"Spring Bedroom" for UE2 and Reality2.5

StratDragonStratDragon Posts: 3,167
edited May 2014 in Freebies

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[UPDATE]
Link on ShareCG
http://www.sharecg.com/v/76271/view/5/3D-Model/Spring-Room

Link on Renderosity
http://www.renderosity.com/mod/freestuff/?item_id=73967

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Previous post when this was a WIP (note: test images removed)
Howdy y'all

I'm trying to release a free when it's finished project that will work in DS4.5 for Reality2 or UberEnvironment2 without the need for users to go crazy in setup.

So far I have 3 nulls in the content, one for the bedroom, one for the 3Delight lights and one for the Reality2 lights.
My understanding in Reality is I need to reimport all the obj's from Blender back into DS before I can create ACSEL textures that anyone could get off the ACSEL sever
My other understanding is anyone with DS4.5 or up should have the UE2 lights but I don't know for sure.

When I save this scene I assume I need to go to "Support Asset...Scene Asset(s)" then include the textures, and the obj in the geometry folder but is this the right way to do this and do I need to provide anything else in order for the scene to work on anyone else's DS4.5? I'l also include the OBJ's for Poser users but I won't be able to set up anything since I don't own Poser past version 5 and I don't have it installed on anything either.

Does anyone have experience doing any of this that could guide me through the right process?

I may add one or two more items to this set to "punch up" the room a little more but I don't want to get caught in a spiral of home decorating but here's what I got so far:

SpringBedroom.jpg
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room3deloght.jpg
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Post edited by StratDragon on

Comments

  • Faeryl WomynFaeryl Womyn Posts: 3,625
    edited December 1969

    I don't have Reality so having them for UE as well is great. I hope you get it figured out. You could try asking in the commons for help, someone who knows will answer and there usually isn't too long a wait depending on what it is.

  • MBuschMBusch Posts: 547
    edited December 1969

    Hum, I very like the UE2 render. Anyway, the are something weird with the Reality render. The metal is more realistic in UE2 version while Reality is always very realistic with galss, mirror and metals. I think you let the metal surface as glossy or if it is setup as metal so it has little shiny

  • MilosGulanMilosGulan Posts: 1,958
    edited December 1969

    It looks very nice. I like both renders, i also have UE2 but second render made with Reality 2 looks fantastic :)

  • MBuschMBusch Posts: 547
    edited December 1969

    Howdy y'all

    I'm trying to release a free when it's finished project that will work in DS4.5 for Reality2 or UberEnvironment2 without the need for users to go crazy in setup.

    So far I have 3 nulls in the content, one for the bedroom, one for the 3Delight lights and one for the Reality2 lights.
    My understanding in Reality is I need to reimport all the obj's from Blender back into DS before I can create ACSEL textures that anyone could get off the ACSEL sever
    My other understanding is anyone with DS4.5 or up should have the UE2 lights but I don't know for sure.

    When I save this scene I assume I need to go to "Support Asset...Scene Asset(s)" then include the textures, and the obj in the geometry folder but is this the right way to do this and do I need to provide anything else in order for the scene to work on anyone else's DS4.5? I'l also include the OBJ's for Poser users but I won't be able to set up anything since I don't own Poser past version 5 and I don't have it installed on anything either.

    Does anyone have experience doing any of this that could guide me through the right process?

    I may add one or two more items to this set to "punch up" the room a little more but I don't want to get caught in a spiral of home decorating but here's what I got so far:


    You are right. UberEnvironment 2 is part of "Default Lights and Shaders for DAZ Studio" which is part of DAZ Studio, so everyone using DAZ Studio 4.5+ have UE2.

    You don't need include OBJ for DAZ Studio and neither for Reality. If you want pack your scene in a versatile way, you should save every asset as Figure/Prop Asset and the assembled scene as a Scene Subset.

    My way to make easy to setup the files is create a new content folder and put them temporaly at the top of list using the Directory Content Manager.

    There are soething about packing a product a Documentatio Center. Hope this help.

  • TimbalesTimbales Posts: 2,333
    edited December 1969

    Looks really nice.

    My only suggestion would be maybe a small rug and a few more plump pillows.

  • StratDragonStratDragon Posts: 3,167
    edited December 1969

    @MBusch,Gulan7
    the metals in the Reality image are rendered for less than an hour which any Lux user can tell you it's not even warmed up yet. I rushed that piece, it' also has a bloom (blur) to soften all the parts of the render that needed some more time in the oven so that piece is seriously "undercooked". However UE2 does do a wonderful and far faster job of metals with some simple shader adjustments and that's why I want both Reality and UE2

    @TimG
    More pillows? Ok I've been working on framed art and honestly the pillows in there now were an experiment with the fabric simulator in Blender after one youtube tutorial so I'm open to other possibilities and scrapping the ones I have in there now.

