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What is Room Creator?
Room Creator is a modular system of walls, doors, windows and other units designed to fit together seamlessly. It allows you to build your own rooms, position walls, and add doors and windows wherever you want them. Expansion packs are available with extra figures*.
* See Known Issues
What is Room Creator 2?
Room Creator 2 is an improved version of the original Room Creator, easier to use, and with improved geometry and textures. It's available as a free update to anyone who purchased the original. Room Creator 2 also provides compatibility with the upgraded version of Home One Apartment.
Now that both products are compatible, 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.
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, bedroom, kitchen, bathroom and hallway. The 4 furniture packs (Kitchen, Living-room, Bedroom & 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. Forthcoming packs include Home One Loft and Home One Basement.
Which product is better?
Room Creator gives you more versatility and the freedom to set up rooms the way you want them. But versatility requires time, and a lot of people either don't have time, or don't feel the need to move things around. Home One is aimed at users who want an interior they can set up with a few clicks, and get on with posing their characters. Both systems are equally valid, but aimed at different users.
The 1st Expansion Pack for Room Creator 2 is called Room Creator Exteriors and is now available. It consists of a complete system of exterior walls, roof, gables and balconies. An older Expansion Pack (#2) is still available, but is only for the original Room Creator and will not work with RC 2. When an update to this is released, it will be free to purchasers of the original.
The Room Creator 2 Toolbar in DAZ Studio 3.0
Due to scripting changes in DAZ Studio 3.0, the RC 2 Toolbar will need to be re-installed. A new updated toolbar is included in Room Creator Exteriors and full instructions are in the help file. Any users who have DS 3.0 but don't have the Exteriors pack can get the new toolbar by sending me a PM at the DAZ site.
<div style="border: 1px solid black; background-color: #c6d8e6; padding: 10px; width: 60%; margin-bottom: 10px">This tutorial is taken from the Room Creator Help File. A 12-page Help File and the tutorial are included with the product.</div>
Room Creator tutorial - Building and modifying rooms
This tutorial was done in DAZ Studio. Some steps use multi-selection of body parts and materials. Poser users should do these steps using single selection.
Note - When following this tutorial step by step, you may find it a bit slow and tedious. Tutorials always take a lot longer it would just to do it normally. However, the point of the tutorial is that it covers the whole process of building a room in logical steps, so it's good idea to go through it at least once. When you know the basics of Room Creator, most of the steps become second nature, and you can concentrate on more complex constructions.
Part 1 - The basics
Step 1 - Main room & inner walls
* Open the main room figure and frame it (CTRL-F). I used the Perspective camera to frame, then I created a new camera, copying the Perspective cam in the Options dialog to get the same viewpoint. I'll use this one for all images, and use the Perspective to roam around the scene.
* I've added 2 Distant Lights - one on either side - set at 75% Intensity. These are just to fill in the scene and let you see what's going on.
* Select the floor and in Parameters> Misc> floor 2, switch to the alternate floor
* Load the inner walls figure
* The image below shows what you should see
Step 2 - Posing the inner walls
Rather than use a pose preset, I'll pose the walls using the QuickPose toolbar. You can select walls in the Viewport, but for multiple selections, use the Scene Pane.
* From the inner walls figure, select the following walls and apply the toolbar moves indicated.
* inner_back 1-5 - move forward 1 jump
* inner_back 6-7 - move forward 2 jumps
* inner_left 3-7 - move right 1 jump
* inner_right 1-3 + 5-7 - hide
* inner_front 1-4 + 6-7 - hide
* You should have the configuration shown below
Step 3 - Adding doors & windows
Before I finish configuring the inner walls, I'm going to add some doors and windows to the room. Names in brackets after figures indicate that I renamed them to keep track of what wall they're on.
Main room> back wall
* back 1-3 + back 5-6 - hide
* Add window H (back) - move left 2 jumps
* Add patio doors (back) - move right 1 jump
Main room> left wall
* left 3 + left 5-7 - hide
* Add french doors (left) - rotate positive 90° / move left 3 jumps / move forward 5 jumps
* Add window H (left) - rotate positive 90° / move left 3 jumps / move forward 2 jumps
Main room> right wall
* right 2 + 6 - hide
* Add window SB (right) - rotate negative 90° / move right 4 jumps / move forward 1 jump
* Add window VB (right) - rotate negative 90° / move right 4 jumps / move forward 5 jumps
Main room> front wall
* front 3 - hide
* Add main door (front) - rotate positive 180° / move right 2 jumps / move forward 7 jumps
* Got what's in the image below? Then let's move on.
