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Mortem Vetus:
TerraFirma5 - The Road Ahead Thank you for purchasing TerraFirma5. We hope you enjoy using this product, and this User Guide is intended to just help you get the most out of your purchase. Mostly, this guide will be covering the basic operation of the items included in the pack. This pack is intended for use with Poser9 and newer. It will work in Poser 8/PP2010, but we feel the results are not as good as Poser 9 and higher. For the purposes of this guide, we'll be using PoserPro 2014, but there is nothing we'll be doing that can't be done in Poser 8 and above. And initially, pretty much everything is in default, except Render settings. Once you've installed the product, your new TerraLuna2 items will be in: :Runtime:Geometries:RDNA:TerraDome2:TerraFirma5: :Runtime:Libraries:Pose:! TerraDome2:TerraFirma5:Morphs: :Runtime:Libraries:Pose:! TerraDome2:TerraFirma5:Utility: This pack is an add-on for TerraDome2, and will require TerraDome2 installed. So to begin with, we want to load TerraDome2, as shown in image1 below. You can either drag and drop the thumbnail into the document window, double click the thumbnail, or highlight it and click the double tick symbol, 'Create New Figure'. |
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Image 1: TerraDome2 loaded |
At this point, we're going
to switch to the TerraDome2 sun, as shown below in image
2. |
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Image2: Loading the TerraDome2
sun |
Next, we want to load our
TerraFirma5 morphs on, so we're going to apply '! INJ All
Primary'. This loads all the TerraFirma5 main morphs on to
TerraDome2. There are also Secondary morphs, which
are intended to compliment the Primary morphs, but we'll
come to them in a moment. |
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Image3: Load TerraFirma5
morphs |
Unlike previous morph packs that we've
done for TerraDome2, this one does not have each
individual morph as a seperate INJ/REM. This is because
there are a far greater number of included morphs, with a
total of 102 individual morphs included, comprised of 51
Primary and 51 Secondary. In image3 above, we can see that the morphs are split into 2 types, Narrow, Wide, Widest. These refer to the width of your path or road. And what these primary morphs do, is carve a space for you path into TerraDome2, like digging a foundation in the real world. In image4 below, we can see this, on an otherwise blank TerraDome2. |
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Image4: Applying a morph |
So we can
see our road foundation sunk into the ground, but now we
need a road surface, And this is where 'Secondary' comes
into play. We're going to load a second instance of
TerraDome2. Don't panic, Poser has plenty of capacity to
deal with it. TerraDome2 has around 240k polis in it...for
comparison, several of our M4 outfits have 300K+ and high
detail architecture such as that by Dante78 can have a
sinilar amount. And we've rendered scenes with 2 x
TerraDome2, 15 Dante78 sets and a dozen M4's all in full
outfits. Granted, Poser needs to think about it a little
more than it would have to for a nekkid V4, but it renders
with that much of a full scene. So we're going to load up a second instance of TerraDome2, and before we do anything, we ought to make sure we know which is which and where they are in relation to each other. Firstly we've changed the material colour on the AZone and BZoneLge of the new TerraDome2, and in image 5 below we can see we're about to change the name of the second TD2. We're going to call it TD2 Secondary. |
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Image5: Loading a second
TerraDome2 |
In image6 below, we've applied the
'Position Secondary TD2' morph, which drops it down by
50mm (2 inches), and we've applied the 'Hide SkyDome' pose
to turn that off. Now we can see our path, running out
towards the horizon. That would be all very well if our
world was flat, but we want lumpy bumpy bits, we want to
send our paths over the hills and far away. So we're going
to add some morphs for this road to run over. |
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Image6: Position Secondary TD2 |
So we've
loaded the base morphs that come with TD2, which we can
see in image7 below. From these, we've dialled up some
terrain. Now these same morphs need to be dialled up on
the secondary TD2, to the same value.. For this, we
thought we could use 'Copy Morphs From' , but it didn't
bring the values with it. So the way we would normally do
it, is with Edit > Duplicate, and copy the morphed
TerraDome2. We will now need to revisit the Ultility
folder, and apply 'Position Secondary TD2' plus 'TD2 HIDE
Skydome' and then also '!Reset ALL Primary' We need to
include the last one to reset the road foundation morph.
