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I have rendered Stonemason stuff before, but not Level 19. So here it is after 1 minute 43 seconds of Iray rendering.
I opened a new scene, merged the Level 19 set into it, didn't even add any lights or do anything besides frame it in the default camera. Clearly there are some 'light leaks' in loose seams, but otherwise it was well on it's way to being a fine render.
Well THAT'S weird. Maybe it's my machine.
That gives me hope, since I'm going to be doing some big upgrades soonish.
Ok, thank you. I found it.
I tried to import from scene. That do not work.
I constructed one with shader mixer but it doesn't work.
The bricks used were (all of them MDL Language):
MTL Surface
Material
Material Surface
Simple Glossy BSDF
User Parameters (for feeding some imputs)
After all inputs were properly connected, I hit apply button on sphere, render with IRay renderer, all I got is a reflective Surface, changing color, does not change from render to render.
Any ideas? Thx in advance.
I will first say that the Shader Mixer integration is the most beta part of the beta. I have attached an image of a simple network that will render a diffuse material in 3Delight and Iray. It uses the alpha from said image to drive the opacity strength in both renderers. You can see the results on the right. Top using Iray draw style, bottom 3Delight render.
I appreciate your reply. I guess my lava shader can wait a little bit.
I find Iray shader(MDL) far more easy to learn than RSL ones. Whoever decided to adopt Iray made the right decision.
Congratulations to the DAZ Dev Team.
FINALLY caught up ... Phew. Was ill on release day, and didn't see about the 4.8 Beta/Iray or start reading this thread until the next day. Since then the thread's kept growing faster than I could read it.
Sounds like great news for DAZ and other users ... but leaves me feeling like with my Intel i3-330M, 4GB RAM laptop with 'mighty' Geforce GT 325M card with its 1GB DDR3 RAM and staggering 48 CUDA cores (I had to look the last up as they hadn't come to my attention before) I might as well give this lark up.
One question, though, wanders through my fuzzy mind. For the environment maps in iray ... does it just use latlong format, or can it take other formats like light probe and those unfolded-cube-cross type ones?
A little confused... how does f/stop for the renderer relate to the f/stop for the individual camera? Is camera f/stop ignored for Iray? Does DoF work as normal?
f/stop for the camera is used for depth of field when depth of field is enabled.
f/stop on the tone mapper is used for the lighting calculation, ie it effects how bright the images is.
In the real world they are the same value. In Iray you are allowed to treat them separately. To be the most physically correct you'd set them to the same value and always have depth of field on, but because you can disable depth of field on the camera we choose to keep them separate.
Did you try moving your camera around? This sounds weird, but CAN happen - maybe you inadvertently parked the camera inside a pillar or something was occluding the camera's point of view? I've done that with Reality before.
I constructed one with shader mixer but it doesn't work.
The bricks used were (all of them MDL Language):
MTL Surface
Material
Material Surface
Simple Glossy BSDF
User Parameters (for feeding some imputs)
After all inputs were properly connected, I hit apply button on sphere, render with IRay renderer, all I got is a reflective Surface, changing color, does not change from render to render.
Any ideas? Thx in advance.
I will first say that the Shader Mixer integration is the most beta part of the beta. I have attached an image of a simple network that will render a diffuse material in 3Delight and Iray. It uses the alpha from said image to drive the opacity strength in both renderers. You can see the results on the right. Top using Iray draw style, bottom 3Delight render.
I appreciate your reply. I guess my lava shader can wait a little bit.
I find Iray shader(MDL) far more easy to learn than RSL ones. Whoever decided to adopt Iray made the right decision.
RSL is more flexible, but I agree with you that MDL is easier to use and learn.
Thank you very much.
Thanks, Cjones! That's cool.
Gogger: Well, it wouldn't even render if I made the set invisible. I suspect memory issues. (I think Stonemason's stuff tends to be HD and incredibly detailed, whereas other stuff I'm working on isn't quite so much)
I've lost track - somewhere in one of these threads (I think it was the Iray render thread) I posted a scene from Stonemason's new set lit with just the two overhead lights set as emitters. IIRC, I had to crank them both up around 10 million to get the image to render.
(Note to Stonemason: you need more light fixtures! :-) )
In any case, my 4 GB gpu card never got past 1.5 GB used - and it drives two 1920 X 1080 monitors as well. In any case, if your render shows as black try cranking the lights up to ludicrous levels. If the render is still black, there is something blocking the light.
Again, it didn't even go black, it just didn't get to the step of drawing anything. But then I only have a GeForce 550. (Going to order a 970 this weekend, I think)
Now that we have unbiased rendering does this new version support proper HDRi environment maps? Spherical and hemispherical maps to light the scene with more realism?
I desperately want to play with Iray, but I'm having trouble with 4.8 not locating all my installed content. Could someone be kind enough to give me a step-by-step for defining the content directories in 4.8? I'm afraid that I'm completely lost.
Both 4.7 (and all content) and 4.8 are installed to the same hard drive, which is an external drive that I use purely for 3D, but 4.8 isn't seeing most of my content, and what it does see either loads as grey blocks or is oddly distorted. For example, Noggins Real Macaw is the only thing I've been able to load into a scene, and it looks almost fine, except for strange, large, yellow spikes that stick out of its chest.
