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I understand the issue with Apple hardware but this doesn't seem to be the case :
The GTX and CUDA drivers have been downloaded this morning from NVIDIA website.
So far, CUDA drivers were 6.x.x
This morning, last driver is 7.x.x
Could it be the reason why IRAY doesn't recognize it?
https://forums.geforce.com/default/topic/787648/?comment=4436913 I have utterly no idea but looking or asking on these forums may help, not your card but seems like similar issue
Thanks Wendy but it's not the same problem
My cuda is working, just not recognized by IRAY.
Anyway, to solve it, i reverted back to previous GTX driver and previous CUDA driver and i can render with GPU again.
I have to be careful not to install new NVIDIA update :)
I understand the issue with Apple hardware but this doesn't seem to be the case :
The GTX and CUDA drivers have been downloaded this morning from NVIDIA website.
So far, CUDA drivers were 6.x.x
This morning, last driver is 7.x.x
Could it be the reason why IRAY doesn't recognize it?
I'm sorry, I wasn' entirely clear. Thers is nothing we can do about driver issues. Those drivers are, like the render engine, done by NVIDIA. They should work. That combination is working on my iMac but iMacs have very narrow hardware options.
With all the fixes in the change log about lighting, do any of them involve fixes related to the coordinate system (Y-up/Z-up)?
The attached pic is from .9, the point light and plane both have the same IES profile attached and the plane seems pretty insistent on lighting towards the negative Z axis in world space rather than perpendicular from the face normal. Assuming that this is a bug and not me screwing something up, it would be nice if any coordinate related fixes could also make it so that point lights default to being oriented to negative Y(pointing down) rather than negative Z.
Nice to see that the 'world' coordinates are not just funky with 3Delight...
Basically, not everything is on the same page. Studio, the render engines and the shaders are not agreeing as to which way is up.
The world fix has been needed for a very long time.
IES profiles should work correctly with spotlights. Using them with other types of light is not always going to give the expected results, I believe.
Well it makes sense that Iray's defaults match MAX's coordinates and there's too much existing content to flip DS on it's side now which would also further break Poser compatibility. The only fix would probably be a time machine and coding their own renderer from the beginning, I doubt many render engines come with the option of flipping everything on it's side ...or just not use Poser coordinates and try to evade the ensuing riot lol.
I think the orientation of the point lights is probably locked but this should be the relevant code for the shader based light:
(bah...copy/paste messes up the formatting so here's a pic)
should be "global_distribution = false,"
Not seeing that option on spots and point light is giving the expected result just not oriented in what would be the most common use for them so it's not really an issue just makes it's easier to use for headlights rather than arch/vis stuff :)
No Bump mapping or Displacement mapping rendered in IRay.
Or am I missing something.
Using Skin Overlay and it does not render the Bump or Displacement mapping.
I would also like to see realtime bump and displacement in the viewport, if that is possible.
I'm getting weary of the beta. Even though it's installed via DIM, it's not really set up "the same" as the production version. I only install it on my workstation, not my laptop. So it's like I have two completely different behaving versions.
I'm ready for a return to consistency between machines.
So when is it going live?
You need to customize it to match your regular set up. Mine looks exactly like my non beta version.
You need to customize it to match your regular set up. Mine looks exactly like my non beta version.
If you've never used a beta before, it's installed into a separate location from the previous full release, which means the beta won't have any preference customisations you might have set up.
I don't know about the bump, but wasn't there a post somewhere upthread about displacement needing the object's Resolution Level setting bumped up a bit? 3Delight does this automatically at render time, but Iray uses whatever mesh density the object has when you hit the render button — too low a setting will leave not enough mesh detail to do the actual displacement.
That's the render subdivisions that you would set for HD morphs. There should be a separate setting displacement subdivision.
I don't know about the bump, but wasn't there a post somewhere upthread about displacement needing the object's Resolution Level setting bumped up a bit? 3Delight does this automatically at render time, but Iray uses whatever mesh density the object has when you hit the render button — too low a setting will leave not enough mesh detail to do the actual displacement.
That's the render subdivisions that you would set for HD morphs. There should be a separate setting displacement subdivision.