This can also be done manually, by resetting the dial to
0.00. *TIP*: Any dial can be returned to it's default value by right clicking over the dial and selecting 'Reset' In image7 below, we can see our road runniog over the hills and far away, as we wanted. From here, we could get on and apply materials all round, which we will be doing very soon, but first we need to take a quick look at how various morphs are going to work with these new morphs. |
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Image7: Adding TD2 Base Morphs |
While these
new TerraFirma5 morphs will apply over most combination of
existing morphs, there are some that will just NOT look
right. For creating terrain to run roads over, we would
reccomend,applying morphs at lower values. Some existing
morphs however, HAVE to be at 1.00 (full strength) in
order to work. This is very true of packs such as 'End Of
The Line' and 'Deam Arborum'. What we need to avoid is
creating surfaces that go up or down too steeply. They
will apply to pretty much any morph combination, but just
be careful when using high values on terrain morphs. This
is a case of "just because you can, doesn't mean you should." We want to
avoid trying to run a path over terrain that would defeat
even the most agile mountain goat. While we were first testing the new morphs with the existing morphs, a scene came out that turned into a image for fun, which is in our gallery, "Vale Of The Skull". We're going to go through how that scene is put together, because that covers a number of things that we think are cool in this set. |
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Image 8: Dialling up a
.....skull?! |
In image 8 above, we've loaded a TerraDome2 that
already has lots of morphs loaded, and our intent was to
put these roads and paths in around this. So we've set the
camera focal length to 35mm, and pulled back for now, so
we can see what happens in the scene. We've got the Skull
Hill morph set to 80% strength, so we have a big skull set
back a little from the centre of our scene, which is where
the bright spot is, as we have default PP2014 lights at
the moment. Straight away, the position of the skull, and the topography of it, means we're not going to get a traversible road , and we've applied a North-South wide path in image9 below to demonstrate this.. Although....looking at it, if you over dialled it, there's potential for an image there.....fissure opening up, the world cracking, that sorta thing. But I digress, so I'll file that for future referance, and get back to the point here. |
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Image9: Cataclysm |
We knew we'd have to put a path at a different
angle, so we tried a NorthWest to SouthEast, which looked
great, and when over-dialled, created a nice little
feature to the left of the skull, cutting through, which
will show up beetter when we get something for contrast in
there.. In image10 below, we can see the
'AB_WidestCrooked_NW-SE' morph applied, and overdialled a
bit. NOTE: Normally we advise against over-dialling, in almost every situation. However, for the TerraFirma5 Primary morphs, we would actually encourage it. In image9 for example, heavy over-dialling of that morph would really sell the fissure feel. This is REALLY useful when using the morphs to carve out rivers, as the morph has to be lower than the water level, regardless of what terrain it's going through. Experiment, but always remember; save EARLY, save OFTEN, and save SEQUENTIALLY. |
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Image10:
Working out a usable path |
Originally, this was supposed to form a road, which
we set up as in image 11 below. We duplicated the
TerraDome2 morphed, and reset the NW-SE path, applied the
position and Skydome poses, and applied a contrast
material colour. But here we can see we've got a
problem...that road goes almost vertical as it rises to
the left of the skull. |
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Image11:
Road surface with gradient issues |
We remembered what the morph had looked like before
we added the road, with that nice cut through that area.
So we took the skull morph off the Secondary TerraDome,
which returned us to a flat level road, running through a
small gorge type feature, which we can see in image12.
Now, the 'AB_WidestCrooked_NW-SE' morph is already
overdialled a bit, but the hillside up to Skull Hill is
greater. Which is fine if you're after a landslide, but
that's not what we're after. |
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Image12:
Flat road and a landslide |
This is where we thoroughly encourage a bit of over
dialling, and we'll take it up until the gorge is clear.
