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I agree, in the end it's all about the results. I have been using Daz for a very long time now, and struggled with getting results to look as realistic as possible. So for me, I see this as a means to an end.
I wanted to much
3 houres of rendering and not even 1% finished.
I just put too much stuff in this scene for inside and outside and now my 3060 12gb GPU is obviously at its limit.
Ghostlights don't help reducing render times, I've tried it.
But hey, it gives you an idea.
i dont think that scene shouldnt take more than 12GB vram. What is in the render frame looks like a fairly simple amount of geometry and textures, so i assume what is taking up vram is out of frame.
As to whether it is photoreal, I think it looks good because the assets are good quality, which is half the battle. I dont think this detracts from realism much, but i think the glossiness on the couch/sofa is perhaps too much for standard fabrics that you would expect for such furniture.
Got a Genesis 8 Male character. The skin looks a little flat and pale when spotlight/s are used. I've been fiddling with the skin's surfaces to get it to be life like.
By default, the skin comes with Translucency Weight Off. I've turned it on to a low level of 0.020. I've seen in some other characters that Scatter and Transmit is on. When it's on, White is seen. SSS Texture is Off as well. Should I persevere with it or just use Scatter?
Be good if there was a Skin Builder for Genesis 8/8.1 instead of just for G8 Females.
Overall, it sounds like it would be easier to use a different skin shader setup (and then plug in new maps) than try to tweak all the variables on this preset shader set up which seems like it might be far away from where it needs to be
I don't think you mentioned which shader you are using? If you are using Iray Uber or PBRSkin, I think the transluceny weight should be quite high, e.g., at least 0.85 for most skin tones.
I assume by SSS Texture you are refering to Translucency Color map. By 'Off' do you mean you don't have a corresponding map for this channel?
If so, you can use the Base Color map for Translucency Color. (Isadorekeegan used the base color for Translucency Color in their shader set up: https://www.deviantart.com/dfggcxbbb/art/Proper-Subsurface-Scatter-Shading-For-Human-Skin-845149749)
If you cannot get desired results, i suppose you should use the one that gives you the results you like.
In Daz, you can copy surfaces from different figures, so if you like settings on something you made with Skin Builder on G8 Female, you can copy/paste that Surface to G8 male and then swap out the texture maps.
I have been quite successful with the Altern8 skin shader system.
https://www.daz3d.com/altern8--skin-shader-system-for-genesis-8
Choose your maps and apply the "No Maps" materials from the library to them.
Could be an extremely high-res image and/or many of those textures could be 4k+.
yes
and
yes
It is possible to achieve realism in DAZ iRay but it takes a tremendous amount of time and effort.
This image
https://www.daz3d.com/gallery/user/5392988800811008#gallery=newest&page=1&image=1311923 was my best try at realism and even then people might still find issues. This was out of the box so no Ai or Post Processing. This was still G8 so it would probably be a lot easier nowadays with G9 but since I haven't worked in 3d for quite some time now others can chime in on that.
With Ai img2img it's not that difficult to achieve realism from your renders or even screenshots like Bluejaunte mentioned and it's a completely new image created by another artist based on your work.
Now would I still spend days achieving that kind of realism in DAZ, especially using an intel Mac with AMD GPU? HELL NO!
So I can understand both arguments from Charles and Bluejeaunte.
I've mentioned this in the Ai section of this forum. If Daz desperately wanted to get involved with Ai as well they should have implemented an Ai img2img workflow at render stage. No prompts, just a revolutionary new render engine, replacing iRay, that renders out the image as a 3d render, realistic photograph, cartoon or sketch, whatever!. Later on they could have expanded into adding postprocessing techniques like effects, different backgrounds, etc...
So rendering in seconds instead of minutes or hours with much better quality. Now imagine the same process for animation.
Can anyone confirm something I read regarding the discussion on "Spectral Conversion Color Space" starting on page 61 of this thread?
What I think I learned was that any choice other than Rec.709 will result in over reddish skins. I got the same differet skin color shots as seen from Masterstroke's examples on that page. I have little to none knowledge of color theory and my understanding is that Rec.709 is SDR while Rec.2020 is HDR. To get rid of the red skins, the texture maps need to be HDR if we want to render in Rec2020 in Spectral Rendering, which Uber and PBR skins are not. Is this correct?
Will the upcoming OmniSkin be HDR?
This is Iray only, with Tone Mapping Settings.
Model is Lil'Bee by SdeBStore
Hair is Lucie Hair by Rosseliani, with a free Mat Preset adding a Normal map to simulate hair waves.
Does it look photoreal?
That's generally correct. You definitely have to change lighting and Environment when switching to Aces. You don't always have to change the surface settings. There are quick fixes or more indepth fixes for the reddening you sometimes get. If you can share an example we can step through the fixes?
Thank you. The additonal redness I saw on mine are exactly the same as what Masterstroke posted on pg61 here. Now I know the reason I am going to stay with Rec.709. Having to adjust color mapping for every render is not a learning curve I want to climb at the moment. I will dive in if Daz adds HDR skins in the future.
The quick fix is trivial
...
The attached is basic G8.1 before and after Acescg
Change the Tonemapping - Whitepoint...
The colour I'm choosing is, "The amount of Redness I want removed!"
Experiment with this, I like to leave a bit of redness...
from left to right, No Acescg, Acescg with fix, Acescg without fix.
how far we have come.. been out of the loop here for over a year working on getting things done...this starts as Daz and then gets this. This is just one part of the whole process, a base set for Lora training. train it for Flux-Dev use with Flux-Krea and WOW the results are amazing.
I'm still finalizing my github ComfyUI nodes and will link them when finally published.
ComfyFacePop2.01
ComfyChucksFlux
and
Comfy Nano Banana Lora Trainer
The goal here is to use img2img on ones Iray Daz renders as post work. You can use the loras for stand alone txt to img, but that is not my goal with this.
keep in mind lighting and "type" of lighting is a big influence on the materials and results. Try good true HDR as well as sky light (which is an HDR I believe) as well as spot lights or distant lights and compare those as well.