Show Us Your Iray Renders
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Project Iraydium
This is my first post with an Iray render however it is my 3rd scene familiarizing myself with it. Hopefully I can go back and post my first 2 attempts. My first one is crashing Daz, I think because of the water or maybe the environment. The second one is just a matter of getting the water to look right.
First pic is with some postwork, second one straight render. Not trying too worry about skin to much at this point, playing around with lighting, and surfaces/materials.
Yes, when I said I converted it to thick glass that's what I meant. Still hangs. That, the backlight which creates the shadow, and the bad guy (lo res figure from Predatron) are the only changes from an earlier version that works fine. So I am assuming my poor old machine just can't handle the light passing through that window for some reason. Oh well, on to another project. I do think it's neat how well the translucency works and how easy it is to get the effect. I'll bet on a better rig than mine it'll be a great effect for people to work with.
Nothing I do seems to work. I've tried Genesis/full-body, Unassigned/full-body, and a bunch of other options. In every case, the mustache sides hover outside the face.
So I went looking for an answer and found one. It was quoted by another poster, (vwrangler,) but I couldn't find the original post. Basically, the default expressions from the G2M morphs pack are set to not allow autofollow on purpose. This prevents an expression morph from distorting items such as a pair of glasses or a pair of earrings.
It sounds like you haven't tried my suggestion to auto-fit the beard to "none" and then auto-fit it back to the G2M figure after setting the expression. But there may be another way, too. Based on the vwrangle quote, it looks like you can also go into the parameters for the expression/expressions you are using and set it/them to allow autofollow. That should work fine if you're not planning on giving your character either glasses or earrings.
Opps. Duplicate post.
A simple lighting and skin test. Three spotlights set as 20 cm disks and spread to between 100 and 180 degrees. The skin is the G2F Iray shader and I've applied Iray shaders to the gun. I let the rest of the scene auto-convert.
I did try it, it did the exact same thing.
I will try to figure out the parameters, heh.
I did try it, it did the exact same thing.
I will try to figure out the parameters, heh.
Hmmm... I wonder why it worked for me and not for you... Odd.
Well, I hope the parameter settings will work for you.
play with iray )
Absolutely Gorgeous!
Still fighting with a good skin setting, and thanks all of you for your suggestions. I still don't think the SSS is prominent enough. While less is better than too much I'm not sure it is even working. I might try a really odd colour and see what happens.
On the plus side I have found out how to align the HDR environments:-
Hide all of the assets in you main screen (unless you have a monster GPU) switch the screen view from shaded, or your preference, to Iray. You can then see the HDR environment image as a background. You might get away with using a cube or something as a dummy asset if need be. Changing the environment settings can then be seen on the screen. Hoorah! :-)
Just something I wanted to share.
So far all my renders rendered fine. No problem so far. I used HDRI, used HDRI in combination with a spotlight, used IBL, IBL with spotlight and even IBL with a little headlamp for fill
That was untill yesterday trying to render a simple scene with V4, a reflective floor and a wall in the back. Due to nudity I can’t show it her.
I used a 3 point photometric preset I found on the net. It lit the scene the way I wanted it and frankly didn’t pay attention to the position of all three lights. DAZ stalled and crashed after about 17 iterations. After that followed a lot of trial and error. First of all I found out that two of the three lights were of no influence to the scene lighting. Eitther behind or under objects. When rendering with the one remaining light it went fine.
Just to see if the amount of lights were of influence on the render I added some. No problem, although I haven’t tried very large amounts.
My computer is running on CPU only.
At this moment I’m guessing that the positioning of the lights is of influence to DAZ crashing. In a way it makes sense. If you have a spotlight aimed at a wall with nothing around, it will bounce back in infinity, with DAZ still calculating. So carefull placement of light is a thing.
Oh yeah .... by accident I made this a new topic in the The Commons instead of a reply like this. Can anyone tell me how to remove the topic.
Looking good. One thing to keep in mind, and it has been mentioned before. The use of the HDRI map as a decent background within the environment map depends heavily on the size. I found that 8000x4000 of 6000x3000 looks good as an image. Haven't tried yet, but I guess that anything with an aspect ration of 2:1 will work.
Awesome:
I really like the eyes, lips and hair.
