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Introduction

This tutorial will give a better insight on creating indoor scenes with P.I.C.K. (Poser Indoor Creation Kit)
It explains how to set up a basic room step by step, complete with lighting and rendersettings to result in the image
shown above (without the figure)

Preparing the scene

Open poser and clear the scene by deleting all figures and or props (if not already empty by default)
Select the Main Camera and reset it (on the top of your Poser6 screen: Edit -> Restore -> Camera)
Set the document windowsize to 600x600 pixels (on the top of your Poser6 screen: Window -> Document Window Size..)

Open the Parameter Dials if not already open. (on the top of your Poser6 screen: Window -> Parameter Dials)
On the Parameter Dials go to the ground prop settings.
Click the Properties tab and uncheck all boxes.

On the left bottom of the preview window set the Display Tracking to "Full"

Each component is modeled in centimeters, so we need to set the Poser display units to meters.
On top of your Poser 6 screen: Edit -> General Preferences... Ctrl+K

The "General Preferences" dialogue will appear.


Click the "Interface" tab, set the "Display Units" to Meters and click "OK"

Placing the components

In the library on the right go to Props -> PICK -> Base and load the component CenterD by doubleclicking it.
The component will be placed in the center of the scene, use the Camera controls on the preview window to manouvre
around the scene to get the component in better view.

From the library load component CenterB.


You will notice that it will be placed on top of CenterD as all components are placed in the center of the scene by default.
Click the "Parameters" tab in the Parameter Dials, from there dial the "Right/Left" dial to slide CenterB to the left side of
CenterD

Dial untill CenterB is loose from CenterD showing a little gap, then enter the full number in the "Right/Left" dial it is closest
to to line the component up seamlessly.
In this case the dial is set to 2,152 so the number to enter is 2 (2,000) to line it up.

Load another "CenterB" from the library and dial it to the front left of CenterD with the "Right/Left" and "Back/Front" dials.
Like the first CenterB line it up by entering the full numbers in the dials they are closest to, in this case 1 (1,000) for
"Right/Left" and 3 (3,000) for "Back/Front"

Now we have the floorpart sorted lets place some wall components.
From the library go to Props -> PICK -> Windows load "WindowC".
We want this component placed on the far right corner of CenterD, so we have to move and rotate it.

Click the wall part of WindowC (or Bodyparts -> Wall)

Dial the "Rotate", "Right/Left" and "Back/Front" dials till you have it more or less in place.
Again put the full numbers in the dials to line the component up, in this case 90 for "Rotate", -2 (-2,000) for "Right/Left"
and -1 (-1,000) for "Back/Front".

As this window will be more or less the center in this scene were going to build the rest of the walls at each side of it.
From the library go to Props -> PICK -> Base and load "WallB" and dial it to the left side of WindowC.

TIP: always use the "Rotate" dial as last, the component is easier to place that way

Again put the full numbers in the dials to line it up seamlessly.


Place another WallB component at the right side of WindowC.
Place a WallC component at the right side again.
Next we will be placing a larger window in our scene.
From the library go to Props -> PICK -> Windows.
Load and place "WindowC_R" to the left of our wall.
Mind that after loading WindowC_R, the WallC component is still selected!!
Click on the wall part of WindowC_R to place that component.
Load "WindowC_M" from the library and place it to the left of WindowC_R.
Load "WindowC_L" from the library and place it to the left of WindowC_M.
Mind again that after loading WindowC_L, the WindowC_M component is still selected!!
Click on the wall part of WindowC_L to place that component.
Eventho the most part of the window we just placed will not be in view in the final render of our scene, we do want to
close up that wall a bit to prevent odd lighting and shadows from the spotlight placed outside the room.
From the library go to Props -> PICK -> Base.
Load and place "WallB" to the left of the large window.
Completing the wall we will place two more components to the right side.
From the library go to Props -> PICK -> Doors.
Load and place "DoorB_L" to the right of our wall.
Mind again that after loading DoorB_L, the WallB component is still selected!!
Click on the wall part of DoorB_L to place that component.
To close that side of the wall aswell we will finally add another corner wall component.
From the library go to Props -> PICK -> Base.
Load and place "WallB" to the right of the DoorB_L component.
Camera settings.

Now that we have our room roughly done we will decide on the camera angle and position to make a more interesting POV
(point of view)
To make sure we all end up with the same result I premade the camera settings for the sake of this tutorial, but normally
you just move the camera around the scene untill you have the shot you want.

