[Released] Mossy Hollow Botanica

HowieFarkesHowieFarkes Posts: 607
edited August 2018 in Daz PA Commercial Products

While I sort out the kinks with UltraScatterPro I have been working on a set of rainforest/jungle plants. Ranging from clumps of moss up to towering forest giants. Includes the scene featured in the promos and come with 3Delight and Iray versions of everything.

Now released in store!

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Post edited by HowieFarkes on
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Comments

  • JOdelJOdel Posts: 6,286

    Thank you. It's getting hard to find 3DL materials included in sets these days.

  • Hurdy3DHurdy3D Posts: 1,047
    edited August 2018

    Looks good.

    How big is the promo scene? What I whish to get is a gigantic scene (at least the size of https://www.daz3d.com/ultimate-grass--meadow-worldbuilder).

    For your next product I would love to see a euorpean wood, like https://www.daz3d.com/the-harpwood-trail-for-daz-studio but again with a gigant promo scene.

    Edit:
    Or even better: A wood construction kit. There are some modules (ground + plants + trees) and you we can stick them together to a giant wood. The plants on and trees on the included modules would be scatterded (and invisible in the viewport for better performance).
    What do you think?

    Post edited by Hurdy3D on
  • MadaMada Posts: 1,991

    That looks amazing :)

  • My word, that's just awesome!
  • alexhcowleyalexhcowley Posts: 2,386

    Even more spectacular than the Harpwood Trail!  The level of detail looks amazing. I will eagerly await further developments.

    Cheers,

    Alex.

  • gerster said:

    Looks good.

    How big is the promo scene? What I whish to get is a gigantic scene (at least the size of https://www.daz3d.com/ultimate-grass--meadow-worldbuilder).

    For your next product I would love to see a euorpean wood, like https://www.daz3d.com/the-harpwood-trail-for-daz-studio but again with a gigant promo scene.

    Edit:
    Or even better: A wood construction kit. There are some modules (ground + plants + trees) and you we can stick them together to a giant wood. The plants on and trees on the included modules would be scatterded (and invisible in the viewport for better performance).
    What do you think?

    Hi, the promo scene is not huge - I think was about 30x30m (+some extra background terrain for trees).

    Yes I have ieas for some forest sets, not sure how big I can go without bringing Studio to a halt.

  • Hurdy3DHurdy3D Posts: 1,047
    edited August 2018
     

    Yes I have ieas for some forest sets, not sure how big I can go without bringing Studio to a halt.

    But I have an idea how to do this:

    You are doing modules.
    Each modules is 30x30m and have a scattered vegetation. The vegetation is not visible in the studio! That means you see in the studio only one of each plant.
    That will allow us to use many modules withouth a big performance impact in the studio.

    But the solution has a catch: It's diffuclt to set the characters in the scene when you don't see where the trees and shrubbery are.
    My suggestion for this is, each module has an Gemoetry Shell with a texture which shows where the vegetation is (e.g. a green dot is tree, a yellow dot is shrubbery, a grey dot a big stone and white is empty or grass). The  Geometry Shell is invisible as default. You just turn it on if you need it for position and posing your props.

    There are differnt modules, like:
    - dense forest

    - light forest

    - clearing

    - Hill

    - Mountain (and modules for connecting a mointain module to a flat module)

    - Modules with paths and modules where the path ends

    - Lake

    - a smal river

    But let's get to the clou. There is a script similar like the script from https://www.daz3d.com/auto-paver

    which lets you design your own forrest (by selecting the modules in the edtior).

    The prodcut would be perfect if there are also some "random modules". They are only aviable in the "Wood designer" script and set on random places trees and plants. The geometry shell texture shows only the places which are empty. That means they are different random modules which differes in the predifned empty places.

    This would be the perfect wood consturction set ;)

    Post edited by Hurdy3D on
  • alexhcowleyalexhcowley Posts: 2,386
    edited August 2018
    gerster said:
     

    Yes I have ieas for some forest sets, not sure how big I can go without bringing Studio to a halt.

    But I have an idea how to do this:

    You are doing modules.
    Each modules is 30x30m and have a scattered vegetation. The vegetation is not visible in the studio! That means you see in the studio only one of each plant.
    That will allow us to use many modules withouth a big performance impact in the studio.

    But the solution has a catch: It's diffuclt to set the characters in the scene when you don't see where the trees and shrubbery are.
    My suggestion for this is, each module has an Gemoetry Shell with a texture which shows where the vegetation is (e.g. a green dot is tree, a yellow dot is shrubbery, a grey dot a big stone and white is empty or grass). The  Geometry Shell is invisible as default. You just turn it on if you need it for position and posing your props.

