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Dawnrazor: Mourning Brotherhood, for Night World Mourning Sun

DawnRazor
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

Contents

Dawnrazor consists of:

  • 6 Full Texture Sets for Mourning Sun:
    • Obsidian
    • Emerald
    • Amethyst
    • Cobalt
    • Jasper
    • Leather
  • 6 Matching Second Skin Leggings Textures for M4
  • 6 Textures Include
    • 25 Skirt and Chain Texture/Bump/Displacement/Specular/Mask Maps (3072 x 3072)
    • 24 Top Texture/Bump/Displacement/Specular/Mask Maps (3072 x 3072)
    • 26 Corset Texture/Bump/Displacement/Specular/Transparency Maps (3072 x 3072)
    • 18 Leg and Hip Texture/Bump/Specular Maps (3072×3072)
  • Poser MAT Poses (.PZ2)
  • Standard DAZ Studio Material Presets (.DS)
  • HSS DAZ Studio Material Presets (.DS) (Requires Elite Human Surface Shader)

Mixing and Matching

The outfit was designed to have different looks possible, and to be combined with other exiting clothing items. The direct correlation is:

  • 003 Jasper can mix with Wildenlander's default texture, and matches the Ranger set in Arcane Brotherhood
  • 004 Emerald: matches the Healer set in Arcane Brotherhood and the 02 Emerald set in Wild Brotherhood
  • 005 Amethyst matches the Mystic set in Arcane Brotherhood, and the 03 Amethyst set in Wild Brotherhood
  • 006 Obsidian matches the Assassin set in Arcane Brotherhood, and the 01 Obsidian set in Wild Brotherhood
  • 007 Leather is generic brown worn down leather, wasn't set up to match with any corresponding sets, but could go well with any of the basic Wildenlader or Jasper/Ranger textures too
  • 008 Cobalt matches the basic colours for the Cobalt Hierophant, and the 04 Cobalt set in Wild Brotherhood
  • 001 and 002 are provided with the base item and as a freebie respectively, and are not part of this package

Materials and Shaders

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.

DAZ|Studio

Shaders

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

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.

SubD

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.

Lighting and Reflections

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.

  • 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.
  • add Ambient Occlusion to the lighting if you have the processor power to do so, as this will increase realism. Alternatively, you could do a separate AO-only render and composite in Photoshop.

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.

Poser

  • 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; some of the materials in this set use displacement 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 Mourning Sun, 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

Troubleshooting

  • 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. If you want to use the HSS-enabled material, use instead the ones in the relevant HSS folder
  • bodyhandles are rendering visible/I can’t see the handles: BodyHandles are set to be visible when the clothing loads up untextured, but are in the renders in the cr2 file, but Studio cannot interpret this line. Pose files to change the handle’s visibility has been provided instead, you can use that to turn them visible or invisible. Use the same pose for both skirt and chains, just make sure you have the relevant one selected.

Required and Related products

Required product:

Optional Products:

Freebies

Download the free blue/black material settings from Mourning Sun Freebie

Products used in Promos

  • M4 Enhanced, by pdxjims
  • Lady Jane, by Surreality
  • Sayuri Hair, by Arien and Surreality
  • Kingdom of Marrakesh, by Red House Studios
  • Cobalt Hierophant, by Luthbel
  • Arcane Brotherhood, by Arien
  • Wild Hearts, by Luthbel
  • Shades of Atlantis: Wild Brotherhood, by Arien
  • High Tech Trekker Boots for M4 by blondie9999
  • Prince Albane, by RawArt
  • Wynter Hair, by AprilYSH
  • Blaine Hair, by AprilYSH
  • Helios Hair, by Plus3D/Mairy
  • The Guild Hall, by Red House Studios
  • M4 Elite Bundle, by DAZ
  • Urban Future, by Stonemason
  • The Ministry, by Stonemason
  • Moon Cult, by D&M Productions
  • Atonement, by RedHouse Studios

These textures for Night World: Mourning Sun was released by Arien