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Wild Sisterhood Court

Wild Sisterhood Court
Product: Wild Sisterhood Court, for the Morphing Fantasy Dress
Product Code: ps_tx2980b
Programs Supported: Poser 7+, DAZ|Studio, Poser 6 legacy support
DAZ Original: No
Published Artists: Arien
Released: July 2010
Nr. of installers: 1

Wild Sisterhood Court is a texture set the Morphing Fantasy Dress, matching Wild Sisterhood for Luthbel's Wildenlander version 4. The textures were design to match those of the Brotherhood series for Michael 4.


  • 5 Texture Sets for the Morphing Fantasy Dress for Victoria 4 to create skirts, matching the 'Sisterhood' series:
    • Obsidian
    • Emeralnd
    • Amethyst
    • Cobalt
    • Jasper
  • New morph for the Morphing Fantasy Dress, to fit with the Jacket from Wildenlander
  • New morphs for the Jacket and Belt on Wildenlander, to fit with the Morphing Fantasy Dress
  • Textures:
    • 28 Dress Diffuse Texture, Bump, Displacement, Specular, and Mask Maps (4096 x 4096)
    • Displacement maps in png format, for better results in P7+ and DS, and with a jpg option to provide legacy support for Poser 6
    • 1 HDRI TIFF file for reflections in Studio
  • Poser 7+ MAT Poses (.PZ2) using png displacements
  • Separate Poser 6 MAT Poses (.PZ2) using jpg displacements
  • DAZ Studio Material Presets (.DS)
  • DAZ Studio Materials require Elite Human Surface Shader or DAZ Studio Advanced

Before you Start

  • Make sure that the Morphing Fantasy Dress and/or MFD Unimesh Fit for V4 are installed in their default location, in runtime\libraries\character\V4 Morphing Clothes. If this is not the case please refer to the Troubleshooting section at the end.
  • Install this within the same runtime where your MFD is installed.

Instructions for Usage

  • Select V4, then load the MFD or the MFD-Unimesh; the dress should load with a new morph called “UnderWildyV4Jacket” dialed to 1 already
  • Select V4 again, then load the Wildenlander Jacket
  • Go to Runtime\Libraries\Pose\ShadesOfAtlantis\Wildenlander V4\Wild Sisterhood and select “98 Jacket OverMFD INJ”; this will inject a morph into one of the Jacket's empty channels, called “Over MFD”; dial to 1
  • If using the Belt, repeat the procedure, using now “98 Belt OverMFD INJ”.
  • Apply one of the included material poses to the dress: this will turn invisible all the unused parts, and load transparency maps
  • The upper part of the MFD will poke out of the jacket: this is because the morph is aimed solely for using the MFD as a skirt.
  • as is always the case with tightening morphs, when combined with other morphs, or when posed, there might be some pokethrough, particularly in the Dress: use the Dress' own “Adjust Waist” and “Adjust Hips” in both possitive and negative values to compensate for this.
  • if using Poser, it's a good idea to make the skirt part of the MFD dynamic: if doing this, make the dress collide just with V4's body and maybe the not attempt to make it collide with the jacket as it creates unsightly puckering.

Materials and Shaders

To apply the specific high-end materials for either Poser or DAZ|Studio, go to Runtime\Libraries\Pose\ShadesOfAtlantis\V4Wildenlander\Wild Sisterhood\, 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.

The set provides a “modesty” option for give Victoria 4 a high-neck top as a second skin. To use this, select Victoria 4 and apply the required material.

Poser 6 and Poser 7 materials

The Poser materials are divided in two. The materials found on Pose\ShadesOfAtlantis\V4Wildenlander\Wild Sisterhood\ use 16-bits pngs for better displacement, and are only usable on Poser 7 and up. Poser 6 users must use the materials found in Pose\ShadesOfAtlantis\V4Wildenlander\Wild Sisterhood\Poser6 ONLY; these materials use jpg displacements instead, but because jpgs only allow for 256 levels of grey, some differences in the rendering are to be expected.


As part of the 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. For the clothing materials, you will need the Human Surface Shader to be able to use these HSS materials (available with any of the Elite Textures, with Stephanie 4 for free, and separately as ds_ap47), and also that the render times might be longer than standard Studio shaders.

All materials were created in Studio 2, making this set usable with Studio 2 and Studio 3.

Lighting and Reflections

There is metallic embroidery on all the skirts. It is important that you use the right settings to make them look their best.

In Poser

The metallic thread are set to raytrace, as this provides better effects overall. This means that it is fundamental to have items in the scene to reflect, or else they will not look their best. This also means that when rendering, you must enable raytracing, with a recommended minimum bounce of 2, otherwise the reflections won't work as expected. You can replace the raytraced reflection with a reflection map, but the overall look will not be as good, so you shouldn't do this unless strictly necessary.

In DAZ|Studio

The metals in this set are not set to raytraced, using instead a custom HDRI image provided with it. This was done as raytracing would cause longer render times. 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”. 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.

In both

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
  • 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 or Poser'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 improve 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.



