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Home One House


Product: Home One House
Product Code: 12155
DAZ Original: No
Created By: Maclean
Released: March 18th, 2011

Product Information

Required Products:

  • None

Related Products:

Product Versions / File Sizes

  • DAZ Studio or later (Inc. DS 3.0) - 47.0Mb
  • Poser 6 or later - 46.2Mb

Product Notes

What is Home One?
Home One is a separate series of integrated packs based around a modern apartment. The Apartment pack contains the main structure of living-room, bathroom, kitchen, bathroom and hallway. The 4 furniture packs (Kitchen, Living-room, Bathroom & Bathroom), each have the entire contents of a room, fitted into place and ready to use. The idea behind Home One is to have an easy-to-use pre-built structure, and add the contents of the rooms as you need them.
Home One apartment is also compatible with Room Creator 2, so you can use elements from Room Creator 2 in Home One Apartment, and vice-versa. You can add new walls, rooms and extensions to the Home One Apartment, or use pre-built rooms and furniture from Home One inside Room Creator 2. Most of the textures and presets in the two packs are also interchangable.

Home One House
This is the 6th pack in the Home One series. It can be used as a stand-alone item or together with Home One Apartment.

Help File

Home One and Room Creator 2
The textures in this pack are fully compatible with Home One Apartment and Room Creator 2/Room Creator Exteriors. You can use specific textures, such as wallpaper, brick or stone displacement in any of these packs, and of course, you can use the textures from the other packs with Home One House.
Folder structure
In line with the standard DAZ folder structure for products, all my products are now in a top-level 'Maclean' folder, with sub-folders by product - 'Home One', 'Room Creator', 'Interiors', etc. Each product folder has sub-folders for the different packs in the series, so Home One House is a sub-folder of Home One. Of course, everyone will arrange their content they way they prefer, but if you want to use this method for previous packs, such as Home One Apartment, Home One Living-room, etc, they can be moved into the main Maclean> Home One folder.
DAZ Studio folders
content/Maclean/Home One/Home One House/Models (18 files*) - All figures, props and light sets
content/Maclean/Home One/Home One House/Presets (24 files) - Materials presets
content/data (9 folders) - The data (geometry) folders are grouped together with the prefix 'h5'
content/Runtime/textures/maclean/home one (22 files) - All textures have the prefix 'h5'
Poser folders
Runtime/libraries/Character/Maclean/Home One/Home One House (7 files) - Room figures
Runtime/libraries/Lights/Maclean/Home One/Home One House (8 files) - Light sets
Runtime/libraries/Materials/Maclean/Home One/Home One House (26 files) - Materials
Runtime/libraries/Props/Maclean/Home One/Home One House (4 files) - Props
Runtime/Geometries/maclean/home one (9 files) - All obj files have the prefix 'h5'
Runtime/textures/maclean/home one (22 files) - All textures have the prefix 'h5'
* File counts don't include .png thumbnails

Level 0 - Ground floor
The ground floor consists of 4 walls with a quoin (a vertical stone column) at each corner, and each wall can be switched off/on individually. The walls have spaces for the doors and windows of Home One Apartment, and these spaces can also be filled with the <b>Level 0 doors figure. The walls and quoins have 2 groups of materials - siding and stone - and they are used separately to texture the outer walls. If you have the siding visible and apply a stone materials preset, it will hide both the siding and siding quoins, and display the stone/stone quoins. Each window also has a 'window surround' material which consists of a window sill (ledge) and lintel (above the window).

Level 0 doors
This is an extra figure I made, partly for users who don't have Home One Apartment, and partly as a low-resource alternative to loading up all the apartment rooms. It contains the doors, windows, stairs and floor for the ground level. The 3 doors are body parts which open and close, and the windows are grouped together as 4 wall body parts, so they can be switched off/on to match the level 0 walls. Note that the windows don't open/close, and don't have window-blinds. If you need posable windows/blinds, you have to use the apartment rooms.

