Show Us Your Iray Renders. Part III
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Level 7 in ZBrush is indeed level 6 in DS. So Iray displacement 2 is the same as Zbrush 3. When Iray renders it does the max of the surfaces' subd-level (the ones in the surfaces pane) and the node's subd-level (the one in parameters). It does the node levels with OpenSubdiv's "Catmull–Clark" applying the HD morphs if they exist. It then has Iray do the remaining levels using Bi-Linear subdivision. So technically speaking it is not the exact same as ZBrush, probably very close but not exactly. You are missing details that come in on ZBrush levels 4, 5, 6 and 7 unless you also happen be using a normal map as well which may put them back in at least in appearance.
Greetings,
With pleasure; the most recent image I've been working on has this problem in spades. Look at the rocks between the tracks under her feet.I think that's with SubD 3 on that 'object'. Now if you ask if it's in the surface setting or in the parameters setting, I can't answer that... I'm at work, unfortunately, and can't pull up the scene itself.
One of the things that really bothers me is that you can see that it has a 'divot' that goes down halfway between her foot and the right side of the scene. I don't think that was there before I started trying to get it to subdivide. Which is one of the things that makes me wonder if the displacement mapping is being applied wrong when the underlying texture is tiling...
-- Morgan
Level 7 in ZBrush is indeed level 6 in DS. So Iray displacement 2 is the same as Zbrush 3. When Iray renders it does the max of the surfaces' subd-level (the ones in the surfaces pane) and the node's subd-level (the one in parameters). It does the node levels with OpenSubdiv's "Catmull–Clark" applying the HD morphs if they exist. It then has Iray do the remaining levels using Bi-Linear subdivision. So technically speaking it is not the exact same as ZBrush, probably very close but not exactly. You are missing details that come in on ZBrush levels 4, 5, 6 and 7 unless you also happen be using a normal map as well which may put them back in at least in appearance.
Just to clarify for my own understanding - is Iray's final amount of displacement subdivision the node sub-d level plus the surface sub-d level? So if the figure is sub-d 2, and displacement sub-d is set at 2, the actual sub-d for displacement maps is 4? That was how it seemed to be working for me, and could explain how Mec4D's render is so detailed even though her Iray displacement sub-d was only set at 2.
I think that's with SubD 3 on that 'object'. Now if you ask if it's in the surface setting or in the parameters setting, I can't answer that... I'm at work, unfortunately, and can't pull up the scene itself.
One of the things that really bothers me is that you can see that it has a 'divot' that goes down halfway between her foot and the right side of the scene. I don't think that was there before I started trying to get it to subdivide. Which is one of the things that makes me wonder if the displacement mapping is being applied wrong when the underlying texture is tiling...
-- Morgan
If the rocky terrain goes back as far as it looks like it does here, I think it might just require way too many polys to get the detail of those small stones all the way down the tracks. Maybe experiment with putting the texture on a UV mapped high-poly primitive plane only as big as the visible area of the stones here, and putting it into the appropriate place in the scene.
Just to clarify for my own understanding - is Iray's final amount of displacement subdivision the node sub-d level plus the surface sub-d level? So if the figure is sub-d 2, and displacement sub-d is set at 2, the actual sub-d for displacement maps is 4? That was how it seemed to be working for me, and could explain how Mec4D's render is so detailed even though her Iray displacement sub-d was only set at 2.
Unless there's a bug, its the max not the sum. Some examples:
figure sub-d 2; displacement sub-d at 2 = 2-"OpenSubdiv Catmull–Clark"; 0-" Iray Bilinear"
figure sub-d 3; displacement sub-d at 0 = 3-"OpenSubdiv Catmull–Clark"; 0-" Iray Bilinear"
figure sub-d 3; displacement sub-d at 4 = 3-"OpenSubdiv Catmull–Clark"; 1-" Iray Bilinear"
figure sub-d 1; displacement sub-d at 2 = 1-"OpenSubdiv Catmull–Clark"; 1-" Iray Bilinear"
figure sub-d 1; displacement sub-d at 4 = 1-"OpenSubdiv Catmull–Clark"; 3-" Iray Bilinear"
Yeah !!! works fine I see
you know before you can;t do anything because the back head have lower density that the front face but now you can add some extra subd to displacement and having perfect back head and face and that is a plus here with subd displacement maps
if you use the cage from the high sculpting as morph it will be even better on lower sub displacement level, make sure they are at last tif as jpg do bad stuff to the surface
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)
I agree Chris, yes usually I do use normal maps as well , but the other was just a test to see the level of details with just displacement , I prefer displacement on the big parts of the sculpt and normal for the details , and for clothing only normal and bump maps
but my workflow is to sculpt first the base, polygon face by polygon face so later I don't have to do too much JMCs then switching to level 4 or 5 working on the smaller details and finally level 7-8 for the micro details , worked always for me without seams ever
It don't have to be super accurate between ZB and DS with displacement as normal give me the micro details I want anyway but closer enough to be happy with plus I can set the displacement level I want for the different surfaces so for the iris level 5 and for legs 3 .. just perfect lol
Level 7 in ZBrush is indeed level 6 in DS. So Iray displacement 2 is the same as Zbrush 3. When Iray renders it does the max of the surfaces' subd-level (the ones in the surfaces pane) and the node's subd-level (the one in parameters). It does the node levels with OpenSubdiv's "Catmull–Clark" applying the HD morphs if they exist. It then has Iray do the remaining levels using Bi-Linear subdivision. So technically speaking it is not the exact same as ZBrush, probably very close but not exactly. You are missing details that come in on ZBrush levels 4, 5, 6 and 7 unless you also happen be using a normal map as well which may put them back in at least in appearance.
