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Shades of Atlantis: Wild Brotherhood

Wild Brotherhood
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:

  • 220 high resolution (3072*3072) diffuse, displacement, specularity, specular colour, masks and bump maps for 4 sets of textures: Obsidian, Emerald, Amethyst and Cobalt
  • 28 advanced Poser MATs, 28 D|S material settings that use HSS.

Materials and Shaders

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.

Mix and Match with Cobalt Hierophant and Arcane Brotherhood

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.

Human Surface Shaders Presets

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.

Lighting and reflections

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.

Render suggestions


  • always use Firefly, and the manual settings
  • enable raytracing if you are using raytraced shadows, ambient occlusion, reflections or refractions; a setting of 1 bounce will suffice if only the former two are used, otherwise use 2-3; this set uses both AO and raytraced reflections, so the latter will be a better choice.
  • for the displacements to show, displacement needs to be enabled; minimum displacement bounds of 0.020/0.030 are recommended; most of the materials in this set use displacement heavily so enable it when rendering.
  • if you are on P5-6, disable texture filtering, and always set the maximum texture size to the size of your bigger texture; for Wild Brotherhood, this value shouldn’t go below 3072px. Reducing this value will result in muddy or blurred renders.
  • for draft renders, your min. shading rate can go to 2, but for final renders, always reduce this to 0
  • similarly, use a value of 2 or 3 for the pixel samples for drafts, but you can go much higher up when doing final renders; anything between 3 and 5 might be a good compromise for screen usage, although for very smooth or detailed renders you could go quite higher; be aware, though, that this will increase your render times


  • adjust the bucket size according to your computer’s performance
  • As in Poser, higher Pixel Samples settings produce renders where the textures show much better.
  • It is recommended that you add Ambient Occlusion to the surfaces if you have the processor power to do so, using an appropriate lighting set that includes the option, but be aware that while increasing realism, this will give you much longer render times. Alternatively, you could do a separate AO-only render and composite in Photoshop.


  • items look dull or odd when rendered: if you’re using Poser, check that you are using Firefly to render. In Studio, make sure you have HSS correctly installed. If you’re using a third party software like Vue or Carrara, edit the material to suit your application better
  • error message “please locate OM_KHPark_EnvRefl.tif”: the very first release of the Elite HSS had this file loading in the wrong place. Re-download and reinstall the Elite HSS -or the Studio files of the Elite textures- or manually copy the file into /Runtime/textures/omnifreaker/HumanSurface/
  • Studio surfaces show no bump, or some other surface oddity: the very first installation of HSS was flawed, and installed items in the wrong place; re-download either your Elite textures or HSS and reinstall
  • can’t find the Studio-specific materials: Studio mats can be found within the same folders as the Poser materials; Studio will recognise them and load them instead of Poser’s. Just select your material as normal.

Required product:

Products used in Promos:

  • M4 Enhanced, by pdxjims
  • Lady Jane, by Surreality
  • Warrior Maiden Ashe, by Surreality
  • Sayuri Hair, by Arien and Surreality
  • Kingdom of Marrakesh, by Red House Studios
  • Ochre City, by Red House Studios
  • Cobalt Hierophant, by Luthbel
  • Arcane Brotherhood, by Arien
  • Michael Textures 02, by DAZ
  • Woodland Prince Elric, by Morris
  • Prince Albane, by RawArt
  • Wynter Hair, by AprilSHY
  • The Guild Hall, by Red House Studios

This texture expansion for the Wild Hearts was released by Arien