    I'm running into issues with the data files, this is turning into a bigger project than I expected but I may release a single OBJ with all these pieces in place if anyone needs a big static room that would prevent remodeling but keep in simple if the current arrangement works.

    Heres the piece allowed to bake a little longer, the metal on the bed and lamps was purposely muted

    Screen_Shot_2014-05-19_at_9.54_.47_AM_.png
    951 x 932 - 1M
  • MBuschMBusch Posts: 547
    edited December 1969

    @MBusch,Gulan7
    the metals in the Reality image are rendered for less than an hour which any Lux user can tell you it's not even warmed up yet. I rushed that piece, it' also has a bloom (blur) to soften all the parts of the render that needed some more time in the oven so that piece is seriously "undercooked". However UE2 does do a wonderful and far faster job of metals with some simple shader adjustments and that's why I want both Reality and UE2

    @TimG
    More pillows? Ok I've been working on framed art and honestly the pillows in there now were an experiment with the fabric simulator in Blender after one youtube tutorial so I'm open to other possibilities and scrapping the ones I have in there now.

    I'm running into issues with the data files, this is turning into a bigger project than I expected but I may release a single OBJ with all these pieces in place if anyone needs a big static room that would prevent remodeling but keep in simple if the current arrangement works.

    Heres the piece allowed to bake a little longer, the metal on the bed and lamps was purposely muted

    Nice render indeed! Good job!

  • mCasualmCasual Posts: 4,607
    edited May 2014

    i like that desk a lot

    just my 2 cents!
    note that i did see beds with proportions like yours but personally i'd move the mattresses higher
    and the foot of the bed fence too would be higher

    often commercial beds seem to use 1 thick mattress instead of 2
    so the mattress layer is about 2/3 this height
    so they can move it even more away from the floor
    and the top of the mattress is still low enough for figures to sit on

    (sorry 'bout the rough photoshop )

    personally, to make props from selected objects in a Daz Stcudio scene
    i use “PP2 Exporter” by duke533 —-> precious link follows !!
    http://puzzlekiraly.hu/lom
    Awwwwwwh it's not reachable !
    the key words to find it are duke533 "pp2 exporter" and "objtopp2"
    maybe use the wayback machine?
    yes !!!
    ----> https://web.archive.org/web/20100214145052/http://puzzlekiraly.hu/lom/
    i also found this direct link to the dsa file


    recently i discovered that,
    if i group a bunch of objects under a null node
    select this null node and export this as a prop using PP2 Exporter
    Then this prop works A-OK in Daz Studio 1, 2, 3, 4
    but in poser it only loads 1 of the objects
    the work around is to open the pp2 (prop) file
    in a text editor

    at the very bottom you will see a "doc" section
    and only one of the props has an entry that reads

    
    doc
     {
     addActor mcjSugarPot
     }
    

    so i text-search for the names of the other "prop"s in the file

    and complete the doc section like

    doc
     {
     addActor mcjSugarPot
     addActor mcjSugarPotLid
     addActor mcjSugarPotHandleL
     addActor mcjSugarPotHandleR
     addActor mcjSugarPotSugar
     }
    

    now the prop is compatible with Poser

    and was possibly already compatible with Carrara

    ----

    then to collect all the geometry files and prop files and thumbnail images and texture files
    and re-create the needed folder structure, i use my mcjPackager script
    which saves me maybe 30 minutes ! ok maybe 15 minutes, maybe 5

    http://www.daz3d.com/forums/discussion/12959/#279643

    i then zip the whole "runtime" folder structure and post it on my google site

    the users just have to unzip it in a poser or daz studio content folder

    example https://sites.google.com/site/mcasualsdazscripts4/mcjteapot

    prop.jpg
    1006 x 962 - 146K
    Post edited by mCasual on
  • MilosGulanMilosGulan Posts: 1,958
    edited December 1969

    Very interesting, i will have to test it. Thanks for very useful info and links.

