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Temple Ruins

image_medium.jpg

Product: Temple Ruins
Product Code: ps_ac646b
DAZ Original: Yes DAZ Productions Original by Hankster
Released:

Product Information

  • Required Products:
  • Documentation -

Product Notes

  • In “Temple Ruins” of your Props library you will find new icons for loading the product.
    This product uses MAT Pose files for changing the Material Settings.In all cases, “P4” will refer to Poser 4 and “PP” will refer to Pro Pak.
    Poser 4 users may need to convert several bump maps from .jpg files to use the P4 files properly. Please see http://www.daz3d.com/pages/faq/techtipsmain.html for more information on Your Poses library and MAT files.

For instruction on how to change to low res maps you can:

Load each temple ruin prop piece one at a time. Select the object and use the materials menu to load the specified texture map to replace the current texture map as listed below:

LMSTEP.JPG should be used in place of
STEP01T.JPG
STEP02T.JPG
STEP03T.JPG
STEP04T.JPG

LMWALL.JPG should be used in place of
STEP05T.JPG
WALL01T.JPG
WALL02T.JPG
WALL03T.JPG
WALL04T.JPG
WALL05T.JPG
WALL06T.JPG
WALL07T.JPG
WALL08T.JPG
ALT02.JPG

LMARCH.JPG should be used in place of
ARCH01T.JPG
ARCH03T.JPG

LMSUPP.JPG should be used in place of
SUPP01T.JPG
SUPP02T.JPG
SUPP03T.JPG
SUPP04T.JPG

LMSTAT.JPG should be used in place of
FBODY01T.JPG
FBODY02T.JPG
MBODY01T.JPG
MBODY02T.JPG

LMBASE.JPG should be used in place of
BASE01T.JPG
BASE02T.JPG
BASE03T.JPG
BASE04T.JPG

LMROOF.JPG should be used in place of
ROOF01T.JPG
ROOF02T.JPG

LMCOL.JPG should be used in place of
COL01TA.JPG
COL02T.JPG
COL03T.JPG
COL04T.JPG

LMBLK.JPG should be used in place of
BLK00T.JPG
BLK01T.JPG
BLK02T.JPG
BLK03T.JPG
BLK04T.JPG
FHEAD01T.JPG
MHEAD01T.JPG
GRND05T.JPG
RUB01T.JPG
RUB02T.JPG
DHEAD01T.JPG
DISH01T.JPG
DISH02T.JPG

When completed, save the entire temple as PZ3 file (or as separate props) and you will have an entire ruin set that will render with only 512 MB of computer RAM. I know that it is a pain to do but at least you only have to do it once

Remember that conserving RAM is maximized only if all the LM????.JPGs are used. You can have a mix of LM textures with the regular ones, but this will have minimal savings on RAM and substituting only one LM texture (i.e. using LMARCH.JPG instead of ARCH01T.JPG) would virtually have no savings at all.

* USAGE TIPS

- Since these are polygon/texture map intensive props, I would recommend using only 3 or 4 lights maximum with only 1 or 2 lights with shadows turned on to keep the render times low. I would also recommend switching to outline display mode and using fast tracking when positioning cameras so that the screen updates are faster.

- To get a basic ruins layout, just select each prop and load it into the scene. Each prop is already positioned in a default layout location.

Although this model is not designed to be a construction set, you can move some of the structural elements around and duplicate or hide objects to create a variety of layouts. The basic method that I used for assembling the props is to turn on full tracking, switch the camera to the TOP view and insert props (beginning with the Section # props) one at a time, make any scaling adjustments, and then move/rotate the prop into different positions as needed. For moving or rotating props that are made up of sub-objects you will need to select the parent object in each group in order to manipulate the group as a whole. The parent object for the multi-object props are as follows:

Sections 01-04 : Parent object is GRND#
2 or 3 Column Arch : Parent object is ARCH#
Walls 01-04 : Parent object is BASE#
Dragon Altar : Parent object is ALTAR

On any props that need a height location adjustment, switch to the AUX camera view, turn on cartoon display and then use the Y-TRANS dial on the object to move it up or down so it sits properly on the steps or another object.
If you want to use the sub-objects as separate props, the best method is to insert the main prop, delete all the objects except the one you want and save to the library as a separate prop. The temple debris objects (BLK01-04,RUB01-03,Leaves01-02,etc) can be duplicated, rescaled, rotated and scattered through out the scene to make the ruins look more chaotic. For these props, make sure you do a minimum of a Y-ROT each time you add another copy to the scene to avoid making it look like an exact copy. Once you have a large number of debris in position, consider making a new prop with just the debris objects so that you reuse that grouping more easily.