Go to the "Main Camera" settings in the Parameter Dials.

In the "Transform" area copy the following settings:


Now that we have set the camera we need to save the settings by simply clicking in an empty space of the "Camera Dots"

If all the spaces are filled, free one by holding Ctrl-Alt and clicking on a dot.
That will clear the setting of that space leaving a place to save your camera.

Lights

Before we add the extra components and textures we need to set up the lighting.
We do this prior to the rest as it takes less rendertime to preview the lighting of the scene.

Lighting a scene is personal on view and taste, and I can't teach anyone what feels right to me personally, but I will try to
explain what I do and why.
For this tutorial we will need one IBL (image based light) with Ambient Occlusion to light the overall of the scene, one
spotlight to mimic sunlight shining in true the windows and 2 pointlights to mimic area light.

First we need to delete the current lights by clicking on each one in the "Light Controls" and then click on the bin icon to
delete them.
Make sure all lights are deleted.
From the library go to Light -> IBL Ambient Occlusion -> Lagoon Desaturated.

By default the Ambient Occlusion is set to 0,7 which is by far too heavy so we will change that to 0,3.
In the Parameter Dials select Light 2:

Click the "Properties" tab and change the Ambient Occlusion Strength to 0,3

To preview the lighting we need to set the render settings.


Open de render settings. (on the top of your Poser 6 screen: Render -> Render Settings... Ctrl+Y)
use the following render settings for FireFly:

When set click "Save Settings" and click the render button (or Ctrl-R)

The scene will now look like this:


We use this light as base overall lighting while we will add other lights for special effects.
As a base light it is a little too bright so we will tone it down to 65%

Next we will add a spotlight, click the new light icon on the "Light Controls"
In the Parameter Dials select the "Properties" tab and set the shadows to "Ray Trace Shadows"

With this spotlight I want to mimic sunlight shining in through the large window, so I move the camera back to get a
broader view of my scene and drag the spotlight behind the large window.
For the sake of this tutorial I will give the exact parameters of the spotlight so we all end up with the same result.

Notice that I set the "Angle End" to 160 to get a broader region the spotlight will cover.
The Shadow is set to 0,900 to make it less dark and the Map Size is set to 1024 to get a higher resolution shadow.
Now the light is obviously shining in the wrong direction, so we are going to point it at a central point within our scene, in
this case I have chosen the door.
With Light 1 selected: Object -> Point At...

A dialogue will appear to let you choose the object to point at.
Scroll all the way to the bottom and select "door" and click "Ok"

Set the camera back to our POV with the saved setting in the "Camera Dots" and render the scene.
It should now look like this:
Now all we need is a bit of area light coming from the outside.
In real life there is always a sort of "glow" around the windows due to daylight shining in.
Were going to mimic this by placing a pointlight outside each window so the light shines in through the windows and on
the ceiling.

Click the new light icon on the "Light Controls"

In the Parameter Dials select the "Properties" tab and copy the following settings:

Next select the "Parameters" tab and copy the following settings:
Click the new light icon on the "Light Controls" for the second point light.

In the Parameter Dials select the "Properties" tab and copy the following settings:

Next select the "Parameters" tab and copy the following settings:
The "effects" lights are now placed as follows:

Finally we choose a somewhat more sky-like colour for the background.


On the preview window click "Background Color" and change it to a light blue.

Set the camera back with the saved setting in the "Camera Dots" and render the scene.
It should now look like this:

Now we have the lighting set up their brightness washes out the detail in the preview mode making it hard to select the
components.
To solve this we will turn "Light 1" off for now to have a better view.

In the "Parameter Dials" select Light 1

In the "Properties" tab uncheck "On"


Placing "extras"

"Extras" in P.I.C.K. are components that are not needed to create a room, but more to "dress" it up, like curtains etc.

For this scene we will just add blinds to give you the basic idea of how it works.
Placing extra components is fairly easy as you just determine on which wall you want them to go, copy the location of the
wall and paste it on the "Extra" component.

Like the windows, the blinds have a "regular" version, a left version, a middle and a right version to cover the larger
windows consisting of simular components.
In our scene here we have one regular single window and a large one build out of 3 components: left, middle and right.

From the library load "Blinds" (Props -> PICK -> Extras -> Blinds)

Click on the wall part of the single window on the right and copy its location: Ctrl-C (copy)
Select the blinds by clicking on it and paste the location on the blinds: Ctrl-V (paste)
The blinds will snap into place.

