Has anyone successfully converted this product to Iray?

This looks like it will work for what I need.

https://www.daz3d.com/strange-cave

My only concern is the lack of Iray materials.

Any suggestions?

Comments

  • Given its price, it may be an idea to get it, then be prepared to get some rough stone shaders too - like: https://www.daz3d.com/rough-stone-shader-presets-for-daz-studio which are also at a reasonable price today.

    Regards,

    Richard

  • HylasHylas Posts: 5,284

    I don't have this set but my guess is that it converts well.

    Rock: You might not need to change anything. If it looks too shiny and/or flat: apply IRAY uber base, set glossy roughness to 1, and place the bump map in glossy color.

    Sword: apply IRAY uber base, set metallicity to 1, and glossy roughness somewhere between 0.1 and 0.4

    Water: apply an IRAY water shader and place its original bump map in base bump.

    Flame: apply IRAY uber base, set emission color to white and place the diffuse map there, and adjust lumen and kelvin until you like the result. You will need to place additional lights in the scene to get good results.

  • TaozTaoz Posts: 10,307
    edited April 2020

    I think it's difficult to get the same look with Iray, but you can make it look good.  I've used basically the same method as @Hylas describes here, but applied Iray Uber Base shader to everything first and the Swedish Green Rough shader from Hard Surface Shaders for Iray to the Cave Terrain (the default shader doesn't work well with Iray).  Otherwise nothing's been changed.

     

    strange-cave_iray.png
    1200 x 800 - 2M
    Post edited by Taoz on
  • xyer0xyer0 Posts: 6,413

    The Iray Uber Base shader will do OK. But if you want some stone shaders, I highly recommend Hellboy's Mexico series 1 & 2! Change the tiling and displacement until you get what you want. They are absolutely believable/unbelievable! Best stone shaders I've ever seen because they work like the most excellent materials you've NEVER seen; closer to ShaaraMuse's 3D Scenery than anything I've seen here.

  • There are hundrents of free PBR stone materials. Just use the maps in Iray.

    https://cc0textures.com/list?q=stone

     

  • Awesome thank you for all the tips and links :)

  • Lyrra MadrilLyrra Madril Posts: 282
    edited April 2020

    nvm wrong thread. bad user!

    Post edited by Lyrra Madril on
  • PaintboxPaintbox Posts: 1,633

    Apparently I have the item, if you want I could do a test later :D

  • I would love to see any results people have with this an iray :)

  • SpottedKittySpottedKitty Posts: 7,232

    I think I remember trying to convert that to Luxus at one point. Doing it again for Iray shoudn't be too much more of a brainache.

  • SlimerJSpudSlimerJSpud Posts: 1,456

    Actually, this product looks better, and comes with Iray:

    https://www.daz3d.com/beneath-fire-mountain

     

  • DarkSpartanDarkSpartan Posts: 1,096

    nvm wrong thread. bad user!

    Not really... Long time no see, Lyrra! Hope all's well for you and yours :)

  • I would love to see any results people have with this an iray :)

    Actually, this product looks better, and comes with Iray:

    https://www.daz3d.com/beneath-fire-mountain

     

    That does look good but I am not seeing the water, which is the reason for picking this one as well as the low cost...

  • DarkSpartanDarkSpartan Posts: 1,096

    You can add a cube and use an IRay water shader if that's the biggest problem you have. Worst case, adding a bump from a pool of water prop won't hurt... Much.

  • SlimerJSpudSlimerJSpud Posts: 1,456

    Well, I just grabbed the strange cave, seeing how it's so cheap right now. We'll see what comes out.

  • chris-2599934chris-2599934 Posts: 1,918
    edited April 2020

    Here's my version, just thrown together quickly.

    All surfaces converted to Iray uber base.

    Daz Iray water shader applied to the original water surface. I found it looked too choppy if I reapplied the original bump and displacement maps, so this has just the normal map applied with a strength of 0.1. I also set horizontal and vertical tiling to 5.

    The flames have their base color images applied to emission color as well, and the luminance cranked up to 150000. It still doesn't light the scene well, so I added a ghost light around each pair of flames.

    The set has a bit of geometry to represent a godray shining on the sword. I couldn't get this to work quickly in iray, I'd probably just replace it with a regular spotlight and a bit of fakery in post.

    So yeah, it works fine in iray with very little work required.

    cave.jpg
    800 x 533 - 73K
    Post edited by chris-2599934 on
  • Whoa you have me sold @chris-2599934

  • Thank you all so much!  YOU ALL ROCK! <3

  • FenixPhoenixFenixPhoenix Posts: 3,199
    edited April 2020

    I was curious about this and, since I had the environment, I gave it a go. I added a tiling of four to the cave texture since it looked very blurry otherwise.

    Example 1. Transformed to iray by using the Rough Stone Shader Presets to borrow the settings and then tweaking from there. Added emission to the flames, applied an iray shader to the water, added two emissive blue lights from this light set on the side and replaced the volumetric light with a dispersive option from this set.

    Example 2. Added NGS manual script and tweaked from there. I think I needed to tweak a lot more to make NGS work with this set. But at this point, I prefer the previous version.

    BTW, for some reason, the proper base texture isn't applied to the cave when you load the product. Instead, a mask is applied where the diffuse texture should be. So you'll have to manually apply the texture map for that one.

    StrangeCave_Iray.png
    1000 x 750 - 2M
    StrangeCave_Iray+NGS.png
    1000 x 750 - 2M
    Post edited by FenixPhoenix on
  • SlimerJSpudSlimerJSpud Posts: 1,456

    This thread is turning into a nice tutorial on updating really old props. Great! I used the Nobiax rough grey stone shader. The Nobiax Iray shaders are described in this thread. It's a big download, but lots of goodness in there. I also have the epic props godrays set, but haven't tried tham yet. I also added some bloom to the camera. Render still cooking...

  • SlimerJSpudSlimerJSpud Posts: 1,456

    And I used the RSSY 3DL to Iray converter, but some things needed tweaking, as usual. I cut this off at 85%. Looks OK. It turns out that light prop shining down through a hole in the roof is most of the light in the scene. The Godray prop looks nicer.

    Strange_Cave-test002.jpg
    1920 x 1080 - 2M
  • SlimerJSpudSlimerJSpud Posts: 1,456

    One more render. In this one, I combined the Godray light with the original light cone prop. I set the opacity of the original cone prop to 0.0001 to make it a ghost light. I reduced the intensity of it and the Godray 50%. I moved the Godray around so you couldn't see its source end.

    Strange_Cave-test003.jpg
    1920 x 1080 - 1M
  • Looks great!

  • chris-2599934chris-2599934 Posts: 1,918

    BTW, for some reason, the proper base texture isn't applied to the cave when you load the product. Instead, a mask is applied where the diffuse texture should be. So you'll have to manually apply the texture map for that one.

    Good catch! I also note that displacement maps are present in the directory for all (or most) surfaces, but don't seem to be actually used on any of them. Maybe they get applied in Poser but not Daz. Anyhow, you can go in and apply them to your surfaces if you want a bit more texture. You also have to swap it so that the minimum displacement is -2 and the maximum is 5, rather than the other way round, which is how they're loaded (who did the QA on this product?). You have to really crank up the SubD for it to show up in Iray, so it's probably not worth the bother unless you're getting really close to a particular surface.

Sign In or Register to comment.