    There are differnt modules, like:
    - dense forest

    - light forest

    - clearing

    - Hill

    - Mountain (and modules for connecting a mointain module to a flat module)

    - Modules with paths and modules where the path ends

    - Lake

    - a smal river

    But let's get to the clou. There is a script similar like the script from https://www.daz3d.com/auto-paver

    which lets you design your own forrest (by selecting the modules in the edtior).

    The prodcut would be perfect if there are also some "random modules". They are only aviable in the "Wood designer" script and set on random places trees and plants. The geometry shell texture shows only the places which are empty. That means they are different random modules which differes in the predifned empty places.

    This would be the perfect wood consturction set ;)

    The issue of how to avoid viewport lag has come up several times with Howie's Harpwood Trail set. The attached jpeg shows Tango Alpha's solution to this specific problem. Perhaps a similar solution could be used with Mossy Hollow?

    Peanterra and Andrej Pestryakov adopted a slightly different technique with the recent Bend of the River set. The high poly vegetation can be switched off when composing the scene and then switched back on for the final render, assuming a tree doesn't then appear in an inconvenient spot.

    Cheers,

    Alex.

    Harpwood Trail Viewport Lag.jpg
    1920 x 1200 - 409K
    Post edited by alexhcowley on
  • jardinejardine Posts: 1,202

    looks wonderful!  beautiful work.

    j

  • barbultbarbult Posts: 24,244

    It looks wonderful! I love the bromeliads.

  • gerster said:
     

    Yes I have ieas for some forest sets, not sure how big I can go without bringing Studio to a halt.

    But I have an idea how to do this:

    You are doing modules.
    Each modules is 30x30m and have a scattered vegetation. The vegetation is not visible in the studio! That means you see in the studio only one of each plant.
    That will allow us to use many modules withouth a big performance impact in the studio.

    But the solution has a catch: It's diffuclt to set the characters in the scene when you don't see where the trees and shrubbery are.
    My suggestion for this is, each module has an Gemoetry Shell with a texture which shows where the vegetation is (e.g. a green dot is tree, a yellow dot is shrubbery, a grey dot a big stone and white is empty or grass). The  Geometry Shell is invisible as default. You just turn it on if you need it for position and posing your props.

    There are differnt modules, like:
    - dense forest

    - light forest

    - clearing

    - Hill

    - Mountain (and modules for connecting a mointain module to a flat module)

    - Modules with paths and modules where the path ends

    - Lake

    - a smal river

    But let's get to the clou. There is a script similar like the script from https://www.daz3d.com/auto-paver

    which lets you design your own forrest (by selecting the modules in the edtior).

    The prodcut would be perfect if there are also some "random modules". They are only aviable in the "Wood designer" script and set on random places trees and plants. The geometry shell texture shows only the places which are empty. That means they are different random modules which differes in the predifned empty places.

    This would be the perfect wood consturction set ;)

    You've certainly had a good think about this. Lots for me to chew on. I did also have an idea to create a Vue ecosystem type script with the guts of UltraScatter. So select a terrain object and scatter a forest (or grassland or desert of whatever ) over it - with parameters for tree density, undergrowth etc.

  • alexhcowleyalexhcowley Posts: 2,386
    gerster said:
     

    Yes I have ieas for some forest sets, not sure how big I can go without bringing Studio to a halt.

    But I have an idea how to do this:

    You are doing modules.
    Each modules is 30x30m and have a scattered vegetation. The vegetation is not visible in the studio! That means you see in the studio only one of each plant.
    That will allow us to use many modules withouth a big performance impact in the studio.

    But the solution has a catch: It's diffuclt to set the characters in the scene when you don't see where the trees and shrubbery are.
    My suggestion for this is, each module has an Gemoetry Shell with a texture which shows where the vegetation is (e.g. a green dot is tree, a yellow dot is shrubbery, a grey dot a big stone and white is empty or grass). The  Geometry Shell is invisible as default. You just turn it on if you need it for position and posing your props.

    There are differnt modules, like:
    - dense forest

    - light forest

    - clearing

    - Hill

    - Mountain (and modules for connecting a mointain module to a flat module)

    - Modules with paths and modules where the path ends

    - Lake

    - a smal river

    But let's get to the clou. There is a script similar like the script from https://www.daz3d.com/auto-paver

    which lets you design your own forrest (by selecting the modules in the edtior).

    The prodcut would be perfect if there are also some "random modules". They are only aviable in the "Wood designer" script and set on random places trees and plants. The geometry shell texture shows only the places which are empty. That means they are different random modules which differes in the predifned empty places.

