Product: NYC Back Alley Author: AuraVix_Studio Copyright: (C) 2026 AuraVix_Studio. All rights reserved. Contact: via site mail at Renderosity ------------------------------------------------------------ Required Products: ------------------------------------------------------------ None. NYC Back Alley is a standalone environment and does not require any additional purchased content, figure or plugin. It is the first product of the NYC Street Life collection and matches the NYC Tenement series (bricks, windows, fire escapes, lamps, installations) but does not need it. ------------------------------------------------------------ System Requirements: ------------------------------------------------------------ DAZ Studio with NVIDIA Iray (Iray Uber shader). Tested in DAZ Studio 4.24 and DAZ Studio 6 on Windows. The one-click presets are plain DAZ Script (.dsa) files. A working DAZ PostgreSQL CMS is required only for Smart Content. A ready scene has about 370 - 470 nodes (about half of them DAZ node instances) and about 220,000 unique polygons; all texture files together take about 545 MB (three wear variants and the surface options; a scene loads only the maps of its current look). ------------------------------------------------------------ Installation Instructions ------------------------------------------------------------ 1. Extract this ZIP to a temporary folder. 2. Copy Environments, Runtime and Documentation directly into your existing registered DAZ Studio content library, merging the folders. The ZIP has no enclosing Content folder. 3. In Content Library open DAZ Studio Formats > your library > Environments > AuraVix_Studio > NYC Back Alley. 4. Ready scenes (each opens as a new scene with 20 cameras, the real lights of the lamps and its lighting): 01 Used (the main preload: natural wear, a few containers, Day), 02 Fully Detailed (more containers, crates, pallets, bags, a bicycle, ladder, broom and mop; Golden Hour), 03 Clean (tidy, closed containers, Clean materials, Day), 04 Grungy (more trash, open dumpster lid, Aged materials, Overcast), 05 Empty (architecture, ground and fire escapes with closed, undressed windows; Overcast), 06 Wet Night (puddles, damp patches and wet strips at the walls, the Asphalt Wet materials, lamps and lit windows) and 07 Night. 5. Sets (scene subsets: they merge into the open scene, in place - do not move them if you combine them): Alley Shell (walls, entrances, ground, fence), Fire Escapes, Utilities, Wall Lamps (with their lights), Background (city facades and street lamps with their lights), Windows and Doors - Full / Empty / Clean / Used / Grungy, Props - Full / Clean / Used / Grungy, Ground Decals - Clean / Used / Grungy / Wet, Puddles (Wet), Cameras. Alley Shell + Fire Escapes + Utilities + Wall Lamps + one Windows and Doors set (+ Props, Ground Decals, Background) give the complete alley. 6. Props: 102 single elements load at their own origin (scene subsets): Wall Modules (2.0 / 4.0 m wide, storey 3.20 m, base band, roof line; they join edge to edge), Windows and Doors (they fit the openings of the wall modules), Window Dressing (curtains, roller blinds, window AC unit, window bars, rooms behind the windows), Fire Escape (platform, stair, railing, support, drop ladder, gooseneck ladder), Ground and Entrances (ground pieces 2 / 4 m, drain, damaged piece, manhole, service stoop, basement entrance), Utilities, Lamps, Fence (with and without gate), Background, Dumpsters and Props. 7. Lighting: double-click a preset in the Lighting folder. Day, Overcast and Golden Hour switch Iray to the Sun-Sky environment for New York (21 June, local time); Iray ignores light nodes in this mode, so the lamps are off. Evening, Night and Wet Night use Dome and Scene with the product's own evening / night sky so the lamp lights and the lit windows render; Wet Night also applies the Asphalt Wet materials. Each preset sets Tone Mapping > Exposure Value and changes your render settings; the Render Settings subfolder holds the same settings as ordinary render-settings presets. 8. Light groups (Lighting > Light Groups): Window Lights Left A / Left B / Right A / Right B, Lights Left Wall, Lights Right Wall, Service Entrance Lights, Background Lights, Camera Fill Lights - On / Off. Every lamp has an emissive bulb and a real light. Background > Background Day / Sunset / Night set the lit windows of the city background and the street lamps. 9. Visibility (double-click in the Visibility folder): Hide Left Building, Hide Right Building, Hide Upper Floors, Hide Fire Escapes, Hide Dumpsters, Hide Trash, Hide Decorations, Hide Ground Decals, Hide Puddles, Hide Utilities, Hide Background, Hide Fence and Show All. 10. Materials: double-click Clean, Used or Aged (All) in the Materials folder - the script changes every node loaded from this product without any selection. Group presets: Materials > Brick (Clean, Used, Aged, Dark), Asphalt (Dry, Used, Aged, Wet, Dirty) and Metal (Clean Black Painted, Used, Rusted, Dark Gray). The same looks are ordinary material presets in Materials > Presets for selected nodes. 11. Cameras: 20 cameras - Hero View, Entrance, Service Door, Fire Escape, Low Angle, Trash Area, Utility Wall, Character Portrait, Long Alley, Top View, Wet Ground, Cinematic Night and eight story setups (Under the Lamp, Two-Person Talk, At the Metal Door, On the Fire Escape, Dumpsters Behind, Through the Fence, From a High Window, After the Rain). Cameras > Depth of Field - Character / Service Door / Fire Escape / Trash Area / Wet Ground / Off set depth of field on the camera of the active viewport (use them with the camera of the same name). 