Level 1 - 1st floor
The outer walls in level 1 are similar to the level 0 walls - 4 body parts with siding, stone and quoins - but each window on level 1 opens and closes. There are 5 single windows and 4 double, and all the windows have roller blinds, which are raised/lowered with a morph.
The interior walls have baseboard and molding, and there are 3 inner walls with doors, which divide the area into 4 rooms. Since these are multi-purpose rooms, I've identified them by numbers - viewed from above, left to right - they are 1, 2, 3 & 4. These numbers are also used for the wall materials. (See materials below). Light switches and electrical sockets are positioned in all the rooms, and lamp props load with the figure.


Access to the 1st floor is through the living-room or hall. The living-room stairs were already part of Home One Apartment, (and are also included in the level 0 doors figure), but the hall stairs are new. This is a staircase with a storage cupboard and posable door. If you're using the apartment, you'll find it fits perfectly into the hall.
Ceiling materials - The underside of the floorboards forms the ceilings of the Home One Apartment rooms. (When using the apartment, all ceiling body parts should be switched off). There are 5 ceiling materials, to match the 5 apartment rooms, and each material can be textured/colored separately. Wall materials - Each of the 4 rooms has a back, front, left and right material for the inner walls. This allows you to individually texture the walls in any room. These materials display alphabetically (DAZ Studio only) according to the room number - wall_1back, wall_1front, etc.
Tip - You can move the inner walls or switch them off to create different spaces. Just remember that you'll need to match the wallpaper textures to any new configuration.

Level 2 - Loft & roof
The upper level consists of a loft area with a small dormer bedroom on one side and a raised platform leading to a small back room. Access to the loft is through the staircase, (level 1, room 4). In addition, you can use the loft ladder figure, which loads in place in room 3. (See below).
The roof has 4 body parts which can be switched off/on for easy camera access. The back and front roof sections each have a small window which can be opened/closed, and the left/right body parts have 5 skylight windows, (non-posable). There are also 2 windows in the dormer which can be opened/closed, and they both have roller-blinds with open/close morphs. Drainpipes and gutters are part of the left/right roofs and dormer, and the left/right roof body parts each have a 'shorten drainpipe' morph for use as a single-storey house. (See tip below).
The staircase leading up to the loft has a large cupboard area with posable door. A door is set in the dormer front wall, and this wall and door can both be switched off to create a larger loft space. The platform has a door and wall, with a smaller room behind it. Both the platform wall and door can be switched off, and if you want a completely open loft area, you can switch off the whole platform. Lamp props attached to the main beam load with the figure.
Tip - To make a single-storey building like the pre-built one, use only the ground floor and roof. Lower the roof by Ytrans 300cm, then select the roof_left/roof_right body parts and set both shorten drainpipe morphs to 100%.
Tip - The windows can also open in the opposite direction. Set the window's XRot to 180, then move it by 100cm into the correct position. This will be XTrans or ZTrans, depending on the orientation of the window. Important - Note that the blind morph can't be used in this position.
Ceiling materials - The underside of the loft floorboards forms the ceilings of the 1st floor rooms. There are 4 ceiling materials, and each material can be textured/colored separately. There's also a separate ceiling_loft material for the underside of the roof.
Wall materials - The main wall material is 'wall_loft', which includes the side walls and upper part of the stairwell. Since the lower part of the stairwell is on the floor below, it has a separate material - 'wall_stairs'. The inner dormer wall and platform wall also have their own materials, as do the front and back walls.
Roof materials - The roof texture has a deliberately neutral color so it can be tinted using Diffuse Color. Remember to tint the 'roof_ridge' material to match.

