavily involved with PLC programming for industry, so I understand logic ladders and such. VS code is just a different set of conditions and variables.

    Qt from TrollTech (  original company name before they got bought up, sold, bought up again ) is a cross plattform toolkit that DS ( and many other programs are built on ),
    DS 4 is built upon Qt 4 ( 4.8 ), but with backwards compatibility  layers all the way back to Qt 2.  Qt 4 is as other says, old, very old, even stone age old in the tech world.

    DS  is built on Qt 6 which is a much more modern toolkit, with support for many things and also is "future safe" which means tuff that has been depracated from operating systems for a while has been removed.

    I have the save hard decitions to make with my stuff, support DS 4 and stay forever behind in technology, or move forward to DS 6.

  • Umblefugly, this sounds fantastic. As fantastic as Totte's landscape painter. It's probably going to be not one, not the other, but both. My biggest problem is going to be getting DS6 onto my offline machine without MS updates and DIM killing it before that happens (MS updates have prevented machine restart twice so far and I thought it had been bricked on one of them). I was eventually forced to move it to a new location, with no wi-fi, and suddenly it sped up and became reliable.I'm deeply reluctant to risk it again. Regards, Richard
  • umblefuglyumblefugly Posts: 193
    edited September 20

    AnEye4Art said:

    Can an imported mesh from, say, world-creator or gaea be used seamlessly with this so that it can be edited further and populated with vegetation?

    Yes. The easiest workflow would be to export your terrain from Gaea, World Creator, or a similar application as a 16-bit heightmap.

    In Nature Tools DS, you would then choose Heightmap Image as the terrain source and load that heightmap. Nature Tools recreates the terrain from the elevation data, so you can then continue working with it using Nature Tools — materials, rocks, vegetation/scatter, water, shoreline effects, and other terrain controls.

    So, for example:

    Gaea / World Creator → export heightmap → load into Nature Tools DS → continue building the environment.

    You aren't limited to terrains generated inside Nature Tools itself.

    Importing an already-meshed OBJ/FBX terrain and converting that into a fully editable Nature Tools terrain is a somewhat different problem. That's something I may look at later, but for terrain-authoring applications, the heightmap route is currently the cleaner and more reliable workflow.

     

    In theory, it could work by letting you create the terrain in Gaea, World Creator, or another terrain app, export it as a mesh, and import that mesh into DAZ Studio.

    Nature Tools DS could then have an Adopt External Terrain option. You’d select the imported terrain, Nature Tools would analyze it, register it as a terrain source, and then use that mesh as the base for things like materials, scatter, rocks, vegetation, water, and shoreline effects.

    The important part is that Nature Tools would treat the imported mesh itself as the authoritative terrain shape, rather than regenerating it.

    So the workflow could be:

    Create terrain externally → export mesh → import into DAZ → Adopt in Nature Tools → continue building the environment.

    It’s only a theory at this stage, but technically it looks very plausible.

    Post edited by umblefugly on
  • AnEye4ArtAnEye4Art Posts: 870
    You have my attention.
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