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Dungeon Lighting Kit


Thank you for purchasing the Dungeon Lighting Kit.

In “Omnidirectional Lights” of your Figures library and “Dungeon Lighting” and “Gravity” of your Props Library you will find new icons for loading the product.

This set contains several sub-versions of the primary prop set. The “Dungeon Lighting 1” library contains the vanilla props. The “Dungeon Lighting 1 G” library contains the gravity-affectable props with their own 'graviton' (see below). The “Dungeon Lighting 1 L” library contains some of the props with their own self- loading pseudo-omnidirectional lights (see below). The “Dungeon Lighting 1 GL” library contains the same props in the G library with both gravitons and pseudo- omnidirectional lights. The Dungeon Lighting 1 P5 library contains the props with Poser 5 material settings.

A Gravity prop library is included which contains both an 'Up' and a 'Down' graviton. To simulate gravity in most cases in Poser requires the existence of a 'Down' prop. To simulate antigravity, an 'Up' prop is needed. Either prop is made as wide as the UNIVERSE itself and placed at the UNIVERSE's lower or upper limit. The body part or prop intended to face Down or Up is then simply pointed at the prop in question. Use the “Point At” command from the Object menu.

Pseudo-omnidirectional Lights
The pseudo-omnidirectional lights are figures composed of a lightbulb prop around which the lights are arranged. The lights are not added to the lights menu or the heirarchy editor list, and that is on purpose, as they are rather fragile. Rather, they should be controlled by their BODY actor through the ERC dials contained within it. The attenuation parametres have been simplified, so that all the lights start attenuation is zero and the end attenuation default to 1 and only the latter is controlled through ERC dials on the BODY. The angle attenuations are not available because adjusting them will break the balance. The Red, Blue and Green dials control the kdcolours of all of the spotlights attached to the figure.

There are limits to this approach. The first limit is that only one copy of any given omnidirectional light may be used in the same scene. If another is loaded, due to a problem similar to Crosstalk, the second figure will 'steal' the lights from the first. There is no known solution to this problem, and there's no such thing as a Null light, so the Null loader approach will not work with this issue.

The workaround is both to include the 'L' props which load their own light and to include six nearly identical light props, only the names have been changed to protect the parametres. Due to this issue, only one of any given 'L' prop may be loaded at a time. However, I have given distinct names to the lights in the 'GL' props as well, so 'GL' props do not cause problems with their 'L' counterparts. If someone needs to render a scene with more than the available omnidirectional lights, they should consider using another rendering application, as this would, in Poser, entail using well in excess of 100 spotlights.

The second problem is that for some reason the values set by the ERC are saved in the real channel when the scene is saved as a Pz3 file. When the scene is reloaded, the values are cumulative and thus an omnidirectional light that has its Red param set at .5 will be at 1 upon reload as the ERC will effect the change in the omni but not cancel the previous value. Users should be aware of this and understand they will need to reset their light colours upon reloading a scene.

The third problem is that if the lights are set to an initial value upon load, as they are in the fire-based 'L' and 'GL' props, the lights will appear to be brighter in the Poser preview ball than they actually are. They will render fine but it makes it harder to adjust light colours. For this reason, the 'L' Aether Capacitor prop and all of the omnidirectional light start out 'Off' (all the lights are set at 0 for all colours). This way the preview ball will reflect the actual color set and not a brighter maxed-out version. Since the flames are less likely to be recolored, they are set at a default of .8/.5/0 (orange) and appear yellor in the preview ball, but render fine.

See this site for further technical support questions or concerns:

Thank you and enjoy your new products!

DAZ 3D Tech Support Team
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