Loft ladder
The loft ladder loads in position between room 3 (level 1) and the loft. It's a pull-down ladder which extends to meet the floor below, and it uses ERC (Enhanced Remote Control) to open and close. Like a real extending ladder, there are several movements involved, and this is achieved by using use a mixture of rotations, translations and morphs, plus built-in timing delays to get the correct sequence of events. But for the user, it's easy, because everything is controlled by a single slider found in the root node (BODY). When you drag the slider, the following movements take place.
0 - 30 - The upper cover and lower hatch rotate open. The upper/lower sections of the hatch hinges rotate/slide into position. The hatch lock morphs to the open position. Once the hatch is fully open, the ladders are in the correct postion to extend downwards.
30 - 66 - Ladder 2 opens outwards
66 - 100 - Ladder 2 continues to open and Ladder 3 begins to rotate outwards, until both ladder sections are fully extended and touch the floor.
Each part of the ladder can also be opened individually. For example, you can select the hatch body part and open it in the normal way using the 'open hatch' slider. The ladder sections, hinges, etc, can be extended separately. When any one body part is open, you can select the figure and drag the main ERC slider, and the other parts will all move into position.
Tip - The whole ladder figure can be rotated 180 degrees so it faces the opposite way.


Additional Notes
The distance between floors is 300cm, which is also the wall height of Home One Apartment. To move a figure from one floor to another, use a Ytrans value of 300 or 600. Note - These measurements apply to DAZ Studio only. See the Poser section for converted measurements.
The Home One and Room Creator packs all share common mapping for walls, so the textures are interchangable. The textures in this pack - wallpaper, brick, stone, window blinds - can all be used with Home One Apartment, Room Creator 2 and Room Creator Exteriors. And of course, the textures from these 3 packs can be used in Home One House.Other textures, such as wood, are also interchangable.

Lamps - The 3 lamps are separate props so that they can be switched on/off individually (by material presets), and can be moved around or used in any of the rooms. The figures load with lamps parented to them, and there are materials presets to switch them on/off.
Ladder box - This is the ladder's outer box only. If you don't need the full ladder figure, you can use this to cover the space in the loft floor.

DAZ Studio
Presets for materials are divided into 2 types - Shaders and Materials - and the thumbnails are named by preset type.
Shader - Select the figure or object + surface to apply. - Can be applied to any surface.
Material(s) - Select the figure or object to apply. - Affects pre-determined surface(s).
Shader presets
There are shader presets for all the common surfaces - wood, stone, wallpaper, etc.
The 'walls stone displacement' preset applies displacement only. This allows you to use the displacement with any stone texture.
The 'wood reflections' shader sets reflection to 50% for any material. I made this for the floorboards to give them a semi-reflective shine, but it can be used on other materials too. Note that 50% is only a starting point, and you can adjust it higher/lower to suit yourself. Also remember that reflections will increase render time.
Material presets
The material presets are for surfaces which use specific textures, like window blinds. In the case of the outer walls (siding/stone) presets, they switch off one combination of materials and switch on the other. The lamps off/on presets can be applied to any lamp prop. They simulate the lamp glow when it's switched on.
Tips (DAZ Studio only)
To change the outer wall materials on all 3 levels of the house at once, Ctrl-click the 3 figures in the scene pane to select them, then apply one of the 'outer walls' presets. You can do the same with the lamp props. Select them all and apply the 'lamps off/on' presets.
You can multi-select surfaces by Ctrl-clicking in the Surfaces pane (or in the viewport with the Surface Selection Tool), and apply a shader to them all at once.

DAZ Studio
Indoor lighting should always be considered a starting point - something to be tweaked, depending on your scene. For instance, I can't possibly know if you're using the entire house, or working inside a single room. The light sets I've made are for general use and include a set of lights for each floor. If you're working in one room on on the 1st floor, you won't need the spotlights for the other 3 rooms, so you would delete them/switch them off to save render time.
Important - To give you more control, the interior lights for the two levels are also included as separate sets, and should be added to the main interior light set. The default behaviour in DAZ Studio is to replace existing lights with the new set. To add lights in DAZ Studio, hold down the CTRL key when you double-click the thumbnail for a light set. This brings up an Options dialog where you can choose to add or replace lights. You can also set your preferred options in this dialog, so that, for example, in future, if you SHIFT-click lights, they will always be added to the scene without having to choose that in the Options dialog.

