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Product: Seaside Rendezvous
Product Code: ps_ac3259b
Programs Supported: Poser 6+, DAZ|Studio
DAZ Original: No
Published Artists: Arien
Released: April 2009
Seaside Rendezvous is a fun, casual clothing set for V4/A4/Elite/G4, inspired by vintage pinups.
For full size promotional images, visit the Seaside Rendezvous Gallery
Seaside Rendezvous consists of:
Load the Skirt and Corset from your Character folder, under Seaside Rendezvous. Both these figures superconform, so make sure you have the V4 figure selected when loading the clothing item, otherwise you might experience issues with the morphs crosstalk. Conform each clothing item to V4; when morphing V4, the clothing should follow automatically. Make sure you have V4 selected again before loading the next clothing item. Load the Beret from your Props library, under Seaside Rendezvous folder.
CUSTOM CHARACTERS: for the crosstalk to work with custom characters like GND in Poser, they need to be loaded before loading the clothing; otherwise you will have to dial the morphs in the clothing manually. For Bastienne and Ynes, you will have to dial the respective morphs manually in the BODY of each clothing figure after conforming.
In Poser, some of the figures and morphs might show small pokethrough on a zero figure, please disregard as they render without issue.
If required, select V4 and inject the Corset INJ morph with the supplied pose in the Pose folder. This morph simulates the compression and reshaping of the body obtained with a tightlaced corset, including the smaller waist and pushed up breasts. The set does fit default Victoria, and for some extreme morphs like Girl4, it is NOT recommended that you use this CorsetMorph. Otherwise, a small twirl of the dial will go a long way in providing the recognisable hourglass shape.
Full and Partial Body Morphs The following FBMs are supported on the outfit:
The following PBMs are also supported:
Due to the nature of the outfit, supporting and pushing up breasts, morphs that cause the opposite effect, like BreastsDroop and BreastsNatural were avoided, as in reality a breast with a natural drop would still be pushed up by the corset.
All the items in this set load with a blank material. To apply the specific high-end materials for either Poser or DAZ|Studio, go to Pose\Seaside Rendezvous, and select the required MAT pose. The Poser materials use advanced shader nodes and displacement, and because of this, require you to render using Firefly, and have displacement enabled. More information at the end of this document.
The set uses HSS shader presets to obtain better results. Be aware that you need the Human Surface Shader to be able to use these (available with any of the Elite Textures, and separately as ds_ap47), and also that the render times might be longer than standard Studio shaders.
The set uses HSS shader presets to obtain better results. Be aware that you need the Human Surface Shader to be able to use these (available with any of the Elite Textures, and separately as ds_ap47), and also that the render times might be longer.
UberEnvironment is a perfect companion to the HSS materials. However, be aware that light materials, like the Cream set in Seaside Rendezvous, are very sensitive to “spots” and “dirt” caused by the Ambient Occlusion even when using the 4X settings; you can prevent this by using higher Occlusion Samples and Shading Rate. These settings can be changed in the Parameters Tab of the UberEnvironment figure.
The metals in this set are not set to raytraced, using instead HSS’s HDRI provided image. It is possible to set them to reflect accurately its surroundings. To do this you will, have to go into the Reflection section in the Advanced Surfaces tab, and change the Reflection Mode from “Environment Map” to “Raytraced”. Be aware that to look at its best, there has to be something in the scene other than the clothing item and the figure for it to reflect. If you find that you need your metals to have more of a glossy sheen, it is a good idea to give them something light to reflect. Set up a few white or light-coloured primitives outside of the camera view, or even above, so the metals have something to reflect; this should liven them up. This is a trick used quite often for car photography and 3D renders, and should work well for you.
Also be aware that the raytraced reflections will make your renders longer. If you want the metal to reflect less, reduce the reflection percentage in your surfaces, or you can change the colour and use a reflection map instead.
Finally, remember that good lighting is essential to obtain good raytraced reflections. If you are using Studio’s default lighting, or very low levels of light, or light that doesn’t shine onto the metal, it won’t have the same look as a properly lit scene. It might also be a good idea to include a specular-only light, as it will help liven-up your renders, in particular if you are using an IBL or GI style of illumination. Also, as mentioned above, make sure that you are using the right level of samples to avoid jaggies, “dirt” or “spots”; if necessary, raised samples and shading rate, both of your lighting figure and in your overall render.