    This would be the perfect wood consturction set ;)

    You've certainly had a good think about this. Lots for me to chew on. I did also have an idea to create a Vue ecosystem type script with the guts of UltraScatter. So select a terrain object and scatter a forest (or grassland or desert of whatever ) over it - with parameters for tree density, undergrowth etc.

    Sounds like a great idea, Howie.  I'd be first in line at the checkout if you managed to produce something like this.  I've seen many scenic sets that would benefit from such a make-over.

    Cheers,

    Alex.

  • Hurdy3DHurdy3D Posts: 1,047
    gerster said:
     

    You've certainly had a good think about this. Lots for me to chew on. I did also have an idea to create a Vue ecosystem type script with the guts of UltraScatter. So select a terrain object and scatter a forest (or grassland or desert of whatever ) over it - with parameters for tree density, undergrowth etc.

    Happy to see you like the idea.

    A Vue forrest generator would be useless for me. I use only DAZ.

    Another small addition to the forrest construntion set:
    - Grass modules would be also nice (and modules with a transition to the forest). So we could do a scene on a grassy area before a forrest.
    - If you think bigger you could sell the "world generator" script for the modules as a seperate product and the modules as seperate addon product (broadleaf forest, grass, mountain/hills, mountain-forrest, mystic forrest, pine forest, swamp, old forrest, horror forrest....)

  • Now Available! Mossy Hollow Botanica

  • escrandallescrandall Posts: 487

    Now Available! Mossy Hollow Botanica

    It went right into my cart!

     

    I third or forth the idea of a modular set!

  • Bought pretty much straight away, very nice and useful collection, Howie.

  • maraichmaraich Posts: 492

    Gorgeous, Howie. I am a huge collector of your products. Have to put this on the ol' wish list for now, but it will be mine as soon as humanly possible.

  • LintonLinton Posts: 542

    @HowieFarkes Picking the Mossy Hollow up today. Right now there are some of your other products up for sale at a discount (https://www.daz3d.com/darkwald). It says Carrara though, any chance that is usable in DAZ Studio too? I really want to get it, but don't use Carrara.

  • Linton said:

    @HowieFarkes Picking the Mossy Hollow up today. Right now there are some of your other products up for sale at a discount (https://www.daz3d.com/darkwald). It says Carrara though, any chance that is usable in DAZ Studio too? I really want to get it, but don't use Carrara.

    Anything that is a Carrara product will not be compatible with Daz Studio unfortunately.

  • CbirdCbird Posts: 493

    Snapped up Mossy Hollow, 

    but miss your sweet scenes for Carrara ;)

  • LintonLinton Posts: 542
    Linton said:

    @HowieFarkes Picking the Mossy Hollow up today. Right now there are some of your other products up for sale at a discount (https://www.daz3d.com/darkwald). It says Carrara though, any chance that is usable in DAZ Studio too? I really want to get it, but don't use Carrara.

    Anything that is a Carrara product will not be compatible with Daz Studio unfortunately.

    Any plans to release a Darkwald for Daz version?

  • Linton said:
    Linton said:

    @HowieFarkes Picking the Mossy Hollow up today. Right now there are some of your other products up for sale at a discount (https://www.daz3d.com/darkwald). It says Carrara though, any chance that is usable in DAZ Studio too? I really want to get it, but don't use Carrara.

    Anything that is a Carrara product will not be compatible with Daz Studio unfortunately.

    Any plans to release a Darkwald for Daz version?

    I've got plenty on my plate before that happens but never say no.

  • LintonLinton Posts: 542

    Look forward to what you release next. Any hints? ;p

  • Linton said:

    Look forward to what you release next. Any hints? ;p

    Finishing up the documentation for UltraScatterPro at the moment so it's likely my next product.

     

  • HowieFarkesHowieFarkes Posts: 607
    edited September 2018

    * double post

    Post edited by HowieFarkes on
  • Just bought Mossy Hollow Creek. It's lovely, but there isn't a DIM download option...?

  • alexhcowleyalexhcowley Posts: 2,386

    My budget for this week is already blown but Mossy Hollow Creek has gone right to the top of next week's shopping list.

    Cheers,

    Alex.

  • JOdelJOdel Posts: 6,286

    Just bought Mossy Hollow Creek. It's lovely, but there isn't a DIM download option...?

    Actually, the store page doesn't give us *any* download options. Time to submit a ticket...

  • JOdel said:

    Just bought Mossy Hollow Creek. It's lovely, but there isn't a DIM download option...?

    Actually, the store page doesn't give us *any* download options. Time to submit a ticket...

    Reported.

  • WillowRavenWillowRaven Posts: 3,787

    Good. I submitted one too, and if we have, so have others, so I'm sure we'll be playing with our new toys soon.

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