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Seaside Rendezvous

Seaside Rendezvous
Product: Seaside Rendezvous
Product Code: ps_ac3259b
Programs Supported: Poser 6+, DAZ|Studio
DAZ Original: No
Published Artists: Arien
Released: April 2009

Seaside Rendezvous is a fun, casual clothing set for V4/A4/Elite/G4, inspired by vintage pinups.

For full size promotional images, visit the Seaside Rendezvous Gallery


Seaside Rendezvous consists of:

  • 2 conforming figures: Corset and Skirt
  • 1 Beret prop
  • Custom INJ and REM morphs for getting the proper corseted body shape
  • 46 diffuse, displacement, specularity, bump and mask maps for 4 sets of textures.
  • 17 Poser MATs, 17 D|S material settings. 3 visibility poses
  • One PDF file as documentation

Using the Clothing

Load the Skirt and Corset from your Character folder, under Seaside Rendezvous. Both these figures superconform, so make sure you have the V4 figure selected when loading the clothing item, otherwise you might experience issues with the morphs crosstalk. Conform each clothing item to V4; when morphing V4, the clothing should follow automatically. Make sure you have V4 selected again before loading the next clothing item. Load the Beret from your Props library, under Seaside Rendezvous folder.

CUSTOM CHARACTERS: for the crosstalk to work with custom characters like GND in Poser, they need to be loaded before loading the clothing; otherwise you will have to dial the morphs in the clothing manually. For Bastienne and Ynes, you will have to dial the respective morphs manually in the BODY of each clothing figure after conforming.

In Poser, some of the figures and morphs might show small pokethrough on a zero figure, please disregard as they render without issue.

The Morphs

If required, select V4 and inject the Corset INJ morph with the supplied pose in the Pose folder. This morph simulates the compression and reshaping of the body obtained with a tightlaced corset, including the smaller waist and pushed up breasts. The set does fit default Victoria, and for some extreme morphs like Girl4, it is NOT recommended that you use this CorsetMorph. Otherwise, a small twirl of the dial will go a long way in providing the recognisable hourglass shape.

Full and Partial Body Morphs The following FBMs are supported on the outfit:

  • Aiko4
  • A4 Stylized
  • A4 Petite
  • A4 Realistic
  • Amazon
  • BodyBuilder
  • Bulk
  • Fitness
  • Thin
  • Voluptuous
  • Young
  • Fantasia
  • Sylph
  • Utopian
  • TheGirl4

Other FBMs

  • Blackhearted’s GND
  • Surreality’s Bastienne
  • Third Degree’s Ynes
  • One full custom corset morph for V4.2

The following PBMs are also supported:

  • BreastsImplant
  • BreastsSize
  • BreastsLarge
  • BreastsCleavage
  • BreastsDiameter

Due to the nature of the outfit, supporting and pushing up breasts, morphs that cause the opposite effect, like BreastsDroop and BreastsNatural were avoided, as in reality a breast with a natural drop would still be pushed up by the corset.

  • Crosstalking: each clothing figure has crosstalk enabled; you must select V4 before loading and conforming the clothing item, or else this will cause the morphs FBMs not to work in the Body in Poser. See the Troubleshooting section for more details.

Beret Morphs

  • The beret has some basic morphs to adapt it to several hairstyles and head shapes, and one extra morph to allow it to be used on Michal4. It should be possible to also adapt existing morphs to also cover Guy4 and Hiro4.

Adjustment morphs

  • the items in the outfit have adjustment morphs to help covering up pokethroughs if they appear; use the “Adj” morphs to give the outfits a bit of room where necessary.
  • “Seated” morph will give you a reasonable seating position, with legs bent around -88/90º and shins bent appropriately.
  • Busk Length will shorten the bottom of the busk for poses where the legs are bent.
  • Skirt Length will lengthen the skirt

Breaking Crosstalk

  • Sometimes it will become necessary to “break” the built-in crosstalk, for instance if you are fitting a custom character and need to fit the outfit to it using partial combinations of built-in morphs. To do this, you will need to have V4 loaded, without any clothing. Load a new figure ( for instance a hair, or a scene background; anything within your “figures” folder that doesn’t have FBM morphs for the crosstalk to interact with). Then select this new figure, load the clothing item, and conform to V4. Repeat the procedure, selecting this extra figure before loading clothing. This will allow you to manipulate the FBMs in the body individually.

Posing the outfit


  • Corsets in reality are semi-rigid items of clothing, with 1/2” metal bones running their length to support the fabric, and a metal busk that can be about 1” thick. So they do restrict movement quite significantly, and when wearing one you will tend to either move from the hip or from the shoulders. Keeping this into account when posing will give you a more realistic result.
  • There are two extra “ghost” body parts in the corset: Right Shoulder and Left Shoulder. You can select either of these for additional control in posing the Collar’s sides


  • The skirt has a pencil cut, and like the corset, is also a style that doesn’t allow for a great freedom of movement. Keep this into account when using to obtain better results
  • the skirt has 7 bodyhandles to aid with the movement:
  • cMove: controls the overall skirt; use it for setting the general direction and twist or bend of the skirt.
  • lMove and rMove: control the overall left and right sides of the skirt; use for sidestepping and bigger front or back steps
  • lfrontMove and rfrontMove: control the front left and right sides of the skirt; use for smaller, more precise adjustments of the front
  • lbackMove and rbackMove: control the back left and right sides of the skirt; use for smaller, more precise adjustments of the back
  • buttocks pokethrough: on most extreme bending on the skirt, the buttocks will poke through the skirt: use the ADJ-Buttocks morph to counteract this
  • hips pokethrough: on some twist and side-side poses, either side of the hips might poke through the fabric: use the ADJ-Hip morphs to counteract this
  • as with all skirts, some extreme poses like seating might work better if you turn some of V4’s body parts invisible.

Materials and Shaders

All the items in this set load with a blank material. To apply the specific high-end materials for either Poser or DAZ|Studio, go to Pose\Seaside Rendezvous, and select 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 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 than standard Studio shaders.

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 Cream set in Seaside Rendezvous, 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 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.

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 Arcane 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.
  • the morphs are not working on the body:the outfit is set to crosstalk; for the crosstalk to work, you need to select V4 first, then load the clothing item, then conform. Make sure that when loading a second clothing item, theV4 figure is selected again.
  • nipples are poking through the clothing: Some characters like GND come with nipples dialed by default; locate the NoNipples pose for your character, or dial down all nipple and areola morphs in your figure
  • Ynes’ and Bastienne’s morphs are not crosstalking: Ynes and Bastienne extra morphs will not crosstalk like the rest of the Morphs++ do. When using these characters, load the outfit as normal, load your character and then dial manually the corresponding morph into the clothing.
  • Bodyhandles are rendering visible in Studio: BodyHandles were set to not be visible in the renders in the cr2 file, but Studio cannot interpret this line. A pose file to turn the materials invisible has been provided instead, you can either use it, or turn the bodyhandles invisible by clicking on the eyes for them in the Scene tab

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