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I think that's probably the best solution ;). I was looking at the Snuggle Up Knits materials for 3DL and Iray from fastgrab and thinking they don't look the same in each one, but they do look GOOD for each one ;).
Laurie
Four years ago, this is already possible with 3delight.
https://sporek.cz/portfolio/shading-lighting-rose-animation/
There is PTC SSS, IBL (mia_physicalsky), displacement, PTC ColorBleed, raytracing on the drops, DoF, MotionBlur, Atmosphere, Maya Fur, translucency, particles.
20×20 pixel samples for smooth DoF
720p -> 6 minutes per frame on 12-core.
https://sporek.cz/portfolio/shading-vw-karmann-carpaint-shader/
Rendertime for 1 full HD frame was around 3 minutes on 12core.
Personally, i'd never go with that high amount of pixel samples. The default with DS is 4x4, i think. Only ever need to go to 8x8. But hey, if you got the need and hardware for it, why not. Still renders below an hour.
Running tests with UE2 IDL 4 Genesis 2 figures, SSS enabled and hair. With raycaching, render times generally comes in about 10 minutes for about half of FullHD (830x1080). On 4 cores, 8 threads Core i7 4770K.
To think DAZ developers could've enabled raycaching all this time to get that kind of render times for all users.
Mind boggling.
Ah, the 3delight team finally uploaded a video of the multi light mixer in Maya. Better late then never i guess. It's been available for what, a year? Something Mawell and Corona only recently got.
No need to re-render or fine tune lighting in IPR. Yeah, yeah. Anyone care to take a guess when that's gonna be available in DAZ Studio?


Oh, just saw this post. Sorry for not replying to this sooner.
It's coming along. I decided to use this flavor of Oren Nayar - http://mimosa-pudica.net/improved-oren-nayar.html
Plus two GGX specular, one for dieletric and one for metal which you can mix (and/or mask) with metalness. My take on the Disney Principled BRDF aka PBR approach. You don't need Apodaca to do it.
Or branching code.
I wish there was a brick or code block to remap values though. Would've made doing energy conservation much, much easier. Had to do it manually, but the payoff is worth it. No need to have those awful 'weight' parameters like iray and mental ray. Yuck. In essence, it works pretty much like Anders Langlands alShaders - the strength of the the uppermost layer determines the max value the lower layers can go.
Still working on the refraction part, but i'm making progress.
Haven't done the SSS part though. Man, the Burley normalized is just so good. I'm very tempted to use that instead of Jensen or Deon.
The thing is, even if i complete it, I don't know if i ever release it. DAZ and vendors seems adamant in their opinion that 3delight is a secondary product, mainly because it is not the default renderer anymore and adding support to it takes additional time and effort for not that much amount of revenue. Even if i release it (along with the new light shaders I'm also working on), it still needs raycaching enabled. Either via your script or if DAZ ever enabled or exposed raycaching controls. Yeah, a unlikely prospect that gets more unlikely with the passing of time. Two years in now.
Even if I release it, most people will probably not use it since:
In some ways, pretty much like doing Mental ray tutorials or products since Autodesk picked up Arnold.

...deleting can be hit and miss if there is unusual parenting or potions "off camera" of a set are all the same part of the mesh with that in the render view. I've had this issue with several sets and just had to leave the "unseen" parts in so I wouldn't lose things that needed to be in the scene.
You guys are comparing apples and oranges. I'm not talking about trying to make an apple look like an orange. All I was suggesting was the amount of time it would take to make a decent Iray render compare to a decent 3Delight render. On an average computer, if it takes 2 hours to get a decent Iray quality render and it takes only 15 minutes to get a decent 3Delight quality render then which do you think would better retain the attention and interest of new users? In our societies of short attentiion spans, on demand TV, and lightning fast internet browsing, I would believe it's the latter. It doesn't take much for people's attention to switch.
When I first stumbled to DAZ 2 years ago, I think I followed the Fiery Genesis tutorial and got a half decent image in 20 minutes. I thought it was cool and decided to look more into it. If it was Iray 2 years ago and it took 2 hours to get an image, I'm pretty sure I would've given up on it. I didn't know at the time that 14 hours rendering times were even a thing, and when I first heard it I thought the guy was nuts. Only now I realize it's common practice.
Yes, you are absolutely right :) I probably should have been more clear and said, "delete everything unseen by the camera, excluding things off camera which are needed for items on camera, such as instancing hosts and things reflected in the surfaces rendered." In general, though, it is good practice to get rid of anything that won't be seen in one way or another. Thanks for your input, sincerely. I wouldn't want someone to start deleting things based solely on my post and then have to start over when they realize they have deleted something important.
And yet, from what's been said in this and other similar threads, Iray and 3Delight as implemented in DAZ Studio want two different base meshes.
