Product: Shades of Atlantis: Wild Brotherhood
Product Code: ps_tx2662b
Programs Supported: Poser 5+, DAZ|Studio
DAZ Original: No
Published Artists: Arien
Released: May 2009
Shades of Atlantis: Wild Brotherhood is a texture set for Luthbel's Wild Heart: Wildenlander for Michael 4, by Arien. The textures were design to also mix and match with the original Cobalt Hierophant's, and with Arien's own Arcane Brotherhood for the Cobalt Hierophant.
For full size promotional images, visit the Wild Brotherhood Gallery
Wild Brotherhood consists of 4 textures sets for Wild Hearts: Wildenlander for M4, and includes:
To apply the specific high-end materials for either Poser or DAZ|Studio, go to Pose\Wildenlander M4\Wild Brotherhood, and select the required MAT pose.
The Poser materials use advance shader nodes and displacement, and because of this, require you to render using Firefly, and have displacement enabled.
The Studio materials use the Elite Human Surface Shader, and require you to have the latest version properly installed; if in doubt, re-download either one of the Elite Textures or HSS on its own from your account, and re-install.
This texture set was designed as a stand alone, but with capabilities for mixing and matching with Cobalt Hierophant and its companion texture set, Arcane Brotherhood. The Obsidian, Emerald and Amethyst sets use the same type of materials and can be combined easily. Since Wild Hearts textures use colours matching the Jasper set from Arcane Brotherhood, when picking a fourth colour, it was decided to go with the original colours from Cobalt Hierophant.
To mix and match, you will need to use some of the morphforms included with WildHearts to hide parts of the outfit, and might need to do some adjustments, in particular if you want to use the kilt from Cobalt Hierophant with the top from Wild Hearts, or the Gloves from the Hierophant with the top from Wild Hearts.
As part of a new functionality of Studio, you can find the Studio shaders in the same folder as the Poser shaders; just click on the desired thumbnail and Studio will automatically load the Studio shader instead of the Poser one. Be aware that while every effort was made to get them as close as possible in both Studio and Poser, in some cases we preferred to play on each programs’ strengths, and so the ones depicted in the thumbnails might be slightly different from the ones loaded.
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 tunics in the Emerald and Cobalt sets, 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 looking metals, in particular with raytraced reflections; the sets with extra glossiness, like the Emerald and the Cobalt can be particular picky about this. 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, raise samples and shading rate, both of your lighting figure and in your overall render.
This texture expansion for the Wild Hearts was released by Arien