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© 2025 Daz Productions Inc. All Rights Reserved.
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Thought I tried some variations
IOR 1.33, rough transmission. transmission color 128,128,128
IOR 1.33, rough transmission, transmission color 128,128,128, thin glass
IOR 1.33, rough transmission. transmission color 255,255,255
IOR 1.33, rough transmission, transmission color 255,255,255, thin glass
IOR 1.33, rough transmission, transmission color 255,255,255, thin glass, with thin film
IOR 1.33, smooth transmission, transmission color 255,255,255, reflection with glossy fresnel
IOR 1.33, smooth transmission, transmission color 255,255,255, hazy reflection
IOR 2.4, smooth transmission, transmission color 255,255,255,
IOR 4, thin glass, smooth transmission, transmission color 255,255,255 - this one took the longest at 5 minutes
WOW... totally awesome! Love all of them!
... the nice thing about 3DL one doesn't have to worry about exceeding VRAM System memory is less expensive than a high VRAM GPU.
This looks incredible: I am impressed!
That was about DS-porting Larry Gritz's classic lens flare, a surface shader to be used on a "lens" (a simple poly in front of your camera). Only works with delta lights. Fake, needs extra work placing that light, but kinda fun.
If anyone is interested, I will try to find time to post that tutorial as a pdf on sharecg (I'm through with blogging, so it's set to "private" now).
Hi Will,
As Wowie said, Iray+GPU vs 3Delight+CPU is NOT a fair comparison. Unless we take one of the multicore Linux machines that professionals use 3Delight on in their VFX studios.
But Iray+CPU vs 3Delight+CPU, using a common laptop CPU (see my signature for specs), in my experience = Iray may well be 1.5 times slower.
Look here: https://www.daz3d.com/forums/discussion/comment/1358256/#Comment_1358256
And that's my stuff, which does not do half as many optimisations etc as Wowie's stuff. No transmapped hair in the test, but I imagine hair slows Iray down as well.
Okay, I hope I don't get banned for posting a render of a non-DAZ figure (two of those), but it's what I have that looks semi-finished artistically (it's not a real artwork, just a promo for a future freebie).
It rendered on the same laptop in 18 minutes.
The "level of realism" is up to you. It's just a 2.2 gamma render straight from DS, not an EXR-to-tonemapping, so it obviously doesn't look that good.
...so Nvida has open sourced it's MDL SDK. Will this mean anything to what is happening here?
This is a 3Delight thread =)
Yeah, but I don’t care if it’s fair, I care that it’s worth my time, for the case I happen to be in (ie: access to a decent NVIDIA card).
Until 3dl rendering is competitive with Iray gpu rendering, it’s just not going to be viable for folks like me.
@wowie
The AoA shader are animatable right out of the box, no scrips needed. Just curious if your awesurface will have this feature?
So the answer is ‘no, it’s not as fast as Iray with gpu’. Cool
In my opinion I think 3Delight rendering is so much faster than IRay by times, depending on how much is in your scene and how many lights you are using.
This is a thread for discussing 3Delight, not rehashing the arguments over which engine is better.
I just recently did this film in 3DL.
Click picture to watch cartoon.
3Delight does not use MDL, it has its own PBR extensions to RSL and an OSL module. So any MDL dicussion is for a different thread =)
Dude, I won't know. I have no idea what render times realistically people can expect with Iray+GPU (my GPU is no help). Wowie's stuff here is optimised as hell, it sure outperforms mine. If your CPU is fast enough, you should probably run some tests of your own when aweSurface is out. What if you're in for a surprise, who knows.
super cute Ivy!
Mustakettu: I was just tossing the question out to see if anyone knows. Particularly to get feedback from people who might have the skills to know how to do a comparison; the problem with 'just try it' is that there's usually a learning curve until you are really getting a system.
As for viable, I don't mean finances so much as the most optimal choice. If two choices can do roughly similar things, but one does so much faster than the other, then that's a big tilt in the decision making.
