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Gallerie Bastion - Spacious Interior

Gallerie Bastion - Spacious Interior

Author: First Bastion

Primary Copyright: 2011 First Bastion Toronto Canada

Installers For POSER 8+ and DAZ|Studio 3.1.2.+ (loads into Poser6 but may be resources intensive for software)

Includes, pp2, DAZ, OBJ, files and Textures,

DAZ Product Page: http://www.daz3d.com/i/3d-models/-/gallerie-bastion-spacious?item=12861

DAZ Forums Discussion Page: http://forum.daz3d.com/viewtopic.php?t=166124&postdays=0&postorder=asc&start=20

Description: For Poser and DAZ Studio, and by extension, Carrara, Bryce and Vue.

This interior architecture prop set for Poser and DAZ Studio is the perfect location for those art gallery, museum, theater, corporate head office, conference, conventions, and convocation type renders. The large set is comprised of the main gallery, side gallery, Grand Hall, administration hallway, small conference room and basement stairs.

The prop set environment can load into Poser 6+, but please note the reflective surfaces and glass elements can put a strain on limited processing resources. If you start to add figures Poser 6 may stall. That is an issue with software not taking advantage of the computer memory or not enough memory. Time to upgrade computer or program. Composite rendering techniques are recommended on slower machines. Hide whatever you don't see in a render or remove it from the scene. Most current systems are more powerful should not have an issue with the polycount.

Recommended computer specs: 64 bit computers with atleast 6 gigs of ram and 4 cores. Poser 8+ and DAZ Studio 3.1.2.+

In Poser, The materials for the glass panels have reflect, refract and fresnel nodes, though as a default, only the reflective node is connected. The reason for this, for most purposes it delivers an interesting final render. The other nodes are available for experimentation but using these should require at least intermediate or advance knowledge as the final render results will be affected by certain variable like the placement of light and shadow in the scene, and these functions may require trial and error testing for your particular scene with camera and subject placement.

Also note that if two glass panels are on the same line of sight, the refraction and/or fresnel nodes of one glass panel will multiply the math calculation of the second glass panel and the results can be undesirable. Hiding the panel further from the camera can alleviate the effect.

In D|S,

The prop set had great results with both Reality and UberEnvironment2 light sets, with just the single SUN light set included in the package. Again on the glass panels, reflect is set on, while refraction is set to zero. Adjust as you experiment.

If the artist finds the level takes too long to render, they can turn off reflection for the floor props and potential reduce the amount of reflection for the glass panels under material/surfaces settings.

The entire Gallerie level prop preloads. Remove or hide what you don't need in the render.

All of the objects in the scene are parented to a cube named Gallerie Parent. This cube is positioned at 0,0,0, just under the floor. Select it. Scale it, This allows for the entire level to be scaled if desired.

There are plenty of material zones available in the scene, to change textures or materials and for hiding elements.

There are multiple camera angles available to take advantgae of the architectural variety on the scene. Explore and render. Have fun.

One or more textures on this 3D model have been created with images from CGTextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information.

Performance This level was built and rendered on a 4 core PC with only 6 gigs of ram. When you add the entire scene and a few V4s and M4 plus clothing, the polycount starts to add up. Just a little additional information if you are counting polies. Most current systems are powerful enough that this should not have an issue with the polycount. But slower machines, single core, less than 3 gigs of ram, will need to use composite techniques and assemble renders.

Final Note: If you made it down to here, please, remember that warez and shared files do hurt the creators that took the time, and spent the hours creating the products. If we are not able to get compensated for our hard work, we simply can't keep doing this job. Something to think about. Peace