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Tried that, too. Still no luck. The option colored red wasn't there... :shut:
Then you need to install 'Default Lights and Shaders for DAZ Studio 4.8'
You should find it available in DIM, also in your Product Library for DS4.8
Thanks mjc1016 and starionwolf! Getting much closer now. With the tutorial: Use Easy Environments with Iray I adjusted surface and some render settings (such as draw dome is off) so that my sky sphere looks good. However the rest of the scene (also converted to Iray UberBase) just has a very ambient light cast everywhere. My distant light (the sun) still does not penetrate.
If I have to use an Iray dome how can I see it in my scene and rotate it in order to compose around clouds, horizon, sun location, etc.?
If I use a skydome prop and want to add that jpg image to the (render settings) Environment map how do I line the two up? or maybe they are fixed and the whole scene needs to rotate?
edit- I have a lead here: Iray - Dome, Sun, Scene - Help needed
Thanks mjc1016 and starionwolf! Getting much closer now. With the tutorial: Use Easy Environments with Iray I adjusted surface and some render settings (such as draw dome is off) so that my sky sphere looks good. However the rest of the scene (also converted to Iray UberBase) just has a very ambient light cast everywhere. My distant light (the sun) still does not penetrate.
If I have to use an Iray dome how can I see it in my scene and rotate it in order to compose around clouds, horizon, sun location, etc.?
If I use a skydome prop and want to add that jpg image to the (render settings) Environment map how do I line the two up? or maybe they are fixed and the whole scene needs to rotate?
If you go down the route of either using the skydome as an emissive object (as Flipmode discussed) or just using the skydome's jpg in the Environment Map then, yes, it will continue to block out the Iray sun and you'll just be left with the appearance of ambient light. You'd then have to add in new lights to simulate the sun. Unfortunately skydomes are not very compatible with Iray.
You don't use the skydome prop and its jpg image in the environment map at the same time - its one or the other. The skydome prop will prevent you from seeing the Iray environment dome.
Try this method http://www.daz3d.com/forums/discussion/53695/P465/#805391 if you want to have both the appearance of a skydome and still allow the sun to work.
From what I've read, you can't see the Iray environment dome until you render - thats certainly been my experience anyway. I think the best method might be to use the Nvidia Iray preview to line up shots.
Of course, you could always just ditch the skydomes and use HDRIs instead. A lot of people tend to do this with Iray.
Though I agree with gist of what you're saying, I disagree that jpgs only use 8-bit color. That's gifs. The difference, I think, would be between 24-bit color (which jpgs use) and 32-bit which hdr and exr use.
Yup, got it now!
Thanks, mate! ;-)
Though I agree with gist of what you're saying, I disagree that jpgs only use 8-bit color. That's gifs. The difference, I think, would be between 24-bit color (which jpgs use) and 32-bit which hdr and exr use.
8-bit means 8 bits per colour channel, 24 bits in total.
Can anyone enlight me how to get soft shadow with iray, else than using gigantic primitives? It takes forever to render gigantic primitives for emission.
Ah, wasn't sure about that, thanks.
Thank you, you make my day.
The first attached image shows the Ultralight model on the Maui beach (DimensionTheory's DTHDR-MauiA). Looks OK, at least for the purpose of this example, but lets say we want some grass in the center of the scene, as in the second attached image.
If you want to use the same HDR environment without editing it, you can add your own ground plane with a Cutout Opacity map. In this example, I used a plane with dimensions of 25 meters on both sides.
1) First, I applied the Iray Uber shader to the Default surface of the plane.
2) I then applied the "New Texture 9" diffuse, normal and displacement maps from the Woodland Floors DAZ Studio Shaders pack. These were all individually tiled by a factor of 20 both horizontally and vertically. You can do that via the "Image Editor...." which can be found directly above the Layered Image Editor... option in the image menu.
3) The third attached image, circular_mask-001.tif, was then put into the Cutout Opacity channel.
In the example images, it is pretty obvious where the visibility of the plane goes away and the material settings for the new ground plane need tweaking. Choosing a texture that more closely matches the environment HDR, tweaking the Cutout Opacity strength or the changing the actual opacity map can much better blend ground plane into the background.
Hello everyone, I like some classical DAZ shaders a lot, especially the ghost opacity effects (pw Ghost shader) and the grass shaders from Age of Armour and Dimension Theory.
Could someone help me to achieve a similar effect with Iray compatible shaders ?
Thanks in advance !
I have 2 question regarding iray render that bother me all this time.
1. What is "beam exponent" do on photometric light setting?
2. What produce firefly effect on Iray render? I've tried to pump up the max samples and left everything else default. I have 3 light source and 1 hdri environement light.