I try to explain that using displacement on a base model will not give you the same details when using displacement on a cage from the sculpting , many people sculpt genesis and use just the displacement later without creating the cage from the high resolution and only this way you getting accurate details on less sub-d level of the displacement .. that's the way of doing stuff
Just to clarify for my own understanding - is Iray's final amount of displacement subdivision the node sub-d level plus the surface sub-d level? So if the figure is sub-d 2, and displacement sub-d is set at 2, the actual sub-d for displacement maps is 4? That was how it seemed to be working for me, and could explain how Mec4D's render is so detailed even though her Iray displacement sub-d was only set at 2.
Unless there's a bug, its the max not the sum. Some examples:
figure sub-d 2; displacement sub-d at 2 = 2-"OpenSubdiv Catmull–Clark"; 0-" Iray Bilinear"
figure sub-d 3; displacement sub-d at 0 = 3-"OpenSubdiv Catmull–Clark"; 0-" Iray Bilinear"
figure sub-d 3; displacement sub-d at 4 = 3-"OpenSubdiv Catmull–Clark"; 1-" Iray Bilinear"
figure sub-d 1; displacement sub-d at 2 = 1-"OpenSubdiv Catmull–Clark"; 1-" Iray Bilinear"
figure sub-d 1; displacement sub-d at 4 = 1-"OpenSubdiv Catmull–Clark"; 3-" Iray Bilinear"
Everything depends also on CPU here , as loading the subd levels does not affect GPU unless it start really rendering then it kick on the GPU so having better card or worse will not make ant difference , the model make difference, I can load simple sphere and use level 8 without waiting .. then use torso of genesis and can't go there on so high level but why should I, don't need that high level of details for displacement for that are bump maps ans Normal maps.
regarding the other question maybe Chris know as programmer but I think it use the same as genesis depends of the level the main figure is on, but not HD like in Zbrush or Octane
Naked Butterflies - Because 'nature' should not have to wear clothes!
This one's for C.J. :)
That is good one Kat, love the little clothes all around the place haha
Some work on an upcoming character. Combination of Bot Genesis and Supersuit, I'm pretty happy with how it came out.
Link is to first image, but there are three images (just navigate).
http://willbear.deviantart.com/art/Mother-Bodyshot-533984106
Got pointed here by the very helpful Lyoness. So much info my head's hurting, but great info. Have only been playing with this for a month or so and am pretty much clueless as to the use of the settings - just a lot of reading and tweaking.
Wow, what a great render, and welcome to the forums. You certainly have got off to a flying start, and your DeviantArt gallery is amazing. Will follow you there, and look forward to more of your postings here.
Kind regards,
:-)
Trying a Z-Brush body and head morph and displacement maps now that Mec4D has hipped me to GOZ. My displacement maps always came out blurry before, losing a lot of detail. I'm sure there was a way to get decent displacement maps exported from Z-Brush without GOZ, but I never quite figured it out. It's lit with sun/sky and a couple of spotlights for rim and fill, and finished with some Photoshop adjustments.
Welcome. She totally reminds me of a very young Julianne Moore
You dont seem clueless to me! Just sayin...
Can some one please tell me where i can get the latest version of Daz Studio Public build (4.8.0.53) ?...
currently i am working with an early beta version.
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
Cheers, Stefan.
Alex.
Launch the DAZ Install Manager, and the latest Beta build should show up, if not, check the "display hidden" check box, and under download filters, make sure Public Build & Private Build are also checked.
DAZ Install Manager is your fiend.
DAZ Install Manager is your fiend.
Pun intended? :)
Pun intended? :)
Yep, LOL.
Good job on the displa , well originally they should be blurry and have less details than bump maps , I wish Iray accept vector displacement .. my wish for so long to have it in DS
Agree....The worse part is that other people share our info we shared here on other websites as own settings
with attention to last details .. pure plagiarist !l lol
Personally, I always try to give credit if I put info from any one person in a tutorial. I would never do one for skin, though, I don't understand it well enough. ;p
My first serious attempt at dark skin. Getting an even shine without looking oily proved to be trickier than I had expected, but I took the bumpmaps, increased the contrast, did some creative airbrushing here and there and added them to glossy color in the surfaces tab.
Cheers Kath! Love your grapes and whisky :)