12. Moving parts: select a door leaf (e.g. Right Building - Door Service - Leaf) and use Parameters > Door > Door Open; the service-door lever has Turn; the lower sash of every double-hung window has Open (slides up); the dumpster and wheelie-bin lids have Open. Fence scripts: Gate Open / Gate Closed, Without Gate / With Gate, Padlock Off / On. 13. To use Smart Content, open Content Library > Content DB Maintenance > Re-Import Metadata, select NYC Back Alley and accept. If necessary, disable Filter By Context. Metadata XML and inventory were validated; CMS import was not tested. Content Library works without CMS import. This is a manual content-library package; DIM installer files are not included. Renderosity license information: Documentation/Renderosity_License.txt. Product contents: A narrow New York back alley between two early-20th-century tenements, 18.0 x 3.8 m between the walls, four storeys plus the base band (roof line 13.4 m), built from modular wall pieces on a 2.0 m grid: brick walls with steel lintels and stone sills, double-hung windows with rooms behind them, bricked-up windows, a service entrance with concrete stoop, railing and lamp, a louvred utility door, a basement areaway with steps, railing and door; old asphalt with concrete strips, joints, a catch basin, a manhole, repair patches and a pothole; a chain-link fence with gate and padlock at the far end and a city background beyond both ends. Three fire-escape systems (platforms on three storeys, stairs, drop ladders, gooseneck ladders), downpipes, conduits, meters, electrical cabinet with disconnect switch, telecom cables, exhaust hood; four lamp types (jelly jar, enamel gooseneck, bulkhead, cobra-head street light). Props: large and small steel dumpsters with opening lids, metal trash cans, a wheelie bin, trash bags, pallets, crates, a milk crate, cartons, old boards, a metal drum, a bicycle, a chair, broom, mop, bucket, ladder, paper scraps and weeds growing from the joints. Wet system: seven puddles shaped on the ground (natural ragged edges), damp patches and wet strips along the walls as separate ground decals, the Asphalt Wet material set. Ground decals for oil stains, dirt, cracks and small debris. Three wear variants (Clean, Used, Aged) with PBR maps (BaseColor, Roughness, Metallic, Normal, Opacity for the decals; up to 2048 px) and surface options (Brick Dark, Asphalt Wet, Asphalt Dirty, Dark Gray Metal). Six lighting presets, nine light groups, background presets, visibility and fence scripts, 20 cameras, depth-of-field scripts. Repeated pieces (wall modules, windows, fire-escape parts, pipes ...) are DAZ node instances of the first piece of the same shape, which keeps memory use and Iray load down. Usage notes: The lighting presets set the exposure for their light; when you change the environment yourself, adjust Tone Mapping > Exposure Value (daylight in the alley about 11 - 12, evening 7.5, night 5.5). Night renders need longer render times to clear noise. The alley is a narrow 13 m deep canyon: late in the day the low sun no longer reaches into it, so Golden Hour is set to 16:00 with the sky dome turned so that the sun rakes down the right wall; its warm light comes from the tone mapper (White Point 175 / 205 / 255, Burn Highlights 0.08). The other presets set the White Point back to white. The surfaces use Iray Uber "Roughness Squared" (on); keep it on when you edit roughness, otherwise the surfaces look rougher than intended. An instanced node has no surfaces of its own: it shows the geometry and surfaces of the node named in its Parameters > Instancing > Instance Target, so apply material changes to that original node (the one-click scripts already do). Keep the original nodes when you remove parts of the alley. The one-click scripts only change nodes inside the groups loaded from this product, also when other AuraVix Studio products are in the same scene. ------------------------------------------------------------ Ownership Statement: ------------------------------------------------------------ All geometry, texture maps, material presets, lighting presets and scripts in this package were created by AuraVix_Studio for this product, the first of its NYC Street Life collection. The models were built in Blender with Python scripts (fire-escape profiles, pipe fittings and props follow AuraVix_Studio's NYC Tenement series). Brick, mortar, stone, cement, asphalt, concrete, metal, paint, wood, wallpaper, fabric, plastic, rubber, cardboard, paper, background facade, window, ground decal and wear maps were generated procedurally in Python; the brass maps are those of AuraVix_Studio's NYC Tenement Staircase and the glass surfaces those of NYC Tenement Hallway, made the same way. The evening and night sky images (HDR) were generated procedurally in Python. No AI-generated images, third-party models, texture packs, stock photographs or merchant resources are used. ------------------------------------------------------------ Information about Usage Rights: ------------------------------------------------------------ Refer to the applicable Renderosity license for this purchase. See Documentation/Renderosity_License.txt for the Renderosity license links. No separate vendor EULA is included in this package. ------------------------------------------------------------ Detailed Filelist: ------------------------------------------------------------ Documentation/NYC_Back_Alley-read me.txt Documentation/Renderosity_License.txt Environments/AuraVix_Studio/NYC Back Alley/Background/Background Day.dsa Environments/AuraVix_Studio/NYC Back Alley/Background/Background Day.png Environments/AuraVix_Studio/NYC Back Alley/Background/Background Day.tip.png Environments/AuraVix_Studio/NYC Back Alley/Background/Background Night.dsa Environments/AuraVix_Studio/NYC Back Alley/Background/Background Night.png Environments/AuraVix_Studio/NYC Back Alley/Background/Background Night.tip.png Environments/AuraVix_Studio/NYC Back Alley/Background/Background Sunset.dsa Environments/AuraVix_Studio/NYC Back Alley/Background/Background Sunset.png Environments/AuraVix_Studio/NYC Back Alley/Background/Background Sunset.tip.