Show Us Your Iray Renders. Part III
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I think I've finally hit upon a combination of skin/eyes/hair settings that I'm satisfied with. :)
I made perfect ambient HDRI ..it does not create shadows or color over cast , for checking on seams and textures, you can set the environment value to the one you like and use it with spot light in combination , the hand u see is the base G2F without Iray materials, it render all old stuff for 3delight as in Uber lol
if you wanna it just let me know ... it is handy map and very soft box plus u can change the white point to get the tint you like as i did in my last render then used bloom effect for the dreamy look
Here you go
Light Power over 1350 W diffused , most on 45 and 90 degree of the Infinite Dome so rotate to 45 or 90 for best result
scale the Finite Sphere to 9 % for stronger ambient and higher (AO effect ) if needed
Files (8.5 MB total)
MEC4D_HDRI_exp2.0_DS_Iray_Ambient.zip
Will be deleted on
17 May, 2015
Download link
http://we.tl/7w0WwsQ4Ur
Thank you @MEC4D!
Trish
you welcome Trish
bellow standard M6 materials and G2F no Iray shaders
first is the main setting in Iray .. the second the map intensity to 0.10 environment to 0
you can add some spot light and use it as a base ambient in your scene
and btw DAZ is welcome to add all my maps to the public resource folder
I think the reflection on the cornea needs to be less here. Hrm.
Anyway, wanted a more elegant lady. Also, I used my blue opal shader on the jewelry. It's subtle, but I like it.
The model is Rafaga.
I've tried to create an diamond shader.
The first image is a spotlight positioned over the gemstone, the second is environment lightning.
Nice done guys
here is one more soft box and the setting from the screen shot
Environment Map value 4
Dome rotation 180
Files (8.74 MB total)
MEC4D_HDRI_exp2.0_outdoor_ambient.zip
Will be deleted on
18 May, 2015
Download link
http://we.tl/lXLLPn4L8n
Thank you very much :)
WOW!! When can we buy this??? :coolsmile:
You welcome make sure you get the second one too ;)
WOW!! When can we buy this??? :coolsmile:
...thank you as well. Nice to have a good ambient light for character studies.
...found something Iray doesn't seem to t like at all. Have a character with Neftis' Gloria Short Hair. Looks fine in the viewport, but when rendering in Iray, one of the texture maps (I believe for the skullcap) appears to repeat as very small small tiled version of the map throughout the hair. Not sure what would cause that.
Check the UV tiling in the skullcap surface, as well as in the image editor of the color & opacity maps.
...the tiling shows as 1.00 for both horizontal and vertical with no offset. Same for all the strand maps.
OK, headdesk time. forgot to convert the shaders to the Iray base. That fixed the issue.
Jepe showed a render playing around with V3Digitimes' Serpio set in Iray, so I bugged him for settings and gave it a try!
There's a fuller explanation on the deviantart version.
Okay. I haven't seen much on fingernails yet. So I made up a shader for shiny nails.
I like my nails to be smooth and shiny like acrylic nails. I think it makes for a pretty finish on the hands.
I've attached a pic with my settings applied and a skin shader where I've tried, tried tried to follow the instructions in this thread. I'm seriously on info overload from Mec4d and everyone. So notes and updates to my settings are just fine!
Shoutouts for notable work:
Pearbear... awesome work. seriously great.
Alex: niiiiiiice.
Sickleyield: that looks awesome.
now here's my settings for shiny finger nails!!:
(lots of defaults listed, but it's better to be thorough!!)
Base Mixing: PBR Spec/Glossiness
Base Color: Map + 0.54 0.54 0.54
diffuse Roughness: 0
Translucency Weight: 0
Glossy Layered Weight: 0.20
share Glossy Inputs: on
glossy color: 0.59 0.59 0.59
Glossy Color Effect: Scatter & Transmit
Glossy Specular: 1 1 1
Glossiness: 1
Backscattering Weight: 0
Refraction Index: 1.56
Refraction Weight: 0
Base Thin Film: 0
Base Bump: none - I like a smooth arcylic nail finish
Normal Map: none
Metallic Flakes Weight: 0
Top Coat Weight: 0.99
Top Coat Color: 0.54 0.54 0.54
Top Coat Glossiness: 1
Top Coat Layering Mode: Reflectivity
Reflectivity: 0.50
Top Coat Anisotropy: 0.50
Top Coat Rotations: 0
Top Coat Thin Film IOR: 1.6
Top Coat Bump Mode: Height Map (default)
Top Coat Bump: none
Thin Walled: off
Transmitted Measurement Distance: 0.1 (default)
Transmitted Color: 0 0 0
Scattering Measurement Distance: 0.1 (default)
SSS Amount: 0
SSS Direction: 0
No emission, cutout Opacity, Displacement Strength, Tiles, Offset
Everything else default
Very pretty, Lyoness!
