Show Us Your Iray Renders. Part III
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Very nice.
Cheers TomTom :)
Nice one M-S , in Iray one correct material can provide light into another as that what Iray do .. you need to think the way it is in real world
research some internet put some right values for metal add some Fresnel and let Iray do the light magic , if you render inside room use the Architectural Sampler ..
and if you use rooms textured like that use Specular/Glossiness base shader mixer as for the other the diffuses are too dark to be usable correctly .
Thanks Robert and everyone that like my grapes , it was without a base color just diffuse translucency and Fresnel still playing with MDL blocks under shader mixer tab
Fantastic looking grapes
Nice one Jim, well done !
If I drink anything and I don't do it very often , I do only Jack Daniels .. anything else, big headache after lol
...now if it were Talisker, Laphroaig or Ardbeg I would definitely agree.
Vince said to stick withMetal/Roughness but yes they were originally Specular/Glossiness I'll have a play see what it does, it's more paint metal with worn metal on the edges so it's combining to types of materials, I tried to use the a Top coat layer to shine up the damaged bits. So it's too many choices is the problem. Thanks for the tips !!! Time for bed 2.00 in the morning here zzzzzz
Yes this is one area that 3Dlight kicks over other render engines. I don't know of any other that does micro displacement like it does. That really confused me for a while going back and forth between different engines before I realized what was going on. I really hope that whatever magic they do to get that gets imported into other engines.
I don't think that it will as it is something that comes from the Reyes Algorithm. That is one of the big strength of Renderman Compliant renderers
Playing with plasma. Stopped it at 40% 'cause I'm not in my muscled computer.
Experimenting with Bot Genesis (one of my favorite items, cornerstone to my web comic .;)
I was curious to see what it might look like with a translucent skin over it. It's a little clumsy -- the hands and feet could use better finesse, but for an idle experiment, I'm good.
http://willbear.deviantart.com/art/Skin-bot-533850763
you can't create the type you tried with Metal/Roughness , as the textures was not made for it since we did not had this type of shader base before , no matter what all old products from the library are not made for use with Metal/Roughness and it can get really confused here .
Metal/Roughness uses different values than Specular/Glossiness , for example chrome diffuse color is black , under Metal/Roughness it will be kind of light gray so if you want make alive old sets easy and quick use Specular/Glossiness , both mixers are PBR and if you want to stick with Metal/Roughness then much success learning new values and they are not easy to find on internet as mostly all values are for Specular/Glossiness around and they will never works correct under Metal/Roughness.
For example my set converted with Uber Iray base will not works since it is automatic set to Metal/Roughness and the values will create total different effect as expected, so totally useless especially if the maps control the layers like paint with metal scratches , if you know what you doing you can redone it to work, edit the 56 textures in photoshop ...well much fun with that
the same with skin Metal/Roughness don't give me enough options to make it right especially when controlled by maps as complex human skin with just values is a rubber doll and complex layered wall will be scratched shiny plastic ..
If you work with painting programs that offer you export for Metal/Roughness values then it is all fine
Vince said to stick withMetal/Roughness but yes they were originally Specular/Glossiness I'll have a play see what it does, it's more paint metal with worn metal on the edges so it's combining to types of materials, I tried to use the a Top coat layer to shine up the damaged bits. So it's too many choices is the problem. Thanks for the tips !!! Time for bed 2.00 in the morning here zzzzzz
Someone commented about disliking Iray for it's more photorealism vs. 'artistic' look, so I played around a bit.
