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Oops, veeery excited about that Iray 4.8, but that part of your post made me wonder : DAZ_KatBriggs, will the final release be supported via DIM only too ??
So far I didn't try 4.8 beta yet, cause I don't use DIM (so no way to download and install). Not that I've anything against it :) , it's just that I did without it until now, and everything has been working fine, so I would like to go on that way (manual installs) if possible.
Thanks,
Navi
first test render with 4.8 with Iray using default settings no extra lights took almost 2 hours, tried to upload it here but it exceeded the 2000 x 2000 pixels version shown here is cropped and resized via paintshop pro but the one in my gallery link is the unedited fullsize version at 3840 x 3840 pixels
http://www.daz3d.com/gallery/#images/60096
To answer my own question, according to this site, the 780ti outperforms a Titan in iray. The Titan has twice the memory, however, so there's some advantage there, but processing-wise, double-precision doesn't seem to improve rendering times.
I read you have to set the render sub-d in the parameter options to see HD morphs.
Yeah we have always been able to render them.(maybe some didn't know though so fair enough)
I thought the poster meant could we finally MAKE our own HD morphs. But I could be wrong, I just know that has been on my mind for a long time...
My current setup has two low end NVidia video cards. GT 430 with 1GB and a GT 640 with 3GB and am happy when rendering with iray. I have it currently setup with the 1GB as the primary gpu for my computer display. I dedicated the 3GB card when rendering with the DAZ Octane Plugin allowing the computer display to remain "snappy" and not affected when Octane rendering. When I dedicated the Octane plugin to use both gpu's, the gpu memory is limited to the card with the lowest ram, 1GB and the computer display became "jerky" - so I never used both gpu's when rendering with Octane.
With iray, would it be recommended I switch the primary display to the 3GB gpu? Also, when using both cards for iray rendering, would memory for textures limited to 1GB?
Thanks!
These are using the Default settings in DS. My only concern is that most use Displacement so hoping that disp transfers over nicely!
Richard
Shaders are render engine specific. I can't make a blanket statement as to how much work will be required to make them work in Iray. Default shaders with material settings on them transfer fairly well and are easy to convert. A 3Delight procedural shader will not, generally, work in Iray at all.
Yes; it is already mapped.
Not sure I've ever been so exited about a new release.
How does this new engine compares to Luxrender. Quality? Render times?
I don`t have a fancy card. I render throug CPU only. :down:
Sure. You can use it without a Nvidia card and use your CPU instead. But for the full benefit and speed of the engine, a powerful Nvidia card is recommended. So lets simply say, Iray is optimised for Nvidia cards.Only benefit of having NVIDIA cards is speed, otherwise they are the same.
Okay, the uninstall and reinstall of AoA's Advanced Lights did indeed fix the problem. I handled all this in DIM, so I'm glad to see it was a simple process. Thank you Kat for that. I'm very grateful.
Question: I'm seeing IPR in the Aux Viewport. If I render the main Viewport, am I rendering in IPR? I don't see anything in the render settings where it's turned on or off. I checked the Advanced tab, but nothing shows there as far as IPR.
Second Question: How do I control which view to use for the Aux Viewport? I'd like it to use a camera instead, but it seems to be staying on Perspective View even though I have the main camera view selected in my Viewport.
Yes, this does concern me as well! If there is a sure fire set up to convert basic and advanced default DS surfaces over to iRay then it shouldn't be too much of an issue but if there is going to be allot of fiddling then I think support will be very slow coming for iRay outside of what DAZ will provide.
Remember Perspective view and Default camera both start in the same place.
You should have the same controls, including camera picker, in the Aux Viewport as in the main.
Yes; it is already mapped.What you are showing does not look like it, which is why I asked. Can you please file a support ticket, so we can get more information and get you headed in the correct direction.
Fixed.
-RobGetting better, but I still have a problem. This page still gives me permission denied.
And this page gives me page not found.
Both bad pages are linked from here (Home » Public » Software » DAZ Studio » v4.x » Reference Guide » User Interface (UI) » Pane (Tab) » Render Settings).
Edited to clarify path of page with links that don't work for me.
I've been running CPU only- average time rendering is about 6-7 minutes with the sun dial, an emitting ball behind him and an exr file as an environment map.
Yes; it is already mapped.What you are showing does not look like it, which is why I asked. Can you please file a support ticket, so we can get more information and get you headed in the correct direction.
