Script to find non-iray items

Hi-

Does anyone know of a script that will search your scene to identify any non-iRay surfaces that might have slipped through the cracks?  I've heard of one that will just replace all surfaces, but I'm worried that one would wipe out all the shaders I've already set up.  I just need to get a list of the wayward ones that need conversion rather than searching one at a time... thanks!

Comments

  • TogireTogire Posts: 414

    Select all your objects and look at the surface tab.

    Then search for a 3DL specific parameter (for instance "opacity strength") and the items that have this parameter will be highlighted while the others are greyed out.

  • jjoynerjjoyner Posts: 616

    Miss Animated said:

    Hi-

    Does anyone know of a script that will search your scene to identify any non-iRay surfaces that might have slipped through the cracks?  I've heard of one that will just replace all surfaces, but I'm worried that one would wipe out all the shaders I've already set up.  I just need to get a list of the wayward ones that need conversion rather than searching one at a time... thanks!

    If you're referring to the RSSY 3Delight to Iray Converter utility, it can be found here - https://www.daz3d.com/rssy-3delight-to-iray-converter . I’ve had it (and the companion product, RSSY Iray to 3Delight Converter) for a few  years but, like too many of my purchases, have not used much.  I have liked what it does in the few times that I have used it.

    When launched, the script window is clear of files; if not (for example, it may contain the results of the previous scan), click the Clear button.  You can Scan the viewport for 3DL materials in the scene.  The script identifies the 3DL materials found.  You can then have the script Find Matches to identify available Iray materials to use as replacement for the 3DL material.  You can choose what 3DL files to have replaced or not by unchecking those 3DL materials that you don’t want replaced.

    In the first image, I have loaded a cow (3DL only materials) and a tramway (Iray only materials).  The next image shows the script’s scan for 3DL materials; note that materials for the ow were identified and the Iray materials for the tramway were not.  In the last image, the Iray matches for each 3DL material are shown.

     

    3DL and Iray objects in scene.jpg
    1399 x 754 - 187K
    3DL materials identified by scan.jpg
    1282 x 866 - 140K
    Iray matches identified.jpg
    1282 x 866 - 195K
  • Richard HaseltineRichard Haseltine Posts: 100,804

    Remember that Daz Studio will auto-apply the iray Uber base sahder to any surfaces using the known 3Delight shaders, so it is OK to leave those be (unless they look bad and you wish to tweak them). I don't think there is any way to reliably tell if a non-standard (e.g. Shader Mixer) shader is set up for Iray or 3Delight, and the 3delight ones of those would be the problem ones.

  • Thank you https://www.daz3d.com/forums/profile/906135/jjoyner this looks like the one I had heard about!  I will purchase, RSA & SY's stuff never fails... :)

    One thing's for sure, I can always cownt on this forum... ok bad pun, sorry.

  • Thanks Richard you know I didn't really know that (learn something new every day!).  I am just concerned about converting - is that at render time, or pre-render, and if the former, wouldn't that increase my render time?  I have 3-4 characters in the scene as it is, so I know I have to separate and composite in blender via the alpha channel.  Not my favorite when using a moving camera, but it seems to work for what I need... but I'm trying to get a decent render at 3840x2160 then scale from there.  I have a decent rate of 5 min/frame out of 5400 frames (yes it's a lonnnnnnnnng time), and hoping to improve but it's a darkened scene anyway (because space is dark lol), so it's challenging for sure.

  • Miss Animated said:

    Thanks Richard you know I didn't really know that (learn something new every day!).  I am just concerned about converting - is that at render time, or pre-render, and if the former, wouldn't that increase my render time?  I have 3-4 characters in the scene as it is, so I know I have to separate and composite in blender via the alpha channel.  Not my favorite when using a moving camera, but it seems to work for what I need... but I'm trying to get a decent render at 3840x2160 then scale from there.  I have a decent rate of 5 min/frame out of 5400 frames (yes it's a lonnnnnnnnng time), and hoping to improve but it's a darkened scene anyway (because space is dark lol), so it's challenging for sure.

    It's done at render time, but it probably has a small impact, proportionately, on prep time and none on the actual render itself (which is usually the long process). Still, over a lot of test renders - especially if you tend to cancel them early - it might have a noticeable impact.

  • I have all my shaders in a folder/directory labeled iray .. in it the first image/duf is the uber iray shader
    Anytime, I open something or import something I just run that on the surfaces that aren't iray. 
    ---
    Now gimme a script that will automatically arrange the sliders in the shader listing to one of my choice 
    Like base color, tiling, and cutout at the top so I don't have to open the first little nerd, go down to the geometry one click that and then click on tiling 
    Note, not asking for this on a specific one ... I want all shaders to open in an order I specify. 
     

    iray uber location.jpg
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