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Applied to a plane and rendered as a map from above you can forgo the environment dome and sky just use headlamp, as that gives an even more shadowless light so not too bad in iray even CPU
setting camera focal length to 50mm not a bad idea either
I checked the base color channel, both the image editor and LIE, for some tiling that wouldn't transfer to 3DL, couldn't find anything, but maybe I've overlooked something, not at all familiar with the ins and outs of the IRay Uber. And anyway, Ivy managed to make it look good, so...
Aah good call!
Oh and untick the ground!
I think what your seeing is how the different light sources with their raytrace shadow maps react to the texture maps . you have to remember with Uber light environments, you have soft shadow occlusions which give a light bounce similar to what iray gives , which is why I think that why the light dome render looks better than the rest of them. I really can't explain it myself. but when ever i can i use ue light sources for that soft occlusion light bounce. but you can clearly see i used the same set with the same setting just different light sources. and every result was different.
I used this free iray to 3delight converter script , which does a decent job of map placements . https://www.daz3d.com/forums/discussion/139326/irayto3delight-conversion-script/p1
Here are the texture maps you requested for the ground are list as such
ground>
Matground1 - Base map PG-matGroundL4-C with the Diffuse Roughness dial set @100% - Bump map is PG-matGroundL5-N dial set @ 14%
Matground2 - Base map PG-matGroundL4-C with the Diffuse Roughness dial set @100% - Bump map is PG-matGroundL5-N dial set @ 14%
Matground3 Base map PG-matGroundL4-C with the Diffuse Roughness dial set @100% - Bump map is PG-matGroundL5-N dial set @ 14% Reflection Color PG-matGroundL4-C with the Reflection Strength dial set @ 100% (see screen shot 1)
Matground4 Base map PG-matGroundL4-C with the Diffuse Roughness dial set @100% - Bump map is PG-matGroundL5-N dial set @ 14% Reflection Color PG-matGroundL4-C with the Reflection Strength dial set @ 100%
Matground5 Base map PG-matGroundL4-C with the Diffuse Roughness dial set @100% - Bump map is PG-matGroundL5-N dial set @ 14% Reflection Color PG-matGroundL4-C with the Reflection Strength dial set @ 100%
water map>
defuse color black @ 100%- Glossiness dial set @ 94% - Specular color white- Specular strength 100% Bump Map PG-matWater-N - dail set @ 50% I also noticed the reflection color appears to be dark blue and that is set @ 100% see screen shot 2
Big Thanks
Ok now I know what texture to use, and that there is no overlaying involved, so will go from there;) As I use aweSurface with scripted pathtracing the convertion script won't work, so I'm used to manually converting everything, including the dfault 3DL shaders. Normally there are no issues converting 3DL shaders, but the independent tiling together with overlaying with the IRayUber will always be tricky.
So, since the ground uses only one of the nine included diffuse/albedo maps, any idea why they are there?
...
Not to mention the masks
if you look at the other props and stuff those other maps are for the castle props and trees & rocks ( with out going in and looking ) I believe there are 3 texture folders for ths set. The mask would be used for cut out opacity in the windows and bridge base props & normals maps used for bump in tiling for iray rendering. thats has been my understanding looking at the layout
Wendy thats is one of my cheat secrets, ..lol I have a freebie for panes you can use just as you described :) http://www.sharecg.com/v/92902/gallery/21/DAZ-Studio/Ivys-Magic-Pane-prop
I have been doing it for years with complicated 3Delight, Bryce and Poser procedurals too, it’s a simple solution in any program that uses more than straight texture maps
yes and you can add extra props in front of the character in the scene to give the back ground pane depth too , its a really great cheat for saving on resouces
So, still a big mystery how to set up that ground to look like the Iray version...that groundtexture is just plain vegetation, no rocks or anything, so in my world changing the lighting can't magically make the rocks show. Anyway, made an attempt to make it look descent without the rocks, made a displacement- and a specular roughness map to give it some depth. Will continue tweaking, and may test the things Wendy suggested, or use LIE and make my own masks. Testrender nr 2:
And just to test something completely different I tried some cliff shaders and stripped the whole thing;) Those are customshaders and won't convert easily to aweSurface so used regular 3DL, quick and dirty testrender:
Now working on the added detail stuff. Looks like those extra props will cover most of the center area, so maybe it'll work in the end:)
And after having a new look at the promos I'm willing to give up. It's just not possible to get this look using one albedo- and one normal map...no way! Something going on under the hood and I just don't know Iray that well to figure it out. I've searched hi and lo inside the IrayUber trying to understand how this is done. Still convinced that the ground uses atleast three layers with masks.