  • StratDragonStratDragon Posts: 3,167
    edited May 2014

    @Casual
    Ok, you got me on the right path, I noticed if I save in the Null it only drills down about one or two levels, some of the props grand-childed to other props were dissappearing, and if I save any file name ending with ...03,...04 it removed those numbers and overwrote the first prop. The work around was to name the prop manually. Another small issue is all my textures have numbers in front of them "01BenchSurface", "02BenchCloth" I need to strip those out for the ACSEL setting for Studio and they are a little cumbersome as well.
    So off to a start on this but still a WIP. thanks!

    @MBusch
    Thank you.

    Post edited by StratDragon on
  • mCasualmCasual Posts: 4,607
    edited November 2015

     

    StratDragon said:

    @Casual
    Ok, you got me on the right path, I noticed if I save in the Null it only drills down about one or two levels, some of the props grand-childed to other props were dissappearing, and if I save any file name ending with ...03,...04 it removed those numbers and overwrote the first prop. The work around was to name the prop manually. Another small issue is all my textures have numbers in front of them "01BenchSurface", "02BenchCloth" I need to strip those out for the ACSEL setting for Studio and they are a little cumbersome as well.
    So off to a start on this but still a WIP. thanks!

     

    @MBusch
    Thank you.

     

    if you can figure how to adapt it to your setup, here's the script i use
    to change all the "usemtl" statements in the geometry files produced by obj2pp2

     

    pathin = "C:/Program Files (x86)/DAZ/Studio/content/Runtime/Geometries/mcasual/roundrods/"pathout = "C:/Program Files (x86)/DAZ/Studio/content/Runtime/Geometries/mcasual/roundrods/nu/"fnam = ["roundrod_16_1.obj","roundrod_16_2.obj"];for( i = 0; i < fnam.length; i++ ){ fpin = pathin + fnam[ i ]; fpout = pathout + fnam[ i ]; fin = new DzFile( fpin ); fin.open( fin.ReadOnly ) fout = new DzFile( fpout ); fout.open( fout.WriteOnly ) while( !fin.eof() ) {  str = fin.readLine();  if( str.indexOf( "usemtl" ) == 0 )  {   strs = str.split( "-" );   debug( strs[1] );   str = "usemtl " + strs[1] + "\n"   }  fout.write( str ); } fin.close(); fout.close();}

     

    and here's the script i use to change the "material" statements in the pp2 files

     

    pathin  = "C:/Program Files (x86)/DAZ/Studio/content/Runtime/libraries/props/mcasual/"pathout = "C:/Program Files (x86)/DAZ/Studio/content/Runtime/libraries/props/mcasual/nu/"fnam = ["mcjA3WedgeRight.pp2","mcjA3WedgeLeft.pp2"];for( i = 0; i < fnam.length; i++ ){ fpin = pathin + fnam[ i ]; fpout = pathout + fnam[ i ]; fin = new DzFile( fpin ); fin.open( fin.ReadOnly ) fout = new DzFile( fpout ); fout.open( fout.WriteOnly ) while( !fin.eof() ) {  str = fin.readLine();  if( str.indexOf( " material " ) == 0 )  {   strs = str.split( "-" );   if( strs[1] )   {    debug( i + " " + strs[1] );    str = " material " + strs[1] + "\n"    }  }  fout.write( str ); } fin.close(); fout.close();}

     

    since it was designed for my use, it's not user friendly :)

    the scripts process the list of files "fnam"
    it looks for files with those names in the disk folder "pathin"
    it writes clean-material-names versions of those files in the disk folder "pathout"

    the "pathout" folder must exist before running the script because the script doesnt attempt to create it
    and you must have write/admin privileges in that folder

    this worked well with my props because my material names
    contained only one dash ("-") which was introduced by the obj2pp2 script

    the script takes the material names, splits them at the position of the dash
    and the output file keeps only the second chunk of the name
    so we removed the leading number and dash part

    that's the mcjA3Wedges which were processed using those scripts
    https://sites.google.com/site/mcasualsdazscripts3/mcja3wedges

    Post edited by Richard Haseltine on
  • StratDragonStratDragon Posts: 3,167
    edited December 1969

    almost there,
    I'm really starting to like UE2 again for lighting.

    room01.png
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  • StratDragonStratDragon Posts: 3,167
    edited May 2014

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    Link on ShareCG
    http://www.sharecg.com/v/76271/view/5/3D-Model/Spring-Room

    Link on Renderosity
    http://www.renderosity.com/mod/freestuff/?item_id=73967

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    Post edited by StratDragon on
  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Nice work StratDragon. Thanks for posting. :-)

  • MilosGulanMilosGulan Posts: 1,958
    edited December 1969

    Thanks for this, it looks great. I found it on Renderosity and will DL it now.

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