Preference said it is mapped
I think the Problem is that the Files inside the Folder have 0 KB
I would use the weakest card for the display GPU personally. I would assume that the lower GB cards will be the limit of textures for Iray. SO if those are enabled in Daz as render devices, those would be your bottleneck.
But because there is no information provided to the user inside the software, you may not see this limit.
You should have the same controls, including camera picker, in the Aux Viewport as in the main.
If I let it render once, the menu goes away and I can't seem to re-click it.
A few questions about iRAY:
1. Is it possible to reduce texture size so that more textures can be processed by VRAM? This a feature that Octane Render DAZ Studio plugin has which is very useful.
2. In the future will it be possible to use system RAM as well as VRAM to process materials? Again, OR DS plugin now has this feature.
3. Is it possible to use environment lighting with interiors, skydomes and HDRI's? Another useful feature now in the OR plugin.
4. Are all current DAZ lighting products compatible with iRAY? I'm mainly thinking of Age of Armour and InsaneGlory's lighting products which I've always wanted to use with Octane Render.
5. Are all DAZ materials compatible with iRAY?
6. Does animation rendering work well?
I haven't tried the Beta yet because I'm not sure how to install it alongside my DS installation otherwise I'd probably be able to work out how to answer these questions myself.
My download of version 4.8.0.4 failed twice. I am using DIM. I think something is wrong with my connection. Other websites load slowly too.
1. Texture Atlas.
2. The CPU uses the system RAM and works just fine, unlike Octane this is not GPU only. If your video card does not have neough RAM it drops out.
3. Yes and no. Does your interior have windows?
4. Those are shader lights, shaders are render engine specific, no.
5. Those that are not shaders are generally tanslated fairly close to correctly. Some adjustment may be required.
6. Since well is a relative term, that is difficult to answer. It does work, out of the box. Render time is dependent on hardware and the scene itself. I did render a simple animation, (HDRI, Genesis 2 Female, clothing and hair) at less than 30 seconds a frame, on a single K6000 and a quadcore Intel 4ghz i7.
Oh and Install Manager will install it side by side with your Release version of DS for you, automatically.
Preference said it is mapped
I think the Problem is that the Files inside the Folder have 0 KB
If it is zero byte files, that would imply that the content is not installed to the content directories that are mapped. There is a disconnect somewhere there.
-Rob
1. Use texture Atlas. While it is not as good as the built in features of the Octane for DS plugin, it works really well for this purpose.
2. You can use system ram for CPU renders...But for GPU renders the scene needs to fit into memory
3. yep ppl have posted instructions for Skydomes, not sure about proper HDRI processing though.
4. & 5 Not really. you will have to work on them
6. havent tried yet, seems like it would work just fine though.
You should have 2 new lights on your upper bar, photo real point and something else.l
Points and spots should not be used in a PBR; they are very unphysical and result in extremely hard shadows. When using PBRs, you should always use area/mesh lights for the most realistic results (when not using image based lighting or a sun/sky model). I've not messed with the iRay beta, but from what others have said, there is a shader included to turn a surface into an emitter (e.g., an area light). That is what you should use to light everything in a PBR. Either apply it to surfaces already in the scene (e.g., many Sci-Fi prop sets have surfaces in them intended to be emissive) or create a plane primitive and apply the emission shader to the plane. Then size and place the plane like you would a softbox in real life photography.
Does IRay support surfaces with both a base material and emission at the same time? This is needed to prevent lightsources in the camera frame from being transparent. (Sometimes transparent is good, like for a lightsaber, other times not so much.)
If I let it render once, the menu goes away and I can't seem to re-click it.
You will need to switch IPR off to switch views.
Points and spots should not be used in a PBR; they are very unphysical and result in extremely hard shadows. When using PBRs, you should always use area/mesh lights for the most realistic results (when not using image based lighting or a sun/sky model). I've not messed with the iRay beta, but from what others have said, there is a shader included to turn a surface into an emitter (e.g., an area light). That is what you should use to light everything in a PBR. Either apply it to surfaces already in the scene (e.g., many Sci-Fi prop sets have surfaces in them intended to be emissive) or create a plane primitive and apply the emission shader to the plane. Then size and place the plane like you would a softbox in real life photography.
Does IRay support surfaces with both a base material and emission at the same time? This is needed to prevent lightsources in the camera frame from being transparent. (Sometimes transparent is good, like for a lightsaber, other times not so much.)
I've only been using Iray's environment map (I'm using EXRs that I have as they look better than the HDRs I have) or the sunlight options atm.
What are the Photometric Spot and Point lights for?