http://willbear.deviantart.com/art/The-Dancer-533867244
If I used HD or displacement it was all the same rendering time so not much differences here unless you getting crazy sub-d level, actually I love how displacement works in Iray it does not work as good before for me especially if you getting crazy with it
Now I know that what I model in Zbrush is exactly rendered in Iray .. who need HD morphs if displacement do exactly the same in Iray and not blowing off my models surface plus other applications like 3dmax or whatever users can use my product without to worry about HD morphs or pixel by pixel displacement .. now we can share stuff across Maya, 3Dmax etc.. and that is cooool ! including custom shaders .. the world doors just opened for DS
just my opinion on that and I am not going to stick with bump and normal maps only , why should I ... just because someone render with Pentium 2 PC ? lol
bellow is just displacement , model was modeled on level 7 what is DS 6 I think .. sub-d iray displacement was just 2 and the result was exactly the same what mean HD morph would never give me this details unless I set it to 6
photorealism vs. crappy light
you should do both versions Willi
people often dislike things they can't do or don't have
you can set a pretty cartoon style or any style in iray .. and it is so easy to get the so called 'artistic' look by screwing some light the wrong way or use head lamp , not to mention distance light and 'artistic' look is done
I have an issue with Iray where it hangs and doesn't render if I set displacement sub-d level to higher than 2. Have you been able to render with displacement sub-d higher than sub-d 2? My computer shouldn't have a problem with it, it's pretty powerful with a Titan card, and I regularly used to render characters at sub-d 3 or 4 in Octane. I've been thinking about filing a bug report, but since you mention working in displacement I wanted to see if anyone else has been having the same issue as me before sending it in.
I don't used higher than 3 but the displacement extracted from modeling was 14 million poly , let me check what will happen .. pay attention that level 3 may be actual level 4
I have an issue with Iray where it hangs and doesn't render if I set displacement sub-d level to higher than 2. Have you been able to render with displacement sub-d higher than sub-d 2? My computer shouldn't have a problem with it, it's pretty powerful with a Titan card, and I regularly used to render characters at sub-d 3 or 4 in Octane. I've been thinking about filing a bug report, but since you mention working in displacement I wanted to see if anyone else has been having the same issue as me before sending it in.
Preliminary render of a character for webcomic. I need to get one of the Dystopian Drone expansions to get better hands, but... good enough for now.
And yay carpaint!
http://willbear.deviantart.com/art/Ambassador-Aleph-533875015
I have an issue with Iray where it hangs and doesn't render if I set displacement sub-d level to higher than 2. Have you been able to render with displacement sub-d higher than sub-d 2? My computer shouldn't have a problem with it, it's pretty powerful with a Titan card, and I regularly used to render characters at sub-d 3 or 4 in Octane. I've been thinking about filing a bug report, but since you mention working in displacement I wanted to see if anyone else has been having the same issue as me before sending it in.
Thanks for checking! It's only when I set the displacement sub-d slider in Iray's Surfaces tab to anything higher than sub-d 2 that I don't get a render. I'm usually using 8000 pixel displacement maps from Z-brush sculpted at Z-brush level five or six.
On GTX 760 not overclocked .. other way would be so much faster
9 sec to engage level 1 displacement rendering started quick as usual
12 sec to engage level 2 displacement rendering started quick as usual
19 sec to engage level 4 displacement rendering started quick as usual
3 min 45 sec to engage level 5 displacement rendering start quick after as usual
level 5 is over 21 million of poly for genesis
level 4 is over 5 million poly
level 3 is over 1.3 million poly
level 2 is over 347 million poly
this is with added already base subdivision too + displacement
not going to level 6 as I will never use it anyway
now u can set genesis on base and displacement sub-d on 3 and having over 347.000 of poly rendered look
I use 8K too , modeling 5-6 level for full body , partials getting higher
you need also import back the modeled cage and use the displacement with and not on clean genesis only for max result
and max level 2 or 3 is what you need .
I model figures on zero level in Zbrush and use displacement and normal for much finer details only
extracting the cage after morphing is crucial for correct use of displacement
Stefan,
Your stuff always looks good in Iray. I do hope this light set is included with the scene when it's released.
Cheers,
Alex.
Thank you for sharing your results, and the advice Cath! It's super helpful. I'm going to have to figure out what I've been doing wrong now...