Okay, this is an odd one. Here are the rendering times for a pretty simple scene. A plane, AOA Ambient Light, G2F w/Viking Female Hair and the dancer outfit.
Iray
Total Rendering Time: 20 minutes 50.46 seconds
3Delight (non-progressive)
Total Rendering Time: 2 minutes 27.75 seconds
3Delight (progressive)
Total Rendering Time: 39.87 seconds
3Delight with progressive on is on light speed compared to the other two. Why is non-progressive so slow?
Also, if I move to the perspective camera, the plane renders properly, but if I go to my main camera that I have positioned in front of the model and pointing down a bit, it stops rendering the plane once it reaches 0 on the z-axis.
Very odd.
Nevermind...just answered my own question by doing my first render in the beta. Got my HDRi map going.....*big smile on my face*
One thing that's strange is grey blocky bones at the pelvis of one of my characters. Any one else saw that?
Edit > Preferences > Content Library > Content Directory Manager, be sure to put the content location in both DAZ Studio Formats and Poser Formats.
Thanks so very much!
Got too happy too soon.....Hemispherical HDRi support would be great. There are many sky maps in this format that Daz can take advantage of. I set the dome to sky+ground and don't see a difference. The sky is mapped on the whole sphere. Most spherical maps have background objects like buildings and treelines. That's good for their purpose. But sometime just having a good sky map alone is good when you are creating your own background elements. Just a sky is universal for any environment and give more creative opportunity. It would be nice to have environment dome settings in the environment tab.
Also, I usually use the active pose tool to pick at things and avoid the yellow highlighting of everything I mouse over. Is there a setting to turn the yellow highlighting off? It doesn't do that in 4.7 unless I don't remember changing something.
EDIT: I thought because I saw lighting looking correct that the HDRi was working as expected but maybe I'm missing something. The image of the HDRi is blurred out and not crisp. Is the image setting for the dome just for lighting and not for background image?
EDIT2: Figured out the highlight thing. Turned off the highlighting in the draw settings tab.
I have a question. When I do the IPR preview in the Aux Viewport, it appears to look more like my 3Delight rendering. The Iray rendering doesn't look anything like the IPR preview. Is it supposed to be that way?
I haven't had time to fiddle properly yet but has anyone managed to use Look At My Hair with Iray yet??? (Sorry if it has already been posted - I missed it)
Make sure the Aux Viewport is set to Iray, it's set separately from the main viewport.
Won't work — LaMH uses drawing functions built into the 3Delight render engine that don't exist in Iray. You can export LaMH hair as a mesh object, but if there's a lot of hair like a full-body furry critter it will thrash your rendering machine pretty heavily (unless you work at Pixar or Weta).
Won't work — LaMH uses drawing functions built into the 3Delight render engine that don't exist in Iray. You can export LaMH hair as a mesh object, but if there's a lot of hair like a full-body furry critter it will thrash your rendering machine pretty heavily (unless you work at Pixar or Weta).
Good to know - I guess it was too good to be THAT true. I will use 3Delight when doing LAMH renders then.
Thanks for the info.
There is no "lighting model" option when using Iray. If you raise the value in the Glossy Roughness property, this will make the surface rougher to the reflected light and will alleviate the "shiny" look. :)
Kat
Sure there is if you are using DAZ Studio default shader on the object. It is found under the surfaces tab not in the render settings. See the pic below.
Do anyone have the same problem as I do?
I deselected the CPU option for both interactive and Photoreal renders
But when I hit the render button, the render kept throwing everything into CPU to do the render instead of my GPU.
I checked my GPU and It has 0% load with normal temperature.
It happens occasionally and sometimes it quits from GPU render to CPU render without me doing anything.
I'm having 2 Titan Black with no SLI for render and one more for monitor, shouldnt have any problem rendering
If you could save DS scenes as .pz3's as well as DUF's then Vue would have something it could work with. Ah well...
We've derailed long enough, LOL!
CHEERS!
I'll probably wait until Studio 4.8 is out of beta stage and will have a regular release.
My hardware is not really up to date any more.
My computer is six years old, has a quadcore Xeon at 2,5 Ghz, 8 GB RAM, and a
Quadro FX 1700 card with 512 MB, 32 cuda cores, with only Direct X 10 support,
(meaning that it will not play nicely with the Unreal 4 engine I downloaded
yesterday, that one needs Direct X 11.)
I do not have the financial means to upgrade the system in any way at this time.
Will the IRAY render engine be able to use my Quadro FX at all (given very small
scenes), and is my CPU up to this, or will I have to be prepared to wait for a week
for my renders? (Never used Reality or Luxus, have no experience with non-biased
render engines as yet, but I am rather thrilled at the prospect of trying it out.)
Double post by mistake, sorry
This test render took 50 min, on an 8 gig laptop, cpu only iray render, no nvidia card. Well worth the time.
Ok, I'm impressed.
I used to work in the animation industry (traditional at first, later on in Maya), and knew from colleagues to keep away
from ATI Radeons - nVidia was always the preferred choice for the CGI industry. I even went for a Quadro FX - but it's
ancient now.
Good to see Iray is fast enough on CPU only.