- You can create bump maps from the textures maps but they seem to have very little effect in Poser 4 and will consume a large portion of computer RAM for very little benefit.

- If you find that Poser is giving you an out of RAM error message on large scenes, then there are certain things you can do to aleviate the problem:

Poser 4 has no problems rendering a large amount of polygons but it does seem to use an excessive amount of computer RAM on textures. It's almost as if it converts the JPGS to uncompressed bitmaps for rendering (similar to what it does the BUM maps). Since the majority of the props have a separate texture map for each object, this can consume a great deal of RAM in a hurry.

Buying more RAM will solve the problem, but you can also consider creating a second set of props with the Low Memory texture maps that I have supplied (See LOWMAPS.TXT for how to substitute the textures). By using these alternate texture maps, you are basically condensing the regular 45 textures down to only 10 thus reducing your texture RAM consumption by about 450%. The downside (in addition to the pain of substituting the textures) is that since the LM textures are repeated throughout the scene, the visual quality of your renders will not be as good.

Another alternative is to use as many duplicate props as possible in the scene, especially with the large objects like the Sections 01-04, 2 or 3 Column Arch, and the Walls 01-04. For example, by using only one Section # prop, duplicating it and rotating, you can still create a round temple base while conserving RAM. You can also just build up 1/4 of the temple and save the entire section as prop (remember to parent the objects to the GRND# object) then reload/rotate it 4 times to assemble a complete , all be it symmetrical temple.

Remember also that there is no need to have a complete temple in the scene if all you want is a back drop for a close up of one or two characters. On the other hand, if you want to create an aerial shot of the Hobbits fighting off the Dark Riders then some careful planning in the layout and texture map usage will be required especially, if you only have 512 MB of RAM.

Resolved Issues

Known Issues

Support

Visit our site for further technical support questions or concerns: http://www.daz3d.com/i.x/support

Thank you and enjoy your new products!

DAZ Productions Technical Support
12637 South 265 West #300
Draper, UT 84020
Phone:(801) 495-1777
FAX:(801) 495-1787
TOLL-FREE 1-800-267-5170

File Listing

Temple Ruins

\Runtime

\Runtime\Geometries

\Runtime\Geometries\Temple Ruins

altar.obj
ARCH01.obj
ARCH03_1.obj
BASE01.obj
BASE02.obj
BASE03.obj
BASE04.obj
BLK01.obj
BLK02.obj
BLK03.obj
BLK04.obj
BLK05.obj
BLK06.obj
BLK07.obj
BLK08.obj
COL01.obj
COL01A_2.obj
COL01B.obj
COL01B_2.obj
COL01C_1.obj
COL2_1.obj
COL3_1.obj
COL4_1.obj
DHEAD01.obj
DISH01.obj
DISH02.obj
FHEAD01.obj
FSTAT01_1.obj
FSTAT02_1.obj
GRASS01_1.obj
GRASS02_1.obj
GRND01_1.obj
GRND02_1.obj
GRND03_1.obj
GRND04_1.obj
GRND05.obj
LEAVESHI_1.obj
LEAVESLO_1.obj
MHEAD01.obj
MSTAT01_1.obj
MSTAT02_1.obj
PLANT01_1.obj
PLANT02_1.obj
PLANT03_1.obj
ROOF01.obj
ROOF02.obj
RUB01_1.obj
RUB02_1.obj
RUB03.obj
STEP01_1.obj
STEP02_1.obj
STEP03_1.obj
STEP04_1.obj
STEPS_1.obj
SUPP01.obj
SUPP02.obj
SUPP03.obj
SUPP04.obj
VINE01_1.obj
VINE02_1.obj
VINE03_1.obj
WALL01.obj
WALL02.obj
WALL03.obj
WALL04.obj
WALL05.obj
WALL06.obj
WALL07.obj
WALL08.obj

