Show Us Your Iray Renders
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Yeah, Seattle has had somewhat jumbled seasons. We've had a REALLY unusually warm/dry winter (thanks global warming!).
Ok, new frustrations... while transmitted color does, indeed, become a gel, it also doesn't recognize the map you put in.
And then trying tomsething zarcon suggested... ... glossy color maps makes a gel? WTF, really?
That's weird. But, um, ok
Ok, chalk this up to 'I HAVE NO IDEA WHY THIS IS WORKING' but I'll take it!
Same gel test, but this time an opalescent map in 'glossy color.'
I'm thinking this might give us options to make swirly and possibly even particle effect-like haze... testing!
Can someone tell me where the Iray Base shaders are? Is it part of the installation package, because I don't see them?
Surface, shader, shader presets, Shaders tab, Iray tab has all of them
Thx, but I also discovered that I didn't download the Public Support Content package either. Once I did that, I was golden. Thanks again.
It's NOT 3DL that doesn't have the 'control'...
Bah. Ok, while you can color glossy and it changes light passing through the surfaces, it doesn't do anything cool through the haze inside.
It's NOT 3DL that doesn't have the 'control'...
...true, it does require some type of top coat add on for 3DL, I have a couple, but all they use is the standard reflection channel, nothing for depth, roughness, film IOR, rotation, or bump. I could never get the same rain slick appearance like I did on the station platform in 3DLwithout messing with shader bricks and having to create my own "wet" shader.
Here's my first attempt at a complete Iray render using haze and Dome-scene lights.
...spooky... Love it.
I do so enjoy looking at dark skin. Your render is excellent. I know you said you just started but I've been trying to get the "oily pores" look on skin for a very long time and you've got it down. The light transfer in the fleshy ears is a bit too much i think. But how I do enjoy seeing oily pores. Hahah. great job.
Excellent! Skin is so sugary and shiney! So nice.
That is impressive, very realistic.
Thank you so much for this insight!
Title: 'Waiting'
Took a LOT of tweaking to get the godrays how I wanted. One thing I've realized is that Sun just doesn't work with the haze effect -- you have to put a spot somewhere.
...ohh that's really nice. Like the ghostly cat face.
Well I finally got a crash or two when trying the fake volumetrics out. Wouldn't even render past 1 iteration. Tried it out on Stonemason old Warehouse and Jack's Parkside Corridor. And that was using CPU only.
It's one of those stupidly involved things that probably would have been easier doing in post. ;)
I took a bat demon head, did a dynamic cloth over it, froze that, tilted it back to vertical, then made it super translucent and made the irises glow a lot and stuck it in the wall.
...sounds easier than my trying to figure out how to get the train number in the head code of the Old Railway Thumper. Right now all I have are two blank illuminated rectangles and cannot find where these anywhere in the texture maps.
Four of the major DAZ male figures rendered for the current Members contest - this is only with the delivered iRay shader, no tweaking. From a distance its somewhat serviceable. I should have left the image 'bake' another hour for better glass. But getting there.
Select the surfaces you need to find and then change the view to UV. It should show you exactly where on the map the surfaces are located.
I'm in awe of so many renders shared here, I'm amazed that ds iradium is still in beta and you guys have it so well in control already. :wow:
Does DAZ still do those monthly gallery winner gift cards?? If not, all this definitely deserves that to be reinstated! I'm gonna email to ask!
Beautiful work.
Great looking render, but what's really striking is how the feeling of aliveness you've given to the characters.
Yes! It's energizing and exciting to see what so many people are already accomplishing. I love it.
Thanks, Szark :)
Select the surfaces you need to find and then change the view to UV. It should show you exactly where on the map the surfaces are located.
...for some reason there was no specific surface assigned to the Header lights so that didn't work. I ended up just making my own texture for the numbers. Odd thing is the numbers loaded in backwards for some reason so I had to flip the texture map.
OK kind of a silly question for those from the UK. When I was researching Thumpers on the Net. I noticed in most photos the train with the cab facing the camera was on the opposite track from where it loads in the Old Railway set. is this the case throughout the country? If so then the signals and speed signs would also be facing the wrong directions.
You guys are really creating some magical artwork with the fog/haze/volume effects!
Has anyone noticed a difference in render times between Photoreal vs. interactive? Or how about lowering the sampling or quality numbers under the Progressive Renderings tab?
I'm doing a few renders now to test out but wondering if anyone else has any results to compare with.
Here's a render I did last night of a several years old Terminator model that forum member Wowie told me about on another thread.
This one goes along with the Predator one I posted a few pages back.
I Individually selected the surfaces and applied Iray Metals Platinum to the majority of them, and applied Iray metals Polished Aluminum to his Collar Bones and a few other areas to visually break up the surfaces.
I used an HDRI environment map for the light source, keeping the ISO and F-Stop at the default 100 and 8, respectively, and rendered out to a .png with alpha channel.
Surprisingly, it took a about 90 minutes to render a 1920 x 1040 image. I was thinking it would take all night and had already hopped in bed to let it run while I was sleeping, but I literally heard my computer stop "whirring" while I was reading. I actuslly thought my computer crashed, lol. I was surprised, and relieved, to find out it was done.
I'm guessing since it's an older model it's less polygons and therefore easier/faster to render.
The background was dropped in and blurred out in post, with a curves adjustment to the Terminator to match things up. The Red-Lights over his eyes were applied in post as well. I thought about trying them directly in Iray, but it was past my bedtime and I needed to crash-out.
I think I'm going to try out some fog & haze using this environment map as a background, and through some Rain over it in post.
...that's pretty good looking. Yeah you could use the Luminance shader on the eyes but remember to also add whatever texture map is there to the luminance channel as well.