Notice that I opened them and pulled them up slightly by setting the "Open" morph at 0,600 and the "Up" morph at 0,100.

We will do the same with Blinds_R, Blinds_M and Blinds_L copying the locations of the matching window components
WindowC_R, WindowC_M, WindowC_L and pasting them on the Blinds.
Feel free to move the camera around to select the components easier as we saved the camera setting we want to render
at.

Dont forget to set the "Open" and "Up" morphs for each Blind!!

Eventho Blinds_L will be outside the camera view we still want it there as the "sunlight" will cast shadows with it.

For final touch we will select the window "doors" and open them slightly just because we can :)
Our scene is now done by composition and lighting.
Textures / Materials

Now we have our scene sorted we can add textures to our room.

Click the "Material" tab on the top of your screen.

Within the material room browse to the P.I.C.K. materials library: Materials -> PICK -> PICK
In the PICK material library you will find a subdirectory for each component: Ceiling, Doors, Extras, Floors, Walls and
Windows.

To see what we are doing we need to set the preview window to "Texture Shaded"

We will start with the door and work our way around the room.

Click on the door with the material select tool

Go to the "Doors" folder in the library.


In there you will find a maybe overwhelming amount of material settings, but dont worry, they do make sense.
In this particular library for the doors you will find colour settings for the door itself, the doorpost, the doorstep, the
doorhandle and when needed materials for glass.
Each material is marked with an icon in the top left corner and a discription for what component it is meant for.
B_Grey1 C_Handle2 D_Wood3 E_Glass2
A_Blue3
Doorpost Doorhandle Doorstep Striped glass
Door colour
colour colour colour material

For this scene we want a plain white door with a plain white doorpost, a plain metal doorhandle and a dark wooden
doorstep.

Browse through the materials for the door material that says "A_White" and doubleclick it to apply it to the door.

Dont worry about selecting the exact right element of the door, the materials are all dedicated to a particular area of the
component.
So even when you have the wall selected the material "A_White" in the "Doors" folder will do nothing but colour the door
white.
However do make sure you have a door component selected as door materials wont work on, for instance, window
components.

Browse for the white doorpost material (B_White) and doubleclick it to apply.
Browse for the plain metal doorhandle material (C_Handle1) and doubleclick it to apply.
Browse for dark wooden doorstep material (D_Wood5) and doubleclick it to apply.

Thats our door component sorted as we want to leave the wall the light grey it is.

Lets move on to walls.


In our scene we only want to colour the walls with the windows in it and from that only the ones that are visible to the
camera.
Again dont worry about moving the camera as we still have our render setting saved in the camera dots.

Go to the "Walls" folder in the library.

The first wall is a corner wall just around the corner of the door.

To give P.I.C.K. optimal flexibility corner walls are divided by a right and left part so you can have different colours and/or
wallpapers on each wall rather than being stuck with having to use the same all around your room.
As the right side of the corner isnt visible to the camera we only need to colour the left side.
In this example we will use a dark red striped wallpaper, so go to the "Wallpaper" folder in the "Walls" library.

Like the "Doors" library the "Wallpaper" library holds various specific settings all marked with an icon and discription.
As stated above cornerwalls are divided by left and right, so in the library you will find 5 different material settings for the
wallpapers:
A_Stripes B_Stripes_L B_Stripes_R C_Stripes_L C_Stripes_R
Regular In-turning left In-turning right Out-turning left Out-turning right
wall corner wall corner wall corner wall corner wall

With the wall selected doubleclick "B_Stripes_L" to apply the dark striped wallpaper to the left side of the corner wall.

Select the next wall by clicking on it.

As this is a regular wall doubleclick "A_Stripes" to apply the dark striped wallpaper to it.

Select the next wall by clicking on it.

This again is an in-turning corner wall, but this time we want both corners coloured as they are both visible to the camera.
Doubleclick "B_Stripes_R" and "B_Stripes_L" to apply the dark striped wallpaper to both corners of the wall.

The next 2 walls are regular walls again, select and apply the wallpaper to it.
As everything after these last 2 walls is outside the camera view we dont need to colour those components.
You will notice that wallpapers are all in a shade of grey as a base pattern, so now we need to colour them.
In the "Wall" library go to the folder "Colours".
Within the "Colours" folder you will notice that the materials are set up simular to the wallpapers, only this time there are
5 different settings to colour the walls.
For this tutorial I used a bright red (Red2).