Anyone got a good water preset for droplets?
The dispersive water looks nice, but ends up more like ice or crystal.
Also, when you put geometry underneath say, a puddle prop, the effects are less than stellar... its weird, because puddle on no geometry with HDRI dome looks fantastic; puddle on floor geometry... not so much.
I have gotten closer by slightly reducing the refraction weight and the glossy layered weight (and tweaking the IOR, because its supposed to be tears, not just water)... but it still leaves a lot to be desired.
Props are SY's Rigged Water and JoLab's Liquid pack.
I think the problem with putting a puddle on geometry is caused by "air gaps."
In my first attached image I used the align tool to directly place an SYWaterPuddle on top of a 1 meter cube. It's Y position was 100.0 and is shown on the left side of that image. The only change to the render in the right side of the image was to change the Y position of the SYWaterPuddle to 99.950 to cause some overlap of the geometry. In all renders, the Water - Dispersive shader was used on the SYWaterPuddle.
I attempted this because of the recommendations found at http://www.migenius.com/doc/realityserver/latest/resources/general/iray/manual/index.html#/concept/modeling_volumes.html .
If the problem you are seeing with HDRIs is similar to the issue seen in my second attached image, you might be able to improve your results by setting the Cutout Opacity to less than one. The left render in that image was rendered with all the default settings of the Water - Dispersive shader on the SYWaterPuddle. The right render has the Cutout Opacity set at 0.999.
That seems like a bug of some sort, but I'm not sure. The results, especially the difference, don't make sense to me right now.
I did have the Caustic Sampler enabled when I rendered all of these, but in my brief testing, I didn't notice any difference in these cases with the Caustic Sampler on or off.
Well, zaz777, I appreciate the post.
I don't understand what you are demonstrating in the second image.
I already tried moving the puddle a little lower into the floor geometry. Not much difference to be honest.
I have no issues at all if there is no geometry and its "laying" on the HDRI projection... it looks like a puddle, more or less.
I am not currently using the Caustics Sampler because, well, the scene has crashed on me too many times just rendering the various waters.. and the very first time after recreating a lot of lost work, when I tried the Caustics Sampler, Studio immediately crashed to the desktop.
Yeah, I don't think the Caustic Sampler is important here, at least in my test cases. From what I've read, you will get some caustics without it, but they won't be complete.
Given the construction of my example scenes, I wouldn't expect many caustics anyway, but I mentioned that I was using it in the interests of documenting how I tested.
But it appears, to me anyway, that when you adjusted the opacity the puddle completely disappeared. That's what I don't quite understand.
Or no, I guess a full resolution you can sort of see it.
I'll see if I demonstrate later when I am at my rendering computer
Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?
Can you suggest anything I can do to eliminate this?
The landscape is Fantasy Camp III - http://www.daz3d.com/fantasy-camp-iii
The fence is Hot Tub - http://www.daz3d.com/hot-tub
I should have mentioned that I am applying the iRay Ubershader Base by pressing the control key while applying the texture and selecting no for replace images.
Can you change the landscape prop to Sub-D without it ripping apart? That might smooth it out.
Can you suggest anything I can do to eliminate this?
The landscape is Fantasy Camp III - http://www.daz3d.com/fantasy-camp-iii
The fence is Hot Tub - http://www.daz3d.com/hot-tubAdjust the texture compression settings in the render settings pane under advanced.
The non-planar quad, turning it into a sub division surface may do the job.
Can you change the landscape prop to Sub-D without it ripping apart? That might smooth it out.
First off thanks to both of you for responding in real time :-)
I converted the landscape prop to sub-d and it did the trick.
A note about render times:
3 min 5 seconds with GPU only and cpu/GPU combo.
Converting prop to sub-d added 1 minute. (3840x2160 was render size)
my system is a i4790k 32gb ram with asus gtx 970.
Can you suggest anything I can do to eliminate this?
The landscape is Fantasy Camp III - http://www.daz3d.com/fantasy-camp-iii
The fence is Hot Tub - http://www.daz3d.com/hot-tubAdjust the texture compression settings in the render settings pane under advanced.
The non-planar quad, turning it into a sub division surface may do the job.
I increased the max threshold from med 512 and max 1024 to med 2048/max 4096 then med 4096/max 8192.
Please see attached.
So texture compression was definitely the problem.
Can anyone help me find why there are jagged lines in my displacement map settings.
I am not sure what you are asking:
1. There are jagged lines on the screen where your adjust displacement settings?
2. There are jagged lines on the preview for the displacement map?
Could you post a screen capture of what you mean?