Show Us Your Iray Renders
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Another revamp (since it's interesting to see how things end up with new materials and rendering, after I've already done a lot of work!)
King's Gambit (there is a follow-up I will work on, Schallop Defense! Ha ha)
Lots more great renders in here, amazing work everybody.
Hopefully I can ask this here, and someone can point me: what are the good strategies people are coming up with for dealing with the headlamp? I have a scene where I'm using mainly an infinite sphere environment hdri as the illumination but I also have one photometric point light. Because the environment light does not seem to be simulated, the workspace becomes completely dark with the headlamp on "Auto". The point light of course is too weak to illuminate everything. I then explicitly turn the headlamp "On" just so I can see what I'm doing. But then I have to remember to turn it back off before I render. I just let a render go for ten hours before realizing I'd screwed it up with the headlamp still on. Anything I could be doing better here that would help me avoid this?
Always turn the headlamp to off first thing on every camera. Then use those cameras only for rendering through and use the perspective view camera to navigate the scene. That's what I've been doing.
Always turn the headlamp to off first thing on every camera. Then use those cameras only for rendering through and use the perspective view camera to navigate the scene. That's what I've been doing.
Thanks Sickle, will try this. Rendering again now, so can't test, but I think what I was experiencing was that since I had the point light too, even the perspective view was dark when I switched to it when headlamps were off or auto... but I may have missed something and will try again.
Storypilot, use CTRL-L to toggle light preview on and off. It will let you see your scene to manipulate items, but won't affect the render. Then you can leave the headlamp off but still see what you are doing in the viewport.
Someone suggested, and it works for me, on the Camera viewport, set the render type (the sphere with the down arrow) to Nvidia Iray. That will give you a fairly quick (quicker than a test render) idea of what your scene will look like.
@ barbuit - Thank you! I forgot about that completely. I've gotten so used to ambient lights and UE2 in 3delight which generally give nice overall light, it's usually enough to work by with the light preview on.
@ tjohn - thank you for that tip as well.
A test using jag11's volumetric tip. I do like the Daz freebie hydra.
Wow!
Editing to add: Also, when was the hydra free? Sad I missed that.
Wow!
Editing to add: Also, when was the hydra free? Sad I missed that.
That turned out awesome!
And thanks for the CTRL L thing, barbult. I didn't know that! Very useful.
Busy trying to make a SkinBuilder Iray preset. Here is a test render. Still have lots to figure out:( This shader is breaking my brain:(
That looks very nice, Zev0!
My favorite render so far!
Here's one I managed to squeak out.
,,,wow, that's killer.
...ahh! Flutterrby face!
Sweet.
http://www.daz3d.com/forums/discussion/54239/
Everyone's renders are looking really good, and the fog/god-ray effects are really cool. :coolsmile:
Excellent renders, very inspiring.
Another WIP. Stopped at 70%.
Thanks for the suggestions, I'm quite happy now with the irathient
Started to work on the Castithan
Very nice.
I'm still not feelin' the settings for the wood I'm looking for.
I was looking for a high build smooth polyester surface with texture to the wood grain below but I can't get enough bump on the base without it telegraphing the surface.
More attention needed on the SSS for the skin as well. While I don't want it waxy, a hint more wouldn't go amiss.
Wow!
Editing to add: Also, when was the hydra free? Sad I missed that.
Freebie hydra, when? where?
Nice volumetric fx
Hmm, it was a long time ago. Maybe I'm getting it wrong and I bought it on a whim years ago, or it was part of a deal ages ago :/
Thanks to everyone for the comments.
Hmm, it was a long time ago. Maybe I'm getting it wrong and I bought it on a whim years ago, or it was part of a deal ages ago :/
Thanks to everyone for the comments.
Well go figure, I did quick search and wouldn't you know, its in my downloads library. I probably picked it up then too.
http://www.daz3d.com/hydra
Thanks Sickle, will try this. Rendering again now, so can't test, but I think what I was experiencing was that since I had the point light too, even the perspective view was dark when I switched to it when headlamps were off or auto... but I may have missed something and will try again. In texture shaded view. L will turn on and off, what I like to think of as posing lights.
Just awesome looking.
More and more getting into the details. Lots of info but all very usefull.
Two posts. The pool is lit by Sun-sky settings only. Only the water is done with Iray shader settings. Used a wacky wide angle setting on the render. Background is added in Photoshop.
The Silver Surfer (I know the board isn't right) is done with and HDRI map and Iray settings on the subject. Postwork on the motionblurr.
This brings me to one thing.
I found that you need HDRI maps at 6000x3000 px or 8000x4000 px in order to make them usefull as a background also straight within the render. Others are warped or uncontrolable. As a matter of fact, that's what I dislike about them to begin with. No easy to move, not able to scale and so on. So I use it as a lighting source, with dome turned off and than add it later as a backsground.
Is it me or am a doing something wrong?
I've been having the same difficulties with using HDR images, and wondering what I'm doing wrong. I've been pulling my hair out trying to get them to be anything but a blurry mess. I change it to finite sphere, but the settings there seem to do nothing but change the image's colour if I push them too far.
So far I've mainly used HDR when I don't care that much about what the background looks like and want a quick, easy, quality suffused lighting on the objects.