I hope something works for you , I saw that iray is sensitive to bad UV's if not done well or anything messed up it will crash especially when you try to apply textures , I had missed one polygon face not mapped some way in my grapes and it crashed 20 times until I checked the model to see what is going on
also subdivision in Octane is for triangles so the levels are different and much lover
also when you export the displacements from Zbrush via GOZ make sure you check the values and what Zbrush put it in, since each sub-d level need different values of Maximum and Minimum , once it can be 0.50 other 0.18
Thank you for sharing your results, and the advice Cath! It's super helpful. I'm going to have to figure out what I've been doing wrong now...
The first thing I'm going to do is try using GOZ, because so far I've just been exporting the base mesh as .obj from DAZ and importing into Z-Brush manually. Maybe switching to the GOZ method will fix a lot of problems and be better for me in the long-run. You're definitely showing a lot of success with GOZ. Thanks again!
I use GOZ to export to Zbrush.. for work and stuff for JMCs and others , for my clothing exporting and importing manually
also it is better to export the morph from Zbrush and import manually at Cinema or lightwave profile so you have a copy in case DS crash before you saved it
the good thing is that after you created for example face displacement , you can import with GOZ back to studio with the values included for displacement maps and that is important so you don't guessing here for best result
much luck with GOZ
Where can i get this Ruins HDRI that every body is talking about?...
Its supposed to be included in Studio 4.8...but i cant find it...
Yay, it worked! I tried it out with some quick alpha brush mech bolts using GOZ to Z-Brush and back. (sorry G2F, I know it ain't pretty) This is by far the best success I've had with displacement maps. I usually have issues with seams that are especially apparent when the figure is backlit like this. But it worked like a charm! I even put a giant bolt on the middle of the shoulder UV seam, and it matched up great. Figure is at sub-d 2 and displacement sub-d is at 3, working with no problems. This opens up a lot of possibilities for me, thank you for the great help! I owe you a Jack and Coke.
(edit - I cropped the photo because the bolts at the shoulder were just so ugly looking. A good test of displacement with strangely horrifying results)
Make sure you have the latest version of the Public Build (4.8.0.53), the HDRI isn't in the earliest Betas. If you make a new scene (not loading from a saved scene) the Ruins HDRI should automatically be your environment light.
Yay, it worked! I tried it out with some quick alpha brush mech bolts using GOZ to Z-Brush and back. (sorry G2F, I know it ain't pretty) This is by far the best success I've had with displacement maps. I usually have issues with seams that are especially apparent when the figure is backlit like this. But it worked like a charm! I even put a giant bolt on the middle of the shoulder UV seam, and it matched up great. Figure is at sub-d 2 and displacement sub-d is at 3, working with no problems. This opens up a lot of possibilities for me, thank you for the great help! I owe you a Jack and Coke.
Oh my goodness, me too. I didn't even know goZ could do that with maps!! I've had to manually touch up seams with every single product.
Greetings,
I've got to admit, the one thing I've been deeply frustrated with is displacement maps. As far as I can tell displacement maps used to add detail to terrains are giving me serious heartburn. It always looks absolutely flat; I've crashed many a time by trying to up the subdivision on a big 'ground' model to try and gets rocks to look...rocky. It always ends up looking like I photocopied a picture of rocks and laid the images on the ground under my characters. :(
Someone in another thread suggested that maybe tiling isn't being applied to displacement maps, or is being applied...wrong, somehow? I don't know, I just know that it's giving me trouble with ground textures.
-- Morgan
Stefan,
Your stuff always looks good in Iray. I do hope this light set is included with the scene when it's released.
Cheers,
Alex.
thanks , the light is just the sun/sky option in render settings so it's already in DS,all I did was dump the included skydome and adjust the hour setting
Have you tested the rocky displacement maps on a smaller piece of geometry, like maybe a small but high-poly primitive?
The way Iray uses displacement maps in DAZ, it needs to actually subdivide geometry for the added detail, multiplying the number of polys in the object exponentially with each subdivision. So a guess about what might be part of the trouble you're having is that subdividing a piece of really big geometry like terrain to a small enough level of detail for realistic close ups would create more polygons than the scene can handle. I'm curious to see a render of what you're getting though, to see if I'm understanding the problem.