\Runtime\libraries

\Runtime\libraries\Props

\Runtime\libraries\Props\Temple Ruins

2 Column Arch.pp2
2 Column Arch.rsr
3 Column Arch.pp2
3 Column Arch.rsr
Block 01.pp2
Block 01.rsr
Block 02.pp2
Block 02.rsr
Block 03.pp2
Block 03.rsr
Block 04.pp2
Block 04.rsr
Blocks Small.pp2
Blocks Small.rsr
Broken Female Head.pp2
Broken Female Head.rsr
Broken Male Head.pp2
Broken Male Head.rsr
Center Section.pp2
Center Section.rsr
Column A.pp2
Column A.rsr
Column B.pp2
Column B.rsr
Column C.pp2
Column C.rsr
Dragon Altar.pp2
Dragon Altar.rsr
Female Statue 01.pp2
Female Statue 01.rsr
Female Statue 02.pp2
Female Statue 02.rsr
Grass 01.pp2
Grass 01.rsr
Grass 02.pp2
Grass 02.rsr
Leaves 01.pp2
Leaves 01.rsr
Leaves 02.pp2
Leaves 02.rsr
Male Statue 01.pp2
Male Statue 01.rsr
Male Statue 02.pp2
Male Statue 02.rsr
Plant 01.pp2
Plant 01.rsr
Plant 02.pp2
Plant 02.rsr
Plant 03.pp2
Plant 03.rsr
Rubble 01.pp2
Rubble 01.rsr
Rubble 02.pp2
Rubble 02.rsr
Rubble 03.pp2
Rubble 03.rsr
Section 01.pp2
Section 01.rsr
Section 02.pp2
Section 02.rsr
Section 03.pp2
Section 03.rsr
Section 04.pp2
Section 04.rsr
Steps.pp2
Steps.rsr
Vine 01.pp2
Vine 01.rsr
Vine 02.pp2
Vine 02.rsr
Vine 03.pp2
Vine 03.rsr
Wall 01.pp2
Wall 01.rsr
Wall 02.pp2
Wall 02.rsr
Wall 03.pp2
Wall 03.rsr
Wall 04.pp2
Wall 04.rsr

\Runtime\textures

\Runtime\textures\Temple Ruins

ALT02T.jpg
ARCH01T.jpg
ARCH03T.jpg
BASE01T.jpg
BASE02T.jpg
BASE03T.jpg
BASE04T.jpg
BLK00T.jpg
BLK01T.jpg
BLK02T.jpg
BLK03T.jpg
BLK04T.jpg
COL01TA.jpg
COL02T.jpg
COL03T.jpg
COL04T.jpg
DHEAD01T.jpg
DISH01T.jpg
DISH02T.jpg
FBODY01T.jpg
FBODY02T.jpg
FHEAD01T.jpg
GRND00T.jpg
GRND05T.jpg
LBRN.jpg
LGRN01.jpg
LGRN02.jpg
LGRN03.jpg
LMARCH.jpg
LMBASE.jpg
LMBLK.jpg
LMCOL.jpg
LMROOF.jpg
LMSTAT.jpg
LMSTEP.jpg
LMSUPP.jpg
LMWALL.jpg
LRED.jpg
LYEL.jpg
MBODY01T.jpg
MBODY02T.jpg
MHEAD01T.jpg
ROOF01T.jpg
ROOF02T.jpg
RUB01T.jpg
RUB02T.jpg
STEP01T.jpg
STEP02T.jpg
STEP03T.jpg
STEP04T.jpg
STEP05T.jpg
SUPP01T.jpg
SUPP02T.jpg
SUPP03T.jpg
SUPP04T.jpg
WALL01T.jpg
WALL02T.jpg
WALL03T.jpg
WALL04T.jpg
WALL05T.jpg
WALL06T.jpg
WALL07T.jpg
WALL08T.jpg