The link is in my opening post if someone want's to look at those promos.
Ok I don't have the product, but looking at some of the images, does the ground even use the standard Iray Uber shader? Some of those rocks look like props, but some looks like it is rock based on the angle of the incline. Now maybe the maps are just set up to line up that way, but is it a special type of shader that has additional capabilities?
I just loaded the Iray preset again and indeed the shader is called matGround. I changed the base color map to something completely different and it still renders perfectly, LOL, even when removing the map. So obviously a custom shader using a number of layers with masking, and you can't access them? The only thing I found in the shader that actually does something is tiling.
Ivy, is it possible that this is an Iray render after all?
I imported one of the ground mats to shader mixer. There are eight texture instance mask bricks. Among a million of other bricks LOL.
Tks a lot mate, I was going nuts
. I stated i the opening post that the ground could be a problem haha...atleast now I know it was an impossible task to take on.
as I said save it as a shader preset and load it on a plane and render it
I sadly don't have it or I would save some for you as just dufs it would load your maps
I've thought of that Wendy. But this particular set is HUGE. And if you want to preserve the details you can't tile that texture, have a look at those promos, sticks and stones and paths and whatnot. Can't even imagine what kind of resolution I would need. And that would only give me a diffusemap. For a smaller set, sure, but I have to find another solution.
a different ground shader then, there are some awesome height based etc 3Delight shaders that can ignore uv
Yup that's a possibility. I'll make my own version of it now that I know the deal. It's a beautiful set and that shader...well it wasn't pretty when I opened it in shadermixer
.
Tks again to everybody who helped me out with this set! Even if I can't recreate that ground with 3DL shaders it's still a nice set and useful for many things. Will think twice, though, before purchasing another Iray only product;)
Oh I forgot: Tks @agentunawares for sharing your beautiful and high dynamic range HDRIs
https://www.sharecg.com/v/89313/browse/7/Material-and-Shader/Willbear-3DL-Terrain-Shader
This might help; it’s a Normal based two layer 3dl shader I made.
Granted, if this product has a shader using more layers that’s going to be tricky.
Hey tks so much:) Looks very useful although it probably won't render with scripted pathtracing. But I still use regular 3Delight for animation
Thanks Will :)
Hi Sven this looks great, maybe a little dark. but the water and trees look awesome. Did you try using a ue light to see if it made any diffrence for you?
Its 3delight. I use this set to make back grounds with 3dl is easier on resources than iray. i used a UE lights dome set up as i described , This is the set up same as i showed you above only with the giant added in which i also coverted to 3dl using Wills script I don't have awshaders pak so I work with this script
This one is Iray using this same converted 3dl medievel set in my first post on this thread. with the same poser skydome rendered in 3dl set on a bill board for background, I could not have rendered this in Iray other wise. you can get the sky dome free https://sharecg.com/v/45996/gallery/11/Poser/SkyDome
and the texture pack that has this skydome i used https://sharecg.com/v/79184/gallery/11/Poser/SkyDome-expansion-6
Tks, was going for high contrast. Awe works like IRay in this regard, that's pathtracing, light rays bounce around and you can specify the max number of bounces, so ambient occlusion comes for free, no need to add indirect lighting. The dark areas are simply a matter of setting the gamma on the HDRI;) (Of course you can add light if needed)
Sorry Ivy, but no, that's the IRay custom shader that the original set loads with. It's an MDL shadermixer network.
I just don't know what to tell you its rendred in 3delight & I am sorry I could not help you because this is my conversion & it works great for me I do not why it does not for you
i hope you find what does work for you