"The Tomb"
IBL (using a Light probe that came with Bryce) and the emission material shader, that's all the lights in this scene.
A Little too much
played in this with a few textures and shaders. A lot to learn there
And the frosted Glass takes a lot of time to render ;)
-----------------
Ok, the Frosted Glass is not the Problem
I dont know if this error makes the rendertime longer (10+ hours) but one of the walls (left wall) from (i13 delux Living) gives this error message in the log files.
WARNING: dzneuraymgr.cpp(256): Iray WARNING - module:category(IRAY:RENDER): 1.8 IRAY rend warn : RTKernel: please check the input geometry (degenerated/inefficient RT hierarchy)
Yeah, I can't figure out the SSS settings either. Whenever I change something, either there's no visible effect, or the skin tone changes too much. It would help to know what units the two measurement distance sliders are in...the defaults are 0.1 for both of them, but if you convert an AoA skin shader with UberBase then Transmitted Measurement Distance gets set to 10. Seems like something is out of scale here? I dunno. Also, I think SSS direction needs to be non-zero to see any effect.
SWIM AWAY!
Took a bit to get the light rays right. Another thing I'm finding is that HDRI is great particularly when it's not actually all that visible -- it fills in the backdrop and provides some filling background light, even if set really dim.
In this image, it's a cylinder with haze applied, then a plane above the camera with a very black and white cutout mask to help make discrete godrays. Without HDRI, there was a lot of bright background plus checkerboard faintly appearing. With HDRI, it provided a great subtle sense of depth.
Alas, I do not have any sea predators, so I ended up using suchomimus (which I'm pretty sure didn't openly swim like this), but hey, teeth.
Yeah, I can't figure out the SSS settings either. Whenever I change something, either there's no visible effect, or the skin tone changes too much. It would help to know what units the two measurement distance sliders are in...the defaults are 0.1 for both of them, but if you convert an AoA skin shader with UberBase then Transmitted Measurement Distance gets set to 10. Seems like something is out of scale here? I dunno. Also, I think SSS direction needs to be non-zero to see any effect.
I've been using the suggested -0.5 direction. I'll give this a change and see what happens. I agree that the whole distance set up is confusing.
I'm trying with a studio light type set up to see if it is the HDRI environment lighting killing any SSS due to the overall lighting effect.
I am also finding the lighting set ups to be using massive settings to get a reasonable level of light. All very confusing.
My go-to SSS settings are 2 transmitted distance, .5 SSS measurement distance, .3 weight, -.5 direction.
Direction is where scattering happens relative to path of light. So a positive direction means that if light is passing through the object, it looks more occluded to observers on the other side (I think), while negative means it looks occluded from the same side as the light.
So, I THINK, negative values are good for objects we want to look cloudy, while positive values are better for haze effects.
Transmitted distance affects how much the color applies over distance. .1 would mean the object is pretty much colored immediately, while 2 or more requires a bit more distance before the effect is noticeable. Frankly, I'm not sure how much it matters for skin. (I'm also unsure how important SSS is overall for skin if you are using any amount of translucency)
Did you set max convergence to 99%? Sometimes convergence will stop it early too. You might also try setting quality to 2 or 3 if you want it to render almost forever but have a good chance of it looking good when you're ready to stop it.
How do you stop it? All I know of is cancel. :)
Wow, great renders folks, and considering all this is from a beta public-build....amazing :coolsmile:
I have spent a large portion of the day playing with Sai Fon Hair and posted the renders here http://www.daz3d.com/forums/discussion/53879/P60/
I am very pleased with the results so far, and really like this Image. The model is G2M with Brodie 6 textures applied.
Details are in the above link, and this render took 756 Iterations and 2 hours to complete.
Credit given, as condition of usage, to HDRI Sierra Madre B used in this image, and supplied free by http://www.hdrlabs.com/sibl/archive.html
:-)
Still playing around with skin settings as well.
Looks fine to me.
I like this one too.
Well done. I'll try to replicate this one in a not so distant future.
...looks nice. Did you make the apron an emitter?
I'd love to see it finished but don't rush it.
How do you stop it? All I know of is cancel. :)
Cancel is stop. When you think it looks good you hit cancel, go to save render and that is what you will have.
For the question of distances. Unless otherwise noted, (usually in the parameter itself) in DAZ Studio one unit is one centimeter.