Step 4 - Creating corners
The inner walls configuration has corners which need to be adjusted. I'll be adding doors anyway, and one of these happens to be on a corner, so I can use morphs for some corners, and corner parts from the door figure for others.
* Select inner_back_5 and hide it.
* Add a doorB (inner back 5) figure - move right 1 jump / move forward 3 jumps
* In the doorB figure, switch on corner_right_back * Select inner_right_4 - morph right = 100%
* Select inner_back_6 - morph left = 100%
* Select inner_left_3 - morph left = 100%
* Select inner_front_5 - morph left = -100% / morph right = 100%
* Select inner_left_2 - morph right = -100%
Step 5 - Adding doors to the inner walls
Now I'll add the other doors between the rooms.
* Inner walls> back wall
* inner_back_2 - hide
* Add a doorB (inner back 2) figure - move left 2 jumps / move forward 3 jumps
* Inner walls> left wall
* inner_left_1 - hide
* Add a doorB (inner left 1) figure - rotate positive 90° / move left 1 jump / move forward 7 jumps
* inner_left_6 - hide
* Add a doorB (inner left 6) figure - rotate positive 90° / move forward 2 jumps
Step 6 - Applying materials
Now that the figures are in place, I can go ahead and fix the wall materials. Since wallpaper is a matter of personal taste, your choices will be different from mine, so I won't go through a blow-by-blow account of changing the materials. I'll just list the basic techniques I use and you can choose your own décor. Here are some ways to quickly change materials.
* Using the Surface Selection Tool, select a material in the viewport. In the Surfaces Pane, you can ctrl-click to select adjacent materials. Make sure the correct figure is selected and apply a shader and/or color
* Copy a material in the Surfaces Pane, then select another material(s) and paste it.
* Remember that you can zoom in closer and frame any selected object(s) by pressing CTRL-F.
Step 7 - Applying materials to the floor areas
It's time to assign textures to the floor materials and give each room it's own design.
* Starting with the back left room, (and making sure the room figure is selected), ctrl-click in Surfaces to select the 9 materials for that area. These are floor1-1, 1-2, 1-3, 2-1, 2-2, 2-3 and 3-1, 3-2, 3-3. Then I apply the 03_01 floor 2 shader and the 03_02 floor angle displacement shader. (See 2nd image)
* Next is the back right room. The 14 materials are floor1-4 to 1-7, 2-4 to 2-7, 3-4 to 3-7 + 4-6, 4-7. Then I apply the 03_03 tiles 3 shader.
* Now the front left room. The 10 materials are floor4-1 to 4-3, 5-1 to 5-3, 6-1, 6-2, 7-1 and 7-2. I've used the 03_01 floor 3 shader on them.
* And the front right room. The 16 materials are floor4-4, 4-5, 5-4 to 5-7, 6-3 to 6-7 and 7-3 to 7-7. This time I used the 02_05 carpet shader and the 05_03b red dark color shader.
Step 8 - Adding a balcony
That's my basic room built and tweaked. Of course, there are plenty of other modifications you can make to the doors and windows, and lots of other ways to configure the rooms and walls. For example, here I made a recessed area for the patio doors and added a balcony to it.
* Select the patio doors figure and apply the 04 recess on pose and the 02_02 tiles 3A materials preset.
* Select the door_frame and click on QuickPose> Move Back (1 jump) to place it at Ztrans -170
* Add the balcony and use QuickPose> Move Back (1) + Move Right (1) to position it behind the patio doors. Apply the 02_02 tiles 3A materials preset.
Step 9 - Here comes the sun
Lighting is the key to giving 3d scenes more depth. I already have 2 Distant lights as fills in this scene, but they're deliberately set up to give flat lighting. If I add sunlight, it can make a big difference, and it's not difficult to do.
* The 1st image shows the view through my 'sunlight' camera. I rotated the Perspective camera around behind the patio doors, then zoomed out. Next I added a Spotlight and chose 'Apply Active Viewport Transforms: <Perspective View>' in the Optons dialog. That places my light in the same position as the Perspective camera. If you look in the camera dropdown list, you'll see your new light listed as a camera. You can look through it, and when you rotate or move the view, you're changing the light's position too.
* Here are the settings I used for the spotlight. Deep Shadow Map - Shadow Softness = 5% - Intensity = 150% - Color = 253/246/232 - All other settings = default
* The 2nd image shows the result. Compare it with the image of the patio doors in the previous step.
