Ten Rooms Three Halls Questions
MJ007
Posts: 1,716
Hello all,
I have a few questions regarding Ten Rooms Three Halls Set (http://www.daz3d.com/ten-rooms-three-halls-ubiquitous-interior). I have also attached a photo labelling each room to assist with the questions that I have.
1. Are all the rooms of the same height? Are there any rooms with higher ceilings than any other room?
2. Are all the rooms completely empty aside from whats shown from the birdeye view?
3. From the promos, it appears some of the rooms have a window looking into the room. Which rooms are they?
4. In room labeled "F", it appears this is a room inside of a bigger room. Is that the case or is "F" actually 2 different rooms (which would be confusing as if they are separate rooms, then there are 11 rooms; not 10. Can someone please post a render of this room specifically?
5. In room labeled "I" what are those grey boxes shown from the birdeye view? Can someone please post a render of this room, coming into the room from the door in Hallway 4 (H4)?
Many thanks in advance!
-MJ

Comments
I think those grey boxes in Room I are desks, since there are similar things in Rooms C, A, and D.
That room has a door sign designation, Applied Science Division, and those are lab height work stations, higher than an average desk, sort of what you would see in a science classroom at school. The idea is to work at it standing up or on a tall stool. These are movable or removable, There are three windows, each at least 8-10 feet above the floor, 2 on one wall and a third on the adjacent wall. They all have wire glass texturing. The ceiling is the same across all the rooms 12-14 feet high, I didn't measure, but it's somewhere around there. There are also 3 doors to the room, Color code blue, like the walls. there are additional individual props that can be loaded, to fill up the space if you need more detail.
As the description says, theres technically 11 rooms and 4 halls, which isn't as catchy as the title I chose, but since its more I guess that's fine.. So room F is it's own room and accessible from the hall you labelled H3. The picture of the couple talking in the promos on the product page is the angle from Room J through Hall4 into Room I. Hope that helps.
PS: added some pics of Room I, from the door, through the wired window, and from either side of the workstations.
My queation is ... I have this set, why the *&*^* have I not used it yet????
FirstBastion, thanks for the info and renders, but can you please post two more renders?
- One from Room F, which is accessible from Hallway H3, of what someone would see entering that room facing the unlabled room?
- Two from the unlabeled room, which is accessible from Hallway H2, of what they would see entering that room facing Room F?
Thanks again in advance!
-MJ
I think it's the ventilation piping at the ceiling that's making the floor plan look like they're joined in some way. Here's a few more images from the angles you asked, though reversed order, in 3delight these render very quickly.
That, I can not answer...
Not quite what i was looking for as i wanted the camera to be inside each room to show what i would see. But i think I have a good enough idea of what I'm working with regarding this set.
Thank you VERY much!
-MJ
If I may give you some imput this is a really great set. My expriences with it has been, it customizes well to my needs. I was able to change textures and added extra texture layers in some scenes. I was able to shut off visablility to the walls & ceilings if I needed to see through them with a camera for a scene Plus this set is fairly light on PC resources. meaning it allows you to add many characters to you scene . I used this set in a animation (Karate Girl in the Lost Bag ) . I did use my own custom lighting sources instead of the lights that came with the set. only because i was using this set for animation. And it worked out really great for what I needed. I'm a big fan of FirstBastion products so I maybe a little partial too.
How did you get the overhead florecent light to light the top-down render? I am trying to get that same shadow casting effect through the opn doors like the render shows but can't figure it out.
Thanx for any help.
@MCwildside
If your question is directed at me and how I lite my hall & doorways in my animation. I used a combination Linear-points of light, set at raytrace, & place below each Florescent Light fixture. for the Light and shadow mix for the doors I used Spot lights with the light set at raytrace and pointed in the direction I wanted the shadow to go. This would give a deep shadow like a florescent light would. I also added some color to some of the spot lights in different rooms to get a ambient light effect,
But the jest of it I did with liner-points of light and spots-lights you just have to play around with them as to their location for your shadow effects.
I hope that helps .. good luck!