Beach 01, Copyright PixelDust1 September 14, 2024 Vendor name: PixelDust1 Product description: Just imagine… a sandy beach with a few pebbles, lapping waves, seaweed and small creatures on the rocks. There is such a place, called Beach 01 for DAZ Studio. The Beach 01 is a scene subset of a sandy beach with boulders and an ocean model with waves, bubbles and sea spray from a 3D computer fluid simulation. The beach has pebbles on it and eleven rocks of various sizes, some of which are in or under the water. To add more realism, the sand scour around the rocks was modeled as well, and a few rocks have marine life in the form of seaweed called bladderwrack and some have sea snails. All of these elements can be turned on or off to create a beach scene that so far existed only in your dreams! The ocean model contains no textures or other ‘tricks’ to represent the water, just plain geometry and a lot of it, millions of triangles. The geometry pushes DAZ Studio to its limits because each bubble, foam and spray particle is modelled using spheres with simplified geometry. While the sandy beach, rocks, and pebbles are textured using 8K and 2K texture maps for color, roughness and normal vector data. Just for fun, a “Just Imagine…” sign is included as a bonus. But, now that you can have Beach 01, you don’t need to imagine anymore. I hope these new prop models will add a splash of fun to your scenes. Happy rendering! System requirements: PC and DAZ Studio 4.15 and newer Needed files: No other files/products needed. Installation instructions: Unzip the downloaded product zip file(s) into your data, Documentation, Props and Runtime directory/folder, as applicable. Usage tips/limitations: The Beach 01 scene subset models are envisioned to represent a 3D volume liquid material, thus there are no texture maps supplied for the ocean. By default, DAZ Studio’s water Iray shaders were applied to the models. Feel free to change the water’s Transmitted Color surface parameter to go from the dark grey blues of a stormy sea to the light crystal blues of tropical waters. Similarly, experiment with the material properties of the bubbles, foam and spray to create a unique look that matches your vision. All other parts of the scene (sandy beach, rocks, pebbles) have texture maps ranging from 2K to 8K for color, roughness and normal vector data. The scene encompasses an area of about 14 m by 20 m, so that multiple figures can be in the scene. A few notes: - It is a large model, with many millions of triangles, thus it can be taxing on some computers, but that is the price to pay for the near reality of fluid modeling. - The scene subset loads such that the ocean surface is at elevation zero (y=0), which corresponds to reality, where elevation zero is at the sea level. As such, parts of the model are below the ground plane. - The scene was developed for camera views from above the water surface, e.g. any rendering from a vantage point below the sea level (camera in the water) will not result in realistic renders since there was no provision to include the water/beach and water/rock material boundary. Complete list of morphs: Not applicable. Files list: data\PixelDust1\Beach01\JustImagine\justimagineF.dsf data\PixelDust1\Beach01\JustImagine\UV Sets\PixelDust1\Base\default.dsf Documentation\PD1\Beach01\Beach01readme.txt Documentation\PD1\Beach01\renderositylicense.txt Props\PD1\Beach01\JustImagine.duf Props\PD1\Beach01\JustImagine.duf.png Props\PD1\Beach01\JustImagine.tip.png Props\PD1\Beach01\PixelDust1_Beach01.duf Props\PD1\Beach01\PixelDust1_Beach01.duf.png Props\PD1\Beach01\PixelDust1_Beach01.tip.png Runtime\Textures\PixelDust1\Beach01\beach_diffuse_wet.jpg Runtime\Textures\PixelDust1\Beach01\beach_normal.png Runtime\Textures\PixelDust1\Beach01\beach_pebbles_diffuse.png Runtime\Textures\PixelDust1\Beach01\beach_pebbles_normal.png Runtime\Textures\PixelDust1\Beach01\beach_pebbles_roughness.png Runtime\Textures\PixelDust1\Beach01\rockA_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockA_normal.png Runtime\Textures\PixelDust1\Beach01\rockA_roughness.png Runtime\Textures\PixelDust1\Beach01\rockB_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockB_normal.png Runtime\Textures\PixelDust1\Beach01\rockB_roughness.png Runtime\Textures\PixelDust1\Beach01\rockD_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockD_normal.png Runtime\Textures\PixelDust1\Beach01\rockD_roughness.png Runtime\Textures\PixelDust1\Beach01\rockE_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockE_normal.png Runtime\Textures\PixelDust1\Beach01\rockE_roughness.png Runtime\Textures\PixelDust1\Beach01\rockF_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockF_normal.png Runtime\Textures\PixelDust1\Beach01\rockF_roughness.png Runtime\Textures\PixelDust1\Beach01\rockG_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockG_normal.png Runtime\Textures\PixelDust1\Beach01\rockG_roughness.png Runtime\Textures\PixelDust1\Beach01\rockH_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockH_normal.png Runtime\Textures\PixelDust1\Beach01\rockH_roughness.png Runtime\Textures\PixelDust1\Beach01\rockI_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockI_normal.png Runtime\Textures\PixelDust1\Beach01\rockI_roughness.png Runtime\Textures\PixelDust1\Beach01\rockJ_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockJ_normal.png Runtime\Textures\PixelDust1\Beach01\rockJ_roughness.png Runtime\Textures\PixelDust1\Beach01\rockK_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockK_normal.png Runtime\Textures\PixelDust1\Beach01\rockK_roughness.png Runtime\Textures\PixelDust1\Beach01\rockL_diffuse.png Runtime\Textures\PixelDust1\Beach01\rockL_normal.png Runtime\Textures\PixelDust1\Beach01\rockL_roughness.png