Show Us Your Iray Renders. Part III
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And that right there sums up one of the biggest differences between a renderer based on 'real world' physics and one that isn't....
Physically based/plausible ,materials will, unless they are actual emission surfaces, always have 'energy conservation'...in fact the calculations/algorithms the renderer uses assume this is true. If the layers add up to more than one, you are now talking about an energy source (emitter) and not a 'normal' surface.
dubby30, first you apply the character you want to work with. The go to the iray uber and apply it (I don't think it even over writes the textures any more). I'll post the settings I used later if you need me to, but I used pretty much what was suggested pretty early on. I have promo renders running and I can't look for a bit.
Dubby: at this point I'd recommend applying Iray female optimized skin, changing the skin surfaces to specular/glossy, and tweak from there.
It will give you a very solid starting point.
Yes thats what i had to do in the shot i took above. The SSS materials were at 100% i had to drop them to like 1.5% But i guess my real question should be more basic to make sure i understand.
Should i load the Danika preset. use the the surface editor to convert it all to Iray Uber base. Then apply the SSS materials...or should i load preset load SSS materials than convert to Iray Uber...or not even fiddle with iray opt and or iray uber shader?
Here's what I did:
Apply Danika and her SSS mat. (I turned off the nips/gens to go under the bikini here.)
Select all materials. Apply Iray Uber Base.
Select templates 1,2,3.
Turn translucency down to .21 (I think that's actually the cause of the issue) and set its color to orange.
Turn glossy layered weight up to 1.0. Set top coat weight to .30. The guys in previous posts are saying you can't do that with top coat weight and gloss but it's worked fine for me so far. I'm guessing conservation of energy does not apply with uniformity here.
This is the result with the Tryst lingerie (which I did not bother converting). I lit it with the environment map at 2.0 and a spotlight at 1 million lumen (because I used Sunny 16 tone mapping settings). This did not fix the eyes but that's a lengthy subject that has been explored more than a little in this thread already. ;)
Thanks Timmons and Khory.
My problem with this model skin Timmons is that if i apply the Iray Optimized skin as you suggest it loses some fine details on Danikas skin, namely the veiny portions of her skin as well as bump details on the face and arms. Also you can see by my render above ..not the example in DAZ but the test render using the Optimized skin makes the top of her legs look dirty and not pale and creamy like her torso.
Daniel
Yes thats what i had to do in the shot i took above. The SSS materials were at 100% i had to drop them to like 1.5% But i guess my real question should be more basic to make sure i understand.
Should i load the Danika preset. use the the surface editor to convert it all to Iray Uber base. Then apply the SSS materials...or should i load preset load SSS materials than convert to Iray Uber...or not even fiddle with iray opt and or iray uber shader?
Here's what I did:
Apply Danika and her SSS mat. (I turned off the nips/gens to go under the bikini here.)
Select all materials. Apply Iray Uber Base.
Select templates 1,2,3.
Turn translucency down to .21 (I think that's actually the cause of the issue) and set its color to orange.
Turn glossy layered weight up to 1.0. Set top coat weight to .30. The guys in previous posts are saying you can't do that with top coat weight and gloss but it's worked fine for me so far. I'm guessing conservation of energy does not apply with uniformity here.
This is the result with the Tryst lingerie (which I did not bother converting). I lit it with the environment map at 2.0 and a spotlight at 1 million lumen (because I used Sunny 16 tone mapping settings). This did not fix the eyes but that's a lengthy subject that has been explored more than a little in this thread already. ;)
MVP for that Sickle thanks so much that gives me a good starting point to tinker with settings to get them to where i want I am greatful!
Daniel
I wonder if bump is being set to 0. Hmm.
As for gloss/top weight, I think the effect of total is >1 is that the skin is extra light, which is not obvious unless other skins are in the scene.
Iray likes bump settings higher than 3Delight in DS. I set mine at 1 or higher often (for mid-range rendering, lower for closeup) where 3Delight defaults can be as low as .03 or so.
I made an elf pirate using the MEC4D HDRI :)
This is V4 wearing "Lassie of the Sea" by Pretty3D with the "Officers of the Sea2" textures by varnayrah (sharecg).The pistol is from "Piratess for Genesis 2 Female(s) "
Also: Given that the normally Iray makes 3Delight maps look overly saturated (because they're not meant to be albedo maps in the sense future maps made specifically for Iray will be), making it paler might not be a bad idea for upconversions.
Here are the settings I used in the render I posted.
I have been rendering images for documentation on caustics, here are a few gems that show off the effect well. I've also played with the new carbon composite MDL and car paint on the Ghost...
The last image shows Bloom and carbon_composite.mdl quite well.
Also: Given that the normally Iray makes 3Delight maps look overly saturated (because they're not meant to be albedo maps in the sense future maps made specifically for Iray will be), making it paler might not be a bad idea for upconversions.
Very good point.
Gorgeous images. I can't wait to see the docs!
I could be wrong about this, but I think the shader automatically normalizes the weights you put in so that they sum to 1 in its internal calculations. That rule is for doing PBR in biased renderers that don't normalize their inputs.
Also, the advantage of using the Metallicity/Roughness mode over Specular/Glossiness is that you don't have to figure out the specular values yourself, the physically correct ones will be calculated for you depending on the value of the Metallicity parameter (if it's 1, then it will use the base color to find the right value, while if it's 0, then it will use IOR).
nice shaders....
http://www.daz3d.com/gallery/users/104656
A couple more of the ghost in a less realistic environment, a bit more "showroom style" to setup materials...