Scream!! Fuji film effect in Photoshop
Thank you for this and the others, much appreciated.
Yay i can post again after they fixed! Anyway i got a couple questions i will try to describe what i am having difficulty with.
Couple days ago i purchased Danika from the DAZ store. I really like the look of the model. My first part question is which mats should i be using with her. She comes with base mats as well as SSS mats. The problem is when i use the SSS mats in Iray the skin gets all smeared and i have to adjust alot of dials to make it look good. If instead i use the base mats and convert to the iray optimized mat it loses some fine details on the skin. My second question is concerning the mats is it seems like if i use the base mats on the eyes and nails they are dull. But the SSS mats on the eyes and nails shines they way they were intended to. Which gets me to my 3rd question. In which order should i be applying mats and shaders. A couple of times when tinkering i ended up with nasty seams and such i couldnt correct so i had to start all over. Its all very frustrating.
Anyhoo any and all suggestions would be appreciated here is a test image i did a couple days ago with some of the things i tinkered with i think it looks ...ok but not great.
Daniel
If something isn't auto-converting correctly but does work on manual conversion I would think it worth a bug report.
Did another rendition of my firebender guy with Serpio fire stuff:
http://willbear.deviantart.com/art/Firebender-532404106
Experimented with various things, ended up going with some bloom.
I did a promo with her just the other day actually. I suggest that you use the SSS mats because with Iray you need the sss for skin to look right (in my opinion) and that will have them there to transport over. If I recall correctly I didn't have to do scads of fiddling with her. I used a character I had already converted applied over the textures (ctrl held down and ignore textures) so I had most of the settings in place. She is a v5 UV if I recall correctly and I did have to make sure that I had all her textures set for that because my original was v6. I didn't notice any smearing or seams.
This is an image I had worked on last week after downloading the beta, I guess you could say first render using Iray. Stability of both Daz Studio and Iray are quite good for beta software. The Image although not very complicated took less than 5 minutes to render. Daz chose a very capable renderer to include with with its Studio software. I look forward to working with it as it matures. If Daz studio would impliment a morphing brush of sorts I would use it more than their competitors version. I do have one question... Is there currently a way of avoiding shadows on the dome sphere? This image shows shadows on the sphere that I would prefer not to have.
JPayne
Good first go! The skin looks pretty good. Maybe turn up the bump and gloss on the hair.
In the environment map settings if you set it to one of the "finite" options shadow options appear near the bottom.
Maybe i am doing a step wrong this is what happens when i load the SSS skin onto the figure with Iray view turned on i also added the SSS tattoo to show them too. Obviously i am doing something wrong or it would look like this.
Daniel
For her to be translucent the SSS is probably just too high. Turn the slider down. If you select templates 1, 2 and 3 in the Surfaces tab it will get all the relevant surfaces.
For her to be translucent the SSS is probably just too high. Turn the slider down. If you select templates 1, 2 and 3 in the Surfaces tab it will get all the relevant surfaces.
Yes thats what i had to do in the shot i took above. The SSS materials were at 100% i had to drop them to like 1.5% But i guess my real question should be more basic to make sure i understand.
Should i load the Danika preset. use the the surface editor to convert it all to Iray Uber base. Then apply the SSS materials...or should i load preset load SSS materials than convert to Iray Uber...or not even fiddle with iray opt and or iray uber shader?
I'm not a real pro concerning PBR/PBS rendering, but this is what I've learned from literature about:
Glossy Layered Weight & Top Coat Weight: working in a linear PBR environment, the sum of all layers should be 1.0, not exceeding or be lower than this value.
Glossy Color: should always be 1.0 - 1.0 - 1.0.
The color of reflections is based on the wavelength of the light and materials used. Reflection of a special wavelength of our sun is always pure white, adjusted be the refractive abilities of a given material, and the coloring of the reflection changes with a different wavelength.
If you change your lighting to a wavelength which will normally give you f.e. a blueish tinted reflection, your reflection coloring will be different from that. Say "good bye" to Einstein-Universe. ;-)
Glossy Specular: is connected to the Refraction Index/IOR value of the material. The formula to calculate the linear sRGB value for a correct specular color is:
Specular Color = (“Refractive Index” - 1)² / (“Refractive Index” + 1)²
In case of a Refractive Index of 1.56 it's 0.047852 - 0.047852 - 0.047852
Top Coat Thin Film IOR: as long as you don't change your value of your "Top Coat Thin Film" to anything else than 0.00, changing the IOR is a waste of time since there isn't any thin film at all.
Glossy Color Effect: Scatter & Transmit: as I understand SSS, since you shut yours down, "Scatter Only" would be more correct, since there's nothing the renderer could "transmit to". May not be a great thing, but I guess it will save it some uneccessary calculations.
Be good to your renderer and your renderer will be good to you. :)