There is, in the Iray uber shader. So, if the Render SubD level for basic smoothing and HD morphs isn't enough for the displacement select teh affected surface, apply the Iray Uber Base shader if it isn't already applied, and adjust its SubD setting. If only a limited area needs the higher SubD, use the Geometry Editor tool to select it and create a new Surface so that your increased mesh resolution affects no more of the model than needed since the extra will rapidly eat up your video RAM.
That's the render subdivisions that you would set for HD morphs. There should be a separate setting displacement subdivision.
There is, in the Iray uber shader. So, if the Render SubD level for basic smoothing and HD morphs isn't enough for the displacement select teh affected surface, apply the Iray Uber Base shader if it isn't already applied, and adjust its SubD setting. If only a limited area needs the higher SubD, use the Geometry Editor tool to select it and create a new Surface so that your increased mesh resolution affects no more of the model than needed since the extra will rapidly eat up your video RAM.
In the end an object's final subdivision level is the max of all its materials and the the render/viewport level (depending on whether you are rendering or drawing). The viewport/render subdivisions use the mode you set on the node. The difference from the node level to the max of materials is done by Iray and uses bilinear subdivision.
That's the render subdivisions that you would set for HD morphs. There should be a separate setting displacement subdivision.
There is, in the Iray uber shader. So, if the Render SubD level for basic smoothing and HD morphs isn't enough for the displacement select teh affected surface, apply the Iray Uber Base shader if it isn't already applied, and adjust its SubD setting. If only a limited area needs the higher SubD, use the Geometry Editor tool to select it and create a new Surface so that your increased mesh resolution affects no more of the model than needed since the extra will rapidly eat up your video RAM.
In the end an object's final subdivision level is the max of all its materials and the the render/viewport level (depending on whether you are rendering or drawing). The viewport/render subdivisions use the mode you set on the node. The difference from the node level to the max of materials is done by Iray and uses bilinear subdivision.
Ah, so there's no point in fiddling with Geometry Editor. I had wondered how the transition between surfaces was handled if they could have different levels.
...odd question...
Where does one find the IRay Render stamp to place on images?
I don't believe it has been made generally available.
I don't believe it has been made generally available.
LOL, I was just going to say "Become a DAZ 3D PA" :coolsmirk:
...when I can afford a modelling programme that either doesn't keep freezing up on me or requires advanced study in cryptography to understand its UI. ;-)
Silo is on sale at Smith Micro and its not overly difficult to use
(EDIT)
Or feel free to use this I just made in about 2 seconds in MS Paint. I'll make a quike one for 3delight (3DL) just for comparison renders and such.
Theres the logo on the ball prop
or stick a tiny render of the ballprop in the corner
(EDIT)
Or feel free to use this I just made in about 2 seconds in MS Paint. I'll make a quike one for 3delight (3DL) just for comparison renders and such.
..sorry, but I burned out on programming back in the 90s. Damn near ruined me as I was drinking about a third of a bottle of Soct's (single malt) whiskey a night just to relax so I could sleep.
..sorry, but I burned out on programming back in the 90s. Damn near ruined me as I was drinking about a third of a bottle of Soct's (single malt) whiskey a night just to relax so I could sleep.No, No, No. I was implying, make your own little Iray/3DL logo, not make another, ah, yea, bad memories.
I don't want to look at another memory manager ever again, :shut: I'm more then happy to just use them from now on.
I'm not sure where to ask this, but I'll ask here as Iradium is the home of Iray in DAZ...
Will we be getting the motion blur function for Iray? (please please pretty pleeeeeeease!!!!!)
One of the major advantages Iray has over other Luxrender is that it also includes functions let you go beyond simply render meshes in scene e.g. the guys that develop Luxrender are 'purists' inasmuch that they refuse to develop tools that 'cheat' the viewer such as shadow catchers and the like. We already have a dome setup we can use as a shadow catcher, but we don't yet have motion blur (I know Octane 2.0 has motion blur, but I'm not prepared to pay that amount of money to get it).
Create > New iray Decal Node
It comes in as a cube with a default Z (XY) projection.
Pretty sure that one is up to nvidia.
Iray has motion blur, but it's not implemented in DAZ Studio yet. 3DS Max has it as I posted earlier: http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-25648CF2-A60F-450F-8880-8ADCD2EB13FF-htm.html
I want it, need it and will use it. If you render at 24 fps like I do, it's mandatory.