Wowie might've known if he used Iray and had a card like yours; but he doesn't. And right now he's the only person in the world who has his stuff =) So... No-one knows for real just yet.
Wowie mentioned that the commercial package will include a good number of presets, as well as path-trace lights. So I would suggest using that DAZ return policy when it's out - build an example Iray scene, time the render, get Wowie's package, click on presets, time the render. Return if not fast enough.
...however when finances dictate that one cannot afford a high VRAM GPU there needs to be another option. What Wowie is doing is incredible, I can now render a scene in 3DL with GI thatdoesn't take hours.like it did with UE.
Why not try using the example scenes included with DS? Like the Barefoot Dancer set to a standard resolution. Found this through Bing - https://www.daz3d.com/forums/discussion/comment/2071156/
Out of curiousity, I rendered one with all the surface converted to my shader. Most work right out of the box, though I did have to move Bree's specular maps to the strength slot instead of the color slot, plus I changed her skin and teeth diffuse strength. Used the existing lights, but since those look underexposed to me, I boosted them to 3x the strength. I also increased the exposure on omnifreaker's OmStudioEvnM.
Made the mistake of thinking the beads are glass though, but this was just a quick render.
Edit. Added the 1000x1300 render. The beads came out to bright I think.
Render time was 55 minutes 54.52 seconds with 8x8 pixel samples. Helps get rid of noise and deal with the depth-of-field. If I used my path traced area lights instead of DAZ distant lights, render time decreased to 28 minutes 36.96 seconds. Yes, area light decrease render times by almost 100%.
Hmm, I haven't tried it yet. But I don't see why not. Would be cool to actually animate the textures on area lights though, either by translation or some other means. Thought about adding rotation but never did implement it. Color cycling would be interesting too and might be easy enough to integrate. But that would have to wait until its out. I'm currently rendering promos.
I've looked inside the .dsa files and I think I could add the 'Can Animate' tag to what should be any surface properties. Didn't render it out, but it looks like DS timeline saved the keyframes I've keyed in. Just have to manually add the tag to shader presets. For the technically inclined, it's just hacking the DsActions.prototype.buildMaterial = function( oShape, oMaterial ) block to include oMatSettings.setBoolValue( "CanAnimate", true );
Technically speaking, render times would depend on the scene complexity. But overall, it should be faster than doing indirect light or bounceGI with UE2. By how much, I do not know. I did try rendering out the Barefoot dancer scene with UE2 bounceGI mode, but even at 464x600 it was taking 1 hours 31 minutes and still stuck at less than 50%. So I stopped the render since I rather focused my efforts somewhere else.
Not really. As long as you follow PBR metalness roughness aka Disney's Principled approach scheme, you should be good to go with whatever renderer and shader that follows the convention. Here's some nice breakdown of various portable materials systems - https://dakrunch.blogspot.com/2017/12/open-material-exchanges.html
Side note, Multiverse is actually closely related to 3delight.
I've finished the shader and repackaged it for distribution. Those who want to test it out (the shader and customized mustakettu's script only), feel free to contact me via personal message.
congratulations !
...excellent.
Sadly I don't have the 3Delight skills, but wish you luck; I also am looking forward to this, more options are always good. :)
Before I post my question I am using the newest DAZ Studio beta so perhaps this is a known bug, not sure...
Trying to set up my skin settings for my character, Gino, I'm developing.... the eyes, no matter what shader I use come out looking like what you see below. I even tried loading up a fresh copy of Genesis 8 Male, appying the 3Delight shaders for him and then converting to my Gino skins and still have this issue with the eyes rendering mostly black. It's really weird!
I thought it was the cornea but the cornea is set to 0% so can't be that! Sclera maps and settings are fine too!
I'm wondering if this new "Line Preview" might have something to do with it??
Any help?
I want to say check eyemoisture ........but I don't remember fer sure I'd say try using G8F 3Delight settings
Hmm, OK, I'll check that out. I was thinking that eye moisture was that little line of poly's that runs at the bottom of the eye lid geometry but if it's now a full coverage then perhaps your on to something! I'll check it out!