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IRay also can use displacements, you just have to make sure you turn on the subD levels for the displacement, or they will not show up.
Note that Normal maps should be absolute, so should cross between render engines better.
Bug Tracker link is in first post of the first page, but posting here, too.
Thanks! But the link is leading me to a normal bug report which dont even have 4.8 beta for the application selection *face palm*
Which application should I choose then4.7 is fine. It will get to the correct place. :)
first, there is no "good quality" settings. It will depend of your scene and goal. I would suggest to put huge number for max sample and a lot of second (for example 20 hours or more).
It will stop when one of these numbers is attained FIRST.
you can cancel AND save the render, you need to cancel the HISTORY rendering window, NOT the preview window. It's the tiny dialog box attached to the main DAZ Studio window. just cancel there. You will still have your preview rendering window open, you can save from it.
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about your computer: you need _good_ ventilation and heat dissipation (and of course proper alimentation for all of that). it's very important, both to let your GPU and CPUs go to their max capabilities and also to maximise their life time.
"How are some of you guys running three graphics cards without cooking your computer like an egg"
very good ventilation/or liquid cooling, in a well done case. NOT a laptop. Also it's very important to check for dust in fans and openings. It needs to be clean.
I use a 2009 Mac Pro (with a custom pc nvidia card), its case is extensively well done to dissipate heat and work for months without stopping.
I'm not quite sure what you mean, but Iray supports loading exr HDR maps.
I'm not quite sure what you mean, but Iray supports loading exr HDR maps.
LuxRender can export its rendering in many output formats, with high dynamic for example. .EXR is one of these formats, allowing you to do some post-treatment with minimal loss and then to export in a final user format as png or jpeg.
LuxRender can export its rendering in many output formats, with high dynamic for example. .EXR is one of these formats, allowing you to do some post-treatment with minimal loss and then to export in a final user format as png or jpeg.Iray does support EXR export.
We have looked at it, and are looking at it. There are some definite obstacles. No promises either way, much less on when.
However here are the physically correct settings. Apply thin water to eye reflection (simulates a thin coating of water on the eye), tear and cornea. Change the refraction of the Cornea to about 1.37.
You can use the same settings for other figures. Note since Genesis 1 does not have an Eye Reflective surface, you are likely to have only a small reflective area on the eyes.
If you are using a Genesis 1 figure, you could try using my Eye Surface for Genesis product and applying a water material to it.
http://www.daz3d.com/eye-surface-for-genesis
If you are using a Genesis 1 figure, you could try using my Eye Surface for Genesis product and applying a water material to it.
http://www.daz3d.com/eye-surface-for-genesisSorry,I forgot about that.
Most of the highlights on the eye are on the cornea anyway. Try increasing the cornea bulge (morph) and be sure to listen to DAZ_Spooky about the refraction or the highlights won't look correct. And don't forget that to get strong highlights there needs something to be reflected. Changing the light to a rectangle will give you more the type of highlights your seeing from tv shows and so forth.
For anyone thinking of upgrading their graphics card.....
I got an Asus GTX970 4Gb today to replace my Asus GTX660Ti 2Gb
A render that previously took over 21 mins now takes 6mins 6 secs.
Not too bad!
mac
Hmm interesting... I also have a GTX660Ti 2Gb........
Question on environment maps
Is there a specific or best size ?
Is there a way to scale them , in Poser I can do this in the materials room
I ask because some that I have loaded are great for Land of the Giants type pics where others I get great big square and or rectangular blotches
Most of the highlights on the eye are on the cornea anyway. Try increasing the cornea bulge (morph) and be sure to listen to DAZ_Spooky about the refraction or the highlights won't look correct. And don't forget that to get strong highlights there needs something to be reflected. Changing the light to a rectangle will give you more the type of highlights your seeing from tv shows and so forth.
I was playing with a "Paramount" light rig with one image, and I am not sure if this is broad or short lighting in the other (I was incorrect placing lighting for Rembrandt Lighting. LOL). Eye highlights in portraits in real photographs, is almost entirely light placement.
There are two schools of thought on proper placement. There should be either one or two highlights in each eye. :) If you go with two, they should be on the same side of the eye, one high and one low. :)
Note in both images the light used was Photometric Spot Lights. (Lyoness' Presley, AprilYSH's Portia Hair, Inane Glory's Studio background, and Charlie's Clubbing Cowl Dress, in one Lyones' Christina, AprilYSH's Harlow Hair and Inane Glory's Studio background in the other one.)
You should run them side by side if your motherboard and case can handle them both at once (not in sli). 2GB and 1344 more cores from the 660 should lower that time even more.
I've considered putting one of my previous GTX 460 Superclocked cards (I had 2 running in sli at one point) back in as a 2nd card, but it only has 1GB ram and less than 400 cores so it's not even worth it. Although it "may" pick up a bit of the slack seeing as my render card is also driving my monitors.