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Character.dsa Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Character.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Character.tip.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Fire Escape.dsa Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Fire Escape.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Fire Escape.tip.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Off.dsa Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Off.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Off.tip.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Service Door.dsa Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Service Door.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Service Door.tip.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Trash Area.dsa Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Trash Area.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Trash Area.tip.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Wet Ground.dsa Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Wet Ground.png Environments/AuraVix_Studio/NYC Back Alley/Cameras/Depth of Field - Wet Ground.tip.png Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Gate Closed.dsa Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Gate Closed.png Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Gate Closed.tip.png Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Gate Open.dsa Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Gate Open.png Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Gate Open.tip.png Environments/AuraVix_Studio/NYC Back Alley/Fence/Fence - Padlock Off.dsa 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Alley/Lighting/Light Groups/Camera Fill Lights Off.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Camera Fill Lights Off.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Camera Fill Lights Off.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Camera Fill Lights On.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Camera Fill Lights On.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Camera Fill Lights On.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Lights Left Wall Off.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Lights Left Wall Off.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Lights Left Wall Off.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Lights Left Wall On.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Lights Left Wall On.png 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Alley/Lighting/Light Groups/Window Lights Right B Off.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Window Lights Right B Off.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Window Lights Right B Off.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Window Lights Right B On.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Window Lights Right B On.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Light Groups/Window Lights Right B On.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Night.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Night.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Night.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Overcast.dsa Environments/AuraVix_Studio/NYC Back Alley/Lighting/Overcast.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Overcast.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Day.duf Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Day.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Day.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Evening.duf Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Evening.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Evening.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Golden Hour.duf Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Golden Hour.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Golden Hour.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Night.duf Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Night.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Night.tip.png Environments/AuraVix_Studio/NYC Back Alley/Lighting/Render Settings/Overcast.duf 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Alley/Materials/Asphalt/Asphalt Wet.tip.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Aged.dsa Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Aged.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Aged.tip.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Clean.dsa Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Clean.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Clean.tip.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Dark.dsa Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Dark.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Dark.tip.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Used.dsa Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Used.png Environments/AuraVix_Studio/NYC Back Alley/Materials/Brick/Brick Used.tip.png Environments/AuraVix_Studio/NYC Back 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