Show Us Your Iray Renders. Part III
This discussion has been closed.
Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Underwater (like completely under water) scenes can be done much like the god ray scene people have been discussing. Sickleyeild wrote of a little tutorial on it here, Underwarter is the same you just need to tint the volume cube's "Transmitted Color" a little bit toward blue and adjust the "Transmitted Measurement Distance" to match the "Scattering Measurement Distance". The exact values depend on the size of your scene. I'v attached an example, not a great scene but it demonstrates the idea. Its lite by the standard HDRI and a spot. The spot I also tinted a little blue.
Experimenting again, took an earlier 'Benjamin skin on G2M body', pushed it toward a darker skin.
I still prefer to keep translucency in the pink range, so far.
Used the Studio HDR preset from DAZ Studio Iray HDR Interiors.
I like your experiments!
Love it, and love the new morph package. Textures....are perplexing. But the morphs were worth the price of admission.
DoctorJellybean
Look whoitis
I have a scene I'm doing where the woman just looks too red to me. I played with the translucency color, and it didn't matter if it was true red or any lighter shade, she looked the same. I'm guessing it doesn't matter to the program, as long as it's a variation of red.
...cool.
Kyoto: I'll actually reverse my view of the bit you quoted from me.
I think my problem was that earlier generation, dark eyes were getting washed out to just dingy mud. Using a brighter, later generation eye map, adding a touch of color until I got what I wanted, works great and requires no special changes to the iris settings.
The Iray content just showed up in my DIM "Ready to Download" about 20-25 minutes ago.
The Iray content just showed up in my DIM "Ready to Download" about 20-25 minutes ago.
Yes, I've had some fun today with people yelling at me on my tutorials about calling for shaders they don't have. I'm glad it's up now!
The Iray content just showed up in my DIM "Ready to Download" about 20-25 minutes ago.
Ouch, not (yet???) available for manual download .....
Too many threads on iRay... I need some eye settings. Anyone got a link or a freebie they can point me too? Playing catch up is no fun and still don't have a high end card but making progress.... slowly! Reading through the info found here:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/shader_general_concepts/start#translucency_weight
But now that I'm understanding skin a bit more I need to move to the eyes.
Also still can't get the light set I got from DestinyGarden to work right, everything renders black for me. So much for load and render...
A bit of adjustment to contrast and saturation in PSE11. The light from the HDRI used here was good but a bit diffuse for my taste.
RAMWolff, you will get a pretty good start if you apply the iray uber to the white of they eye and the iris (be sure there is no specularity on the iris or it gets cloudy) then apply water thin to the cornea and tear. Set the IOR to about 1.37 or so. Go to the morphs and morph the cornea to budge 1 (I have seen it set to higher than 1 with good effect also). That should give you a pretty good start. You may need to make some translucence or sss adjustments depending on the iris and eye white (sclera) original settings.
This is a good start right here. If you want those sparkly eyelights, make sure you have a spotlight at low value aimed at a character's eyes, too.
This is a good start right here. If you want those sparkly eyelights, make sure you have a spotlight at low value aimed at a character's eyes, too.
Take a look at http://www.daz3d.com/forums/discussion/56019/P150/#817055 and http://www.daz3d.com/forums/discussion/56019/P165/#817153
Thanks so much Khory. I'm working with Dusk though, so there is no tear layer nor bulge morph. I'll probably have to whip one up or let Chris know to add that to the update list. Thanks hon
Take a look at http://www.daz3d.com/forums/discussion/56019/P150/#817055 and http://www.daz3d.com/forums/discussion/56019/P165/#817153
Oh, my. First link, VERY helpful! thanks so much!
Another question... how does one make painted hair not get faded out? You know most male skins have hair options.. well my Bruno's Goatee is not looking very sexy... more washed out. There must be a work around for elements like that. Perhaps I need to make a new map for another channel??
Blowing off the tear is no big deal. I would look at doing a morph to add they corneal bulge though because the human eye does that and how you expect highlights to be will be informed by that real world experience. But go ahead and give it a try without the bulge and see how you feel about it.
RAMWolff: the problem is translucency. The hair is part of the face/head, so the translucence color shows through.
The fixes are either not using mapped hair or using a mask in translucency weight (I do that for most eyebrows)
Hee, hee, hee... iRay Sections
Dawn and Her Car
Can you show me what that map looks like so I can make one similar for Bruno's facial hair options? If it's like the Bump I can do that, if it's like the Specular, I can do that. If it's a reversal that needs the hair to be blacked out with the rest white that's cool too. The issue with maps like this if they aren't done right then the render you can see areas of the skin that don't match the rest of the skin on the neck and so forth.
Thanks so much.
Khory, I got the settings in place but your right the eye will need a bulge morph, it's kinda flat looking....
Here's an example of an eyebrow mask I have made for MODEL I WILL NOT NAME (also shrunk a bunch because we're not supposed to copy product stuff even edited so ... meh)
Basically, just took a spec or bump map with eyebrows easily distinguished, played with curves to isolate the eyebrows and flatten everything else.
Could do the same with hair/beard/whatever.
It's pretty simple -- white is regular translucency, black is none, and bam.
Ah, so it's the base map with everything else removed.... That's easy enough. Thanks so much!
Welcome! Conceivably you could get really fancy, with expertly painted translucency maps to reflect the varying depth, bones, etc.
But that's waaaaaaaaaaaaaaaay beyond my skills (or interest), and would be a very very very subtle effect.
(Mec4D pointed out that the nose is a prime candidate for varying translucency, since the nasal bone will block light)
Beautiful render Glenn, I really like the background image too, very realistic. May I ask what background you used in this render ?
Cheers :-)
473 Iterations to get this. I used a trick I read from another poster about using a Distance Light and set it Sun Sky Only under the Environment> Direction. The Dimension Theory Click and Render kept hanging for some reason. I followed their directions to get it working but yea, would not get past 88%. Not sure why.
Pretty happy for all the studying I did today.
This is Dusk, Bruno for Dusk and a mixture of my Bruno body and head morphs and a Supersuit I'm still working on with one of it's pairs of boots and some of the material zone options. Would like to make the green glow but I have a ways to go before I'll get to that point...