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Product: Dawnrazor: Mourning Brotherhood, for Night World Mourning Sun
Product Code: ps_tx2797b
Programs Supported: Poser 6+, DAZ|Studio
DAZ Original: No
Published Artists: Arien
Released: November 2009
Dawnrazor: Mourning Brotherhood is a texture set for Arien's Night World: Mourning Sun, by Arien. The textures were design to also mix and match with with Arien's own Arcane Brotherhood for the Cobalt Hierophant, Wild Brotherhood for Wildenlander M4, and the original textures for both outfits.
For full size promotional images, visit the Mourning Sun and Dawnrazor Gallery
Dawnrazor consists of:
The outfit was designed to have different looks possible, and to be combined with other exiting clothing items. The direct correlation is:
It is STRONGLY recommended that you only apply the materials after posing the items to your satisfaction.
To apply the specific high-end materials for either Poser or DAZ|Studio, go to Pose\ Night World\ Mourning Sun, make sure you’ve got your item selected, and then click on 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.
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 has two sets of Studio materials: one using Studio’s base materials, and another using HSS. You will need the Human Surface Shader to be able to use these HSS materials (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.
UberEnvironment is a perfect companion to the HSS materials. However, be aware that light materials, like pale skin, 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.
With the new subD functionality introduced with Studio 2.0, you can subdivide any of your content for a smoother appearance. It is suggested that you do this sparingly, although it can really enhance the final results if applied judiciously. To apply subD to any of the items in the package, proceed as follows: Set up your scene, pose, light, apply shaders as normal. Once you’re ready to do the final render, go to the scene palette and select the item you want subdivided. Go to Edit/Convert to subD. You will get a dialogue informing you about LoD settings. Click Yes. We suggest a single level of subdivision at render time; it isn’t necessary to subdivide in the viewport.
The metals in this set are not set to raytraced, using instead HSS’s HDRI provided image, or a reflection map, depending on which set of materials is used. This was done as the metal surfaces are small and raytracing would cause longer render times without any significant improvement in realism. However, 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” if using the HSS set, or remove the reflection map if using the standard Studio materials. Keep in mind 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. Raytraced reflections will make your renders longer, but if you want the metal to reflect less, you can reduce the reflection percentage in your surfaces, or you can go back to the reflection maps settings in the provided materials.
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.
Download the free blue/black material settings from Mourning Sun Freebie
These textures for Night World: Mourning Sun was released by Arien