Part 2 - Variations
Corners and room shape
These images show the use of corners to make recessed areas within a room, and how to change the size/shape of the room itself. I used the main room, inner walls and some doors and windows. The posing and alignment of walls is all done by standard use of the toolbar presets and corner morphs. But the important point is that the recessed areas are inside the floor area of the room. I made the unwanted floor areas invisible by using the alternative geometry floor, and setting the main floor material to 0% Opacity. Then I selected the numbered floor materials I didn't need and set them to 0% Opacity to hide them.
* As you can see in the second image, this is also useful when you need a smaller room. In this one, I moved the left and front walls inwards, then made the extra floor materials invisible. With this technique, you can cut out as much of the floor as you want, and change the size and shape of the room to suit yourself.
In this setup, I'm using multiple levels and a staircase and making an opening for it. Here's how it goes.
* Add 2 main room figures. Select the 2nd one and apply the 03_05 up 300 pose to raise it up 1 level.
* To fill the scene a bit, I added the inner walls (on the ground level), and applied the 01_04 inner pose preset.
* Note - If the inner walls show through the upper room's floor, you may need to lower the inner walls figure very slightly to compensate.
* Add the stairs and move them forward 3 jumps.
* Select the upper room figure's floor and switch to the alternate floor. This floor is going to be the ceiling for our lower room.
* Set the main floor material to 0% Opacity.
* Select all 49 floor materials and apply one of the floor presets. I used the 03_03 parquet preset and 04_02 wood tone 5.
* Now I select the material(s) where I want an opening, (in this case floor4-4) and set it to 0% Opacity. The first 2 images show the staircase, and the opening from above. There are ways to vary this setup. If you scale the staircase to XScale 200%, it will be the correct width for 2 openings. Hide the floor material next to the one already hidden to create a double-width opening. Alternately, use several openings with the normal staircase. You can also vary the YScale of the upper floor to make it wider or narrower.In the 3rd image, I reconfigured the upper room's walls to make a corner, and made the extra floor materials invisible to create an opening for it.
Here's a split-level scene with 2 rooms. I did it with 2 rooms and an inner walls figure, plus the french/patio doors and 2 staircases.
* Load 2 room figures and move room 2 with the 03_03 jump7 left pose (Xtrans -1190). Switch off all 7 right_wall sections, then select the figure and raise it to Ytrans 150.00.
* In room 1, select the 7 left_walls and raise them to Ytrans 150.00.
* Add an inner walls figure and switch off all back, front and right walls. Select all 7 left walls and use Move Left (in the toolbar) to move them 2 jumps (Xtrans -340). Now lower them all to Ytrans -150.
* Select the inner walls w_molding material and set Opacity to 0%. Select room 1's w_baseboard material and set Opacity to 0%.
* Load the stairs and rotate them 90° positive, then move them 3 jumps forward, 3 jumps left. Now set Yscale to 50%
* Load another copy of the stairs, and rotate them 90° positive, then move them 6 jumps forward, 3 jumps left. Now set Yscale to 50% and Xscale to 200%
* Select and hide room 1, left_wall sections 2, 3 + 5, then add the patio doors and french doors You may notice that all values are either half or double the standard values - Ytrans 150.00, XScale 200%, etc. One advantage of using precise measurements when building is that it's not difficult to work out the variations. Scaling the stairs to Yscale 50% changes them from a height of 300cm to 150cm, therefore the split-level room needs to be at a height of 150cm. Doubling the stair width to Xscale 200% means they'll be a perfect fit for a double-width doorway like the patio doors.
Here I've used the alcoves figure to make a corridor.
* I'm using wall4 as the front section of the corridor, so it stays in the default position. With the toolbar, I did the following.
wall3 = Move Right (1 jump) + Move Back (1 jump)
wall2 = Move Right (2 jumps) + Move Back (2 jumps).
On each of these 3 walls, I switched off everything except arch_single / floor / wall_back * I selected 3 sections and moved them.
wall_back2/wall_back3/wall_back4 = Rotate 90° Positive + Move Forward (1 jump)
* On the other 4 walls sections, I switched off everything except wall_back5/wall_back6/wall_back7 and applied the following transforms.
wall_back5 - Rotate -90°
wall_back6 - Rotate -90° + Move Left(1) + Move Back(1)
wall_back7 - Rotate -90°+ Move Left(2) + Move Back(2)
* Then I added a door and switched on the 2 back corners. I also adjusted the height of the 3 arches to Ytrans = 50.00
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