A_Red2 B_Red2_L B_Red2_R C_Red2_L C_Red2_R


Regular In turning left In turning right Outturning left Out turning right
wall corner wall corner wall corner wall corner wall

Repeat the above wallpaper steps but this time applying the colour.
Next we will colour the blinds.
In the "PICK" material library go to the "Extras" folder and in there to the "Blinds" folder.
Select the each blind by clicking on them and doubleclick the darkest grey to apply the colour (A_Grey1)

We will leave the windows in this example, but the procedure is the same: browse to the "Windows" folder in the "PICK"
material library, select the window (or the wall of the component the window is in) and doubleclick to apply the colour.

Almost there, just the floor is left.


For this example I choose a light wooden floor.
Browse to the "Floors" folder in the "PICK" materials library, in there go to the ""Wood" folder.

I choose wood because as apposed to the carpets which are tileable on all sides the wood textures are made out of planks
so the direction matters.
Which basically means that if you rotate a component the texture will rotate with it and is no longer tileable with the next
component.
To adjust this there are 4 different angles in which you can apply a wood texture depending on the rotating used: a 90°
rotated component uses the 90° texture, a 180° rotated component uses a 180° texture and a 270° rotated component
uses a 270° texture.
All non rotated components use the regular texture.

Mind that the center components we used in this scene are larger in size than "normal" components.
For that reason we have "regular" textures for the "normal" components and "large" textures for the larger center
components.

To help us to see which component was rotated and how much, we use the "Translate/Pull" tool instead of the
material select tool, and we open the "Parameter Dials" window while in the material room. (on the top of your Poser6
screen: Window -> Parameter Dials)
Also to be able to preview the floor we have to turn display shadows off.

Now move the camera to the first corner wall on the right side of the door and click on the wall to select it.

Notice that the Rotate dial in the "Parameters" tab displays 180°.
Doubleclick the regular 180° wood texture to apply it. (A_Wood3)

Now select the door component by clicking on the wall.

The Rotate dial displays 90°.


Doubleclick the regular 90° wood texture to apply it. (A_Wood2)

Repeat this for all components.


Finally we need to colour the floor.

Select each component with the "Material Select" tool and apply "C_Wood2" to it.
Dont worry if the area you selected is not the floor, the floor colours will only apply to the floor.

Rendering

Now we have finished our room it is time for the final render.
As we turned off our "sun" (Light 1) to have a better preview of the scene, we need to turn it back on again.

In the "Parameter Dials" select Light 1

In the "Properties" tab check "On"


and "Shadows"
Open de render settings. (on the top of your Poser 6 screen: Render -> Render Settings... Ctrl+Y)

The render settings may vary from scene to scene as there are specific settings for specific elements.
I will try to explain why I choose these particular settings for this scene.

First off the "Cast Shadows"


That one speaks for itself as we want shadows casted in our scene.
Next one is "Raytracing".
We want that checked because we use raytraced shadows in our scene rather than depth map shadows, plus the Ambient
Occlusion effect is also raytraced.

I set "Raytrace bounces" to 1 here as we dont use any reflections or refractions in our scene, so 1 is enough.

"Min shading rate" set to 0 as we want fine shading.

"Pixel samples" set to 6 for a more finer render.

"Max texture size" nudged up a bit to 1536 for better texture rendering.

"Max bucket size" I left at default: 64

"Min displacements bounds" I set to 1.000 to prevent strange lines in the render that occure when the "Post filter size" is
nudged up.

"Post filter size" set to 2 to get a more blurry effect.

When you changed the settings as shown above click "Save Settings"
Back in the preview window click the render button.
The finished scene should look like this:

Scaling

As all P.I.C.K. components are modeled in exact scale according to the Poser 6 PNU (Poser Native Units) the content
figures for some reason are not.
The easy solution to go around this is scaling the figures in the scene down in the body dial to 95 or 90%.

Alternatively you can scale your room up by taking the following steps:

-Load a box from the props library (Props -> Primitives -> Box)
-Open the hierachy editor (on top of the screen: Window -> Hierarchy Editor)
-In the hierachy editor drag all P.I.C.K. components on the box
When the box is "parent" to all components close the editor

Back in the scene go to the properties of the box and uncheck everything there.
You can now scale the room by scaling the box without loosing accurate placing of components.

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