UberEnvironment is a perfect companion to the HSS materials. However, be aware that light materials, like pale skin or light shirts, 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.

You can use the included HDRI image in your UberEnvironment to have a light matching the environment reflected on the metal, although it will be very light and might wash out your image if the values are not controlled.


  • 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 this product, this value shouldn’t go below 4096px. 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
  • If you're using PoserPro7, Poser 8 or PoserPro2010, disable Gamma Correction, or your displacements will not work as intended.


  • 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
  • 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.
  • some of the hss materials render all black/all white: make sure that you have the correct HSS version installed; if you are running Studio Advanced 64 bits, you might have to install Studio 32 bits, then re-run the HSS install; you will now have the option to install 32 or 64 bits to different places; install them both as needed; this is a problem that ocurrs sometimes with the HSS installer, and the above should sort it out.
  • “Please locate file 'Fantasy Dress.cr2'” or “Please locate file 'G4 Fantasy Dress.cr2'”: make sure that your files are in their default location at runtime\libraries\character\V4 Morphing Clothes. If they're not, you can move them to this location, or you can edit the cr2s to point to this new location. In each case, open MFD-Wildenlander.cr2 or MFD-Wildenlander Unimesh.cr2 in a text editor, and in line #6, where it says readScript “:Runtime:Libraries:Character:V4 Morphing Clothes:G4 Fantasy Dress.cr2” replace the location path with the current location of your MFD.
  • Dress is poking out of the jacket after morphing or posing: use the Dress' built-in adjustment morphs to fine-tune the fit.
  • Dress is bunching up through the jacket after running a cloth simmulation on the skirt: turn the jacket OFF collission Poser 7 and above, DAZ Studio 2 and above: please use the materials included within the Runtime\Libraries\Pose\ShadesOfAtlantis\V4Wildenlander\Wild Sisterhood\ folder

Required and Related products

Required product:

Optional Products:

Products used in Promos

  • Angel by Maelwenn
  • Belle Arum hair
  • Atonement

These textures for the MFD were released by Arien

File List

..\Sisterhood Skirts\Runtime\Libraries\Character\ShadesOfAtlantis\Wild Sisterhood- Court\

 MFD-Wildenlander Unimesh.cr2
 MFD-Wildenlander Unimesh.png
 MFD-Wildenlander V4.cr2
 MFD-Wildenlander V4.png

..\Sisterhood Skirts\Runtime\Libraries\Pose\ShadesOfAtlantis\Wildenlander V4\Wild Sisterhood\P6-only\

 00 MFDSkirt.png
 00 MFDSkirt.pz2
 00 P6 only.png
 00 P6 only.pz2
 01  .png
 01  .pz2
 01 Skirt MFD.png
 01 Skirt MFD.pz2
 02  .png
 02  .pz2
 02 Skirt MFD.png
 02 Skirt MFD.pz2
 03  .png
 03  .pz2
 03 Skirt MFD.png
 03 Skirt MFD.pz2
 04  .png
 04  .pz2
 04 Skirt MFD.png
 04 Skirt MFD.pz2
 05  .png
 05  .pz2
 05 Skirt MFD.png
 05 Skirt MFD.pz2

..\Sisterhood Skirts\Runtime\Libraries\Pose\ShadesOfAtlantis\Wildenlander V4\Wild Sisterhood\

 00  .png
 00  .pz2
 00 MFDSkirt.png
 00 MFDSkirt.pz2
 00 Morphs.png
 00 Morphs.pz2
 00 P6 only.png
 00 P6 only.pz2
 01  .png
 01  .pz2
 01 Skirt MFD.ds
 01 Skirt MFD.png
 01 Skirt MFD.pz2
 02  .png
 02  .pz2
 02 Skirt MFD.ds
 02 Skirt MFD.png
 02 Skirt MFD.pz2
 03  .png
 03  .pz2
 03 Skirt MFD.ds
 03 Skirt MFD.png
 03 Skirt MFD.pz2
 04  .png
 04  .pz2
 04 Skirt MFD.ds
 04 Skirt MFD.png
 04 Skirt MFD.pz2
 05  .png
 05  .pz2
 05 Skirt MFD.ds
 05 Skirt MFD.png
 05 Skirt MFD.pz2
 98   .png
 98   .pz2
 98 Belt OverMFD INJ.png
 98 Belt OverMFD INJ.pz2
 98 Belt OverMFD REM.png
 98 Belt OverMFD REM.pz2
 98 Jacket OverMFD INJ.png
 98 Jacket OverMFD INJ.pz2
 98 Jacket OverMFD REM.png
 98 Jacket OverMFD REM.pz2
 99  .png
 99  .pz2
 99 MFD Bodyhandles Hide.ds
 99 MFD Bodyhandles Hide.png
 99 MFD Bodyhandles Hide.pz2
 99 MFD Bodyhandles Show.ds
 99 MFD Bodyhandles Show.png
 99 MFD Bodyhandles Show.pz2

..\Sisterhood Skirts\Runtime\Textures\Arien\Multiple\


..\Sisterhood Skirts\Runtime\Textures\Arien\WildyMFD\