That happened at five point something, so we rounded it off
to 6.0. As we can see in image 13 below, we now have a level
flat road through a small gorge. And we can see that
dialling the morph up that far has had no effect on anything
else. The patrhe gets marginally wider but essentially
remains unchanged. |
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Image13:
Clearing the landslide |
It was about this point, where turning that road
into a river started seeming like a really cool idea,
which immediately led to the further thought, can we have
a river AND a path going on here? So we set out to answer
that. Our thinking heree was to make room for the
water, while retaing the secondary TD2, to form a path
conforming to the landscape topography. So on the scondary TD2, we matched the Skull Hill morph, and the WidestCrooked morph, so they were the same as the Primary TD2. TIP: Using the matching Seondary morph, just a little, will raise bits of the secondary TD2 above the Primary TD2, all in the river channel, giving the appearance of a different material on the river bed. If you have fresnal water on, or maybe a dried up river bed. |
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Image14:
Forming a river channel and intersecting path |
Now that the Secondary TD2 matches the Primary, we
can add our path, which we're going to have crossing
tangentally to the river. In image14, above, we can see
the path running across, and it looks good except where it
cosses the river. When this has water in, we'll have the
appearance of the path dipping to the water, BUT if we
have very see through water, or a dried river, then we
need another option. |
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Image15:
Tidying up the path |
In image15 above, we managed to get the path not
running straight through the river bed by turning up the
'AB_WidestCrooked_NW-SE' morph up, dropping it below the
level of the riverbed. This does mean we won't be able to
use the different material on the riverbed as we planned.
We did think that maybe we could overcome it by dialling
different NW-SE morphs on the Secondary, and get the
alternate material where they intersect. However, they
started showing through at the tps of the banks first and
it looked pretty rubbish. The only way we can see
to create an alternate material on the riverbed, would be to
use a third TD, which we have done, and Poser was cool with
it. However, we're going to load a TD2 Water in, as we can see in image16 below. Now obviously, we need to sort that far horizon out, which will be using some BZoneLg morphs. We could also use FBM's, BUT we might run into AZone difficulties. As always when mixing and matching terrain morphs, just be careful, and here we would be back to advising NOT to over dial. |
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Image16:
Adding TD2 Water |
We can add the extra morphs in a while, but first
we ought to take a look at materials. ALL the materials we
have installed use displacement, sometimes quite large
displacement. Which means in some instances, you may get
some interferance between them. Where we've gone for a big
over dial, such as the river channel, this won't be a
problem. On the path, if the Primary morph for the path is
at 1.0 on the Primary TD2, then some of it's materials may
come through. In some instances, this can create the
appearance of an older, more crumbling path, that's
becoming overgrown. The same effect can be achieved
by using the Secondary morphs, on the Secondary TD2. These
morphs pull the ground up a little along the path of the
Primary morphs. In image17 below, , we applied materials and rendered up to see what's happening. We used 'Moorland-01' from our TerraNova pack on the Primary TD2, which we've contrasted with 'TD2 Soil 003' from Terrain Basics, on the Secondary TD2, and TD2 Fresnal Water 005 on the Water. |
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Image17:
Adding Materials |
This has been a longer than usual User Guide, and
even as we were putting it together we learned something
new about using these morphs. It seems there's far more
potential for fun in this pack than we may have realised,
and we keep finding new things we can do. Once we have
found out more ways of using these morphs, we will be
putting out a supplemental addition to this user guide. As always, we would recommend playing around with these morphs and seeing what happens and always save early, save often and save sequentially. |
We hope you enjoy using this product and
we look forward to seeing what images you make with it. Happy Rendering Andrew and Tracey :) |
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Mortem Vetus
store for the dark side of Poser. |
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AtmosFears |
Terra Nova 1 |
End Of The Line |
Terra Lumina |