These renders all take under 2 minutes on a dual Quadro K6000 setup.
I only updated a couple shaders:
- Car Paint Sunburst ( turned off the metal flakes)
- Carbon composite MDL (turned off the orange peel effect) Wing, bumper trim, exhaust and diffuser
- Metal Magnesium alloy (wheels and rear light housing)
- Glass Thin (all glass elements)
- Metal Brushed (brake disks)
- Metal Chrome (mirrors)
- everything else is untouched...
I really like that iridescent effect! So that's all shader based and not from a map?
Thanks everyone for advice. Here is a test of what i got so far. I used Sickles advice as a base. What i didnt do though is change the trans. color. I actually just use the base it was but made it a little lighter color i also made the trans weight even lower i want to retain her paleness...its a personal preference on this model.
Also i lowered a bit the top coat weight to .22 cause in this light it was way too shiny...actually i think it should go a hair lower.
Thanks everyone
Daniel
Thanks Khory i saved that image as a reference. Appreciate it.
correct, all shader based on the carpaint. The carbon_composite.mdl does use a couple maps to create the weave effect.
Maybe. But if in doubt, following the rules will give you results you'd have to expect if it doesn't. I guess you mean the renderer, the shader defines how light will interact with this material. Question is, if DAZ's Iray 1.5 version normalizes. But even if it does, I could save it some work to do by not getting above or below 1.0. I'd bet it would save you some rendertime doing so.
Nice, good to know. Thanks for this, didn't know that it will calculate it for itself using Metallicity/Roughness mode. But even then, using Specular/Glossines and the correct specular color would save the renderer from doing the calculations itself. Less calculations, less rendertime (depending on the amount of various materials in your scene). Getting the correct value will take less than 5 seconds if you put it in a prepared Excel- or Open Office-Calcsheet.
See it like, if you clean up the dishes/floor/whatever for your wife/girlfriend/whatever will save her/him/whatever from doing that.
Which results in that she/he/whatever have to work less and so has more time to be good to you. :-P
I'm not a real pro concerning PBR/PBS rendering, but this is what I've learned from literature about:
Glossy Layered Weight & Top Coat Weight: working in a linear PBR environment, the sum of all layers should be 1.0, not exceeding or be lower than this value.
Glossy Color: should always be 1.0 - 1.0 - 1.0.
The color of reflections is based on the wavelength of the light and materials used. Reflection of a special wavelength of our sun is always pure white, adjusted be the refractive abilities of a given material, and the coloring of the reflection changes with a different wavelength.
If you change your lighting to a wavelength which will normally give you f.e. a blueish tinted reflection, your reflection coloring will be different from that. Say "good bye" to Einstein-Universe. ;-)
Glossy Specular: is connected to the Refraction Index/IOR value of the material. The formula to calculate the linear sRGB value for a correct specular color is:
Specular Color = (“Refractive Index” - 1)² / (“Refractive Index” + 1)²
In case of a Refractive Index of 1.56 it's 0.047852 - 0.047852 - 0.047852
Top Coat Thin Film IOR: as long as you don't change your value of your "Top Coat Thin Film" to anything else than 0.00, changing the IOR is a waste of time since there isn't any thin film at all.
Glossy Color Effect: Scatter & Transmit: as I understand SSS, since you shut yours down, "Scatter Only" would be more correct, since there's nothing the renderer could "transmit to". May not be a great thing, but I guess it will save it some uneccessary calculations.
Be good to your renderer and your renderer will be good to you. :)
This is SOOO helpful!!
now I can go back and update all my mouth/teeth shaders too!
thank you!!!!!
I'll repost updates later!!
There is a lot confusion lately with all the info
Maybe from now we indicate what Base mixer we used and for that the values
what is good for Specular/Glossiness base mixer would be wrong for the other, that include the albedo color and specular values
That why under Specular/Glossiness the Glossy Specular is always whiten 1.1.1 on 1 value, including the weighted value 1, but what change is the Specular color only (chromatic for non metals)
so things in real world can be so or so.. but the calibration of the both shader mixers can be slightly different
I am preparing charts for both shader base mixers so that will be much easy for people to understand and easy to test stuff out .
And that right there sums up one of the biggest differences between a renderer based on 'real world' physics and one that isn't....
Physically based/plausible ,materials will, unless they are actual emission surfaces, always have 'energy conservation'...in fact the calculations/algorithms the renderer uses assume this is true. If the layers add up to more than one, you are now talking about an energy source (emitter) and not a 'normal' surface.
Beautiful done Vince, the best car surfaces so far I saw .. I love how it react to the different light conditions ..just perfect in my eye
...moved to the correct thread.
It may be as a lot is loaded and the HD is too slow to write down the info and you get No responding , mean the program need more time to write it down .
After the last build I load everything so much faster also real time rendering when rotating the scene , the frame speed in view port real time rendering with Iray before was 9 now is 22 as I overclocking my graphic card for rendering time lol
The problem is that most software put temporary files on the SSD main boot drive , I had to switch to my other HD with Zbrush as it keeping crashing due to low space as it take all from my boot drive while working, now everything is fine.
I wish I know how to change the temporary files location it in DAZ studio
A good start Daniel, still a lot of us experimenting with skin textures etc, and lots of advice to try out from these threads. All part of the Iray rendering fun ;-)
Cheers :-)
...ahh messed up, this was supposed to go on the Beta thread not here. Didn't have my morning dose of caffeine yet.
Lol no problem at last Iray related ..