I'm afraid it's not so.
Several prop/environment oriented PAs expressed it here that Iray is fine with hi-poly meshes as compared to displacement maps.
The 3Delight crowd added that 3Delight these days is perfectly okay with them, too. Especially if users tick the "progressive" button.
If you do decide to ever release it via DAZ, you'll get my full permission to bundle the scripts.
And my money...
I was mainly meaning that Iray was more tolerant at this time of more detailed meshes, rather than having to "fake" the level of details in a render with bump maps in the standard DAZ 3DL shaders. That's what I get for posting an incomplete thought, I guess.
Not quite...it's not the shaders, so much as the default render method in 3DL. And all that takes is flipping one buttion in the Render Settings options.
See this post...
http://www.daz3d.com/forums/discussion/comment/1810666/#Comment_1810666
One of the 'selling' points of 3DL in the 'pro' circles is that it has better mesh/higher poly count handling than many of its competitors.
Add mine too ;)
I'll buy it, wowie, as I have some of your other products.
Kettu, I hope you can get motion blur for animation into your scripts before wowie bundles them up so I wouldn't have to try and figure it out as I gave up after trying last time. :(
Oh my, but bump is _micro_ relief. Nobody models _that_ level, for no renderer.
The PAs here were speaking of displacement - which, again, is not faking. It's actual geometry modification at render time.
You've been away for quite a while, Kevin =D We have long (accidentally) discovered that DS generates motion blocks automagically even with scripted rendering, if motion blur is set up properly in the standard render settings pane.
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And mine...
any posts that don't follow the line are deemed as speculation... so I'm deleting them for the daz team
Thank you. That's three sales already. Maybe I'll put the idea up on Kickstarter or something.
I'd go for that, too...
I'd buy it, Wowie. You're a genius with your works.
Same here I won't touch an Iray Only product and never no matter how good it looks since for what I do Iray is a total waste.. And if vendors refuse / can't be bothered to support 3DL that is more money that I will save.. Just a shame that those cool features that 3DL is capable of doing will probably never get implemented in Studio..
One last thing what I think all this has done is pretty much divided the community which is a real shame..
...basically divided it again as Poser users were the first to be left out. Now the split will be within the Daz community itself.
Maybe if enough people tell them they won't buy any more DAZ stuff until they answer...
Edit: Neither if it's the wrong answer...
We are driven by market simple as that ! if you want more 3DL stuff you have to get the market to go that way. So it's up to you guys not us. You have to use your dollars the right way or nothing will get done.
Well in this case (as far as I understand) we're talking about an improvement of 3DL which might make some change their minds about it.
If you get an answer. And 'forwarded to the dev team' isn't what i call a definitive answer. Short of a class action suit, I don't think they'll change anything related to 3delight. Much like Hexagon, Bryce and Carrara. They being DAZ in this case, not the vendors.
Off topic.
Anyone can get DS and iray to do something like this?
http://lesterbanks.com/2016/11/3-billion-polygon-redshift/
3 billion polys, two 980Ti in 6 minutes. Redshift is awesome.
Except at lower poly counts Redshift can be sluggish...it's actually been optimized to handle very high poly counts.
I think the main point that keeps getting missed that the influx of new uesers are here for the combination of Genesis 3 and Iray. A number of those have seen 3Delight and they weren't swayed by it, thus changing minds to the degree to make worth the effort would most likely not be worth it. This subject falls in the same vein as some of those other threads that get derailed because of the software wars that result because of it, where you're arguing perceptions vs actual sales.
And a point that keeps getting missed is that if Daz doesn't offer centralized support of 3DL and keeps not fixing bugs or letting it languish in a very archaic form, NO WONDER vendors and people are going to go with something else.
That's not something people can patch over, that is a core decision to guess the market and not prioritize that development/work that can only realistically be done under Daz's aegis.
Almost all the functions to make very realistic 3DL art are crippled by lack of support -- UE2 bounce lights? Incredibly slow for a number of versions, a fix is unlikely. AoA lights, not quite core but one way, at least, people can get faster results with 3DL and makes that a more attractive option, several functions are broken and unlikely to be fixed. Plus all the stuff like 'ray trace' being a buried option you have to figure out how to get working.
I mean, I wonder how many customers have been lost when they try any large Iray scene and they don't realize it keeps dumping to CPU, and when they figure out they go 'what, I need a $1500 video card to render this stuff?' and simple quit because they believe they just can't make things work.
I love the Mesozoic environment that just came out, for example, but I'm finding that trying to do it plus more than one figure pretty much WILL NOT run on my GPU. Luckily, I know I can do it in 3DL, but it'd be really awesome if, say, UE2 bounce lights worked decently (going to try to do it anyway, but... ugh).