I just posted this in another thread but I'll post it here so I can use it as an example. If you look at her eye there is a big primary highlight due to the large rectangular light that is the primary light for the scene. The light strength on that one was 1300 lumen. The very small highlight that is more on the center of the eye is from a much smaller fill light on the left that was 200 lumen (about a 20 watt bulb) and I might have been able to do all together. I wouldn't say that this set up is particularly natural mind you. That big rectangular highlight is what we often expect because we watch way to much TV/movies that use extra light enhancement like that.
Thanks very much for the reply. "Deep" EXR (not that you mentioned it) really isn't a must for me, and just the extra bit depth and exposure latitude is what I'd be very happy with, especially for handing on to a compositor. Anyway, nice implementation so far. Cheers.
Access to iray shading language will be available in the final Studio build (i.e. an MDL equivalent of RSL editor?)
Note that does not guarantee a date on completion.
I'm having an issue that I can't figure out; sometimes Iray will render a scene with a very small number of iterations and call the render completed when there are obviously still fuzzy areas and lack of detail. I just rendered an interior scene (fairly dark though) and it stopped after 123 iterations.
My render settings are unchanged, so those are not the culprits. Any ideas?
No depth of field, 'fuzzy' as in 'very grainy'. Converting the textures with the Iray Uber shader made no difference either (I thought it might).
How long did it take? Unless you've changed the settings it wills top after two hours, however few iterations it has done and however far it is from convergence.
It took about 3 and a half minutes. There's an HDR at a very low setting (.05) and a bunch of point lights.The final render actually isn't bad, it just looks like it should be about 30% done instead of 100%.
edit: this has happened more than once in different scenes as well.
I cant get HDR to work at all, I am just getting black images, Just when I thought I was getting the hang of Iray
Do you have a skydome in the scene?
Can you let us know what you are trying to render?
Kat
I am trying to use HDR ProSets Yosemite Pack Two which comes with its own sky dome and ground plane, I add the HDR image (which is in .tff format) to the environment area of the render settings I even ramped my ISO up to 1200 and still so luck
Skydome = giant umbrella.
Ditch the dome.
Greetings,
This is one of the confusing things about Iray. If you use a dome, you have to make it emissive, and put cRaycRay numbers as the lumens. Instead you should put the HDR image in the Environment so it uses it itself, and get rid of the additional dome.
But here's the thing.
(1) If you use a pre-made dome, you MUST set the lighting to something that includes 'Scene', or it won't produce light.
(2) If you use the built-in [in]finite dome, you MUST set the lighting to something that includes 'Dome', or it won't produce light.
(3) If you want both to function, i.e. have a sky/sun AND have emissive/point/spot lights in your scene, your environment MUST be set to 'Dome + Scene'.
I feel like half the problems folks are having, are that they are set to 'Dome only' and trying to add scene lights, or are set to 'Scene only' and are trying to use the built-in sun/sky dome.
Personally, I render everything with Dome+Scene unless I'm very certain it's an interior-only shot (and I don't even want a shaft of sunlight coming in or something) in which case I set it to Scene Only.
Fun other facts...
A lot of 'interiors' in the store are actually only partially closed. For example, I was trying to light an attic, and I discovered that one of the walls was missing, so the environment dome was lighting from the skylight above AND the HUGE GAPING HOLE IN THE SIDE OF THE ATTIC. X_x I shoved another instance of the attic up against itself, blocking off that wall, and my lighting was a thousand times more predictable. :)
...
But seriously, I think half the frustrated posts are probably Dome/Scene lighting mismatches. :(
-- Morgan
Thanks I think I have it working better now
I was only leaving the other dome in as it had the image texture on it I keep forgetting It shows up on the Iray one if I add the texture there, this is going to make it interesting to make HDRI lights.
You should run them side by side if your motherboard and case can handle them both at once (not in sli). 2GB and 1344 more cores from the 660 should lower that time even more.
I've considered putting one of my previous GTX 460 Superclocked cards (I had 2 running in sli at one point) back in as a 2nd card, but it only has 1GB ram and less than 400 cores so it's not even worth it. Although it "may" pick up a bit of the slack seeing as my render card is also driving my monitors.
I'd like to, but my board (Asus P8Z77-V LX2) won't handle 2 cards. At least, I don't think it does.
Uh, wait - just checked the specs - "There are 2 PCIe x16 slots on this motherboard" Are those the card slots? Because it also says "Nvidia SLI is not supported". I know SLI is different, but I'm not techie enough to have ever bothered finding out what the difference is.
I need to google this and find out more.
mac
Edit - According to Kitguru "While the motherboard supports CrossFire configurations, the lower PCI-E x16 expansion slot is limited to x4 bandwidth. This is a perfectly acceptable design choice for an entry-level motherboard that is unlikely to see dual-card action."
Hmmm....