Product: Temple Ruins
Product Code: ps_ac646b
DAZ Original: Yes DAZ Productions Original by Hankster
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
LMSTEP.JPG should be used in place of
LMWALL.JPG should be used in place of
LMARCH.JPG should be used in place of
LMSUPP.JPG should be used in place of
LMSTAT.JPG should be used in place of
LMBASE.JPG should be used in place of
LMROOF.JPG should be used in place of
LMCOL.JPG should be used in place of
LMBLK.JPG should be used in place of
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.
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
2 Column Arch.pp2
2 Column Arch.rsr
3 Column Arch.pp2
3 Column Arch.rsr
Broken Female Head.pp2
Broken Female Head.rsr
Broken Male Head.pp2
Broken Male Head.rsr
Female Statue 01.pp2
Female Statue 01.rsr
Female Statue 02.pp2
Female Statue 02.rsr
Male Statue 01.pp2
Male Statue 01.rsr
Male Statue 02.pp2
Male Statue 02.rsr