Lights interior + level 1 - Loads 3 distant lights for general illumination + 4 spotlights for level 1.
Lights interior + level 2 - Loads 3 distant lights for general illumination + 3 spotlights for level 2.
Lights interior only - 3 distant lights for general illumination. These are shadowless, and provide a general 'fill' light - ie. a light which fills in and softens shadows from the other lights, but doesn't overpower them.
Lights level 1 only - This set has 1 spotlight for each room, pre-positioned in the lamp props. Use in combination with the interior lights.
Lights level 2 only - This set has 3 spotlights, pre-positioned in the lamp props on the roof's main beam. Use in combination with the interior lights.
Lights sunlight exterior / Lights sunlight interior - I've included 2 light sets for sunlight - 1 for exterior use only and the other for interior use - because each scenario requires a different balance of light intensity.

Poser Materials
The Poser version contains presets for applying multiple materials (.mc6), and single materials (.mt5). Both are located in the Materials library.(Materials library). All materials are the same as in DAZ Studio, except for the ones noted below.
Lamps off/on presets - If a MAT contains materials which aren't in the target object, Poser asks if you want to add them to it*. To avoid this message, (because lamp 1 has different materials), I used two different presets - one for lamp 1 and another for lamps 2 & 3.
Displacement preset - Poser can't apply partial materials, so displacement can't be applied on top of an existing texture without removing it. The 'walls stone displacement' preset applies the displacement map, and removes the texture, but I included a blank image node, so all you need to do is browse the list and re-apply the texture.
Wood reflections - For the same reason as noted above, (no partial materials), in Poser this preset is the full wood material, plus reflection. If you want to apply it to another material, you'll have to remove/replace the wood texture.
* Note that level 2 has a 'walls stone quoins' material which doesn't exist in the figure. This is a single polygon I assigned to that material, so it doesn't give the error message noted above when applying the outer walls materials. (Poser version only)
Poser Lights
Poser's default behaviour is to replace the existing light set with the new one, rather than add it. (Poser 7 and earlier). So I've included an extra light set for the Poser version which loads the 3 interior lights, plus the spotlights for levels 1 and 2.

Poser Measurements
Due to scaling changes, Poser centimeters don't match other programs, and must be converted. The standard distance between floors of 300cm is actually 322.5cm in Poser (322.5000285 to be precise). If you use Poser Native Units, the value is 1.230315.
300cm = 322.5 Poser cms = 1.23 PNUs
600cm = 645 Poser cms = 2.46 PNUs
Multiply centimeters by 1.075 to find the Poser metric value

Figures, Props and Textures List

01 house.daz/.cr2
02 house.daz/.cr2
level 0 doors.daz/.cr2
level 0.daz/.cr2
level 1.daz/.cr2
level 2.daz/.cr2
loft ladder.daz/.cr2

ladder box.daz/.pp2
lamp 1.daz/.pp2
lamp 2.daz/.pp2
lamp 3.daz/.pp2

Light Presets
interior + level 1.ds/.lt2
interior + level 2.ds/.lt2
interior + levels 1+2.ds/.lt2
interior only.ds/.lt2
level 1 only.ds/.lt2
level 2 only.ds/.lt2
sunlight exterior.ds/.lt2
sunlight interior.ds/.lt2

Material Presets
lamps off.ds/.mc6
lamps on.ds/.mc6
outer walls brick.ds/.mc6
outer walls siding.ds/.mc6
outer walls stone 1.ds/.mc6
outer walls stone 2.ds/.mc6
wallpaper 1.ds/.mt5
wallpaper 2.ds/.mt5
wallpaper 3.ds/.mt5
wallpaper 4.ds/.mt5
walls brick red.ds/.mt5
walls brick.ds/.mt5
walls loft.ds/.mt5
walls stone 1.ds/.mt5
walls stone 2.ds/.mt5
walls stone displacement.ds/.mt5
window blinds 1.ds/.mc6
window blinds 2.ds/.mc6
window blinds 3.ds/.mc6
wood 1.ds/.mt5
wood 2.ds/.mt5
wood 3.ds/.mt5
wood beams.ds/.mt5
wood reflections.ds/.mt5


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