Show Us Your Iray Renders. Part IV
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Does anyone have any recommendations for making wings look translucent? I'd like to make the wings from the Succubus Accessories set look thin and show backlighting if possible. Thanks in advance for any tips.
I'd start out with very high translucence and adjust the cut out and SSS till I got what I wanted. You may want to try and sort up a map of some sort for strength for the translucence slot so that the bone parts are not as translucent.. you may also want to play with the translucence color some as well.
Looks good!
After much whining and gnashing of teeth and being convinced that Mec4D was using some shader that we weren't, I then realised that all I needed to do was add a light. Now I have, this is the result (Click for large image):
Holy wow! even I didn't expect it to be that good! Now we're talking!!
CHEERS!
PS (How do I get rid of that sharp line between the iris and the sclera?
depends on what you are using. I haven't had this issue but I have seen it in Octane renders too. Some eye texture sets come with a Opacity map to get rid of that line.
I put one of them into the cornea and it's still there. There's probably something I forgot to do..
CHEERS!
also try a dark, almost black diffuse colour for the cornea as it looks a little washed out IMHO. IOR of 1.34 at 1.00 strength
Ok, will do!
CHEERS!
True, but irrelevant. They are general updated drivers.
Make sure irises, pupils, sclera are using the same texture map. As for the skin definitely you've improved, way to go.
I'd go .5 translucency, .15 transmitted measurement distance and scattered measurement distance, transmitted color to white, for sss direction if your light source is going to be on the back I'd set it positive .5 so scattered light reaches the camera.
I read that PBR gloss roughness maps work on the reverse of what DS/3DL uses. So black would be more and white less so I tested this just now. I got a spec map and Inverted it, plugged it in to the roughness channel and to my surprise it works. Now I always thought when DAZ3D implemented Iray they kept it like it was in 3DL. Can someone test this just in case. My spec maps are pretty dark with the white parts really bright before Inverting.
Another option, re: wings, is use actual transparency and up the roughness.
Szark, don't forget that PBR stands for a type of render engine not a type of shader. Iray uses the MDL shader language and as far as I can tell it works the same way that 3dl does as far as black and white decreasing and increasing. I did a couple of tests and it seemed still the same to me. I tested in both the glossy layered weight slot and the roughness slot. Not to mention that everything we converted with a click would be have been noticably screwy all along.
ture but it doesn't explain what I am seeing. I also tested it in the weight channel and came to the conclusion that is was the same as 3DL but the roughness seems to me to be different.
Thanks, I had another go,
This time I just set the spotlight at default but with a disc emitter, then I let the tone mapping do the other work. This is something I should have realised when watching Mec4D's video except she never showed her tone mapping settings. Another thing she did was to use depth of field on her camera, this is something I have NEVER been able to get on with and it'll take me getting a GPU for the screen to update fast enough for me to see what on earth I'm doing. I leave that off for now.
Here's the pic
I'm getting the hang of it, though I'm dreading how much hair and clothes are going to add to the render times. He took 25 mins, which I'm happy with. Cath took 12 mins to do a fully clothed figure with one of her unshaven beards on it, mind you, that's what you get when you have a pair of Titan X's to play with. I'll just have a GTX960 when I get it.
CHEERS!
PS (I put the cornea map in the correct channel and lowered the diffuse.)
Loving the Iray
Documentation is your friend. http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/shader_general_concepts/start
further to my last relpy I am doing the gloss in Top Coat only and for an example I put the normal spec map in the roughness for the lips set to 0.60. The map has the lips bright white and when I render the lips are dull. Inverted the spec map so the lips are dark and now I get gloss. Things like this makes me think I am right hence why I have asked others to try it out.
The only strength map apart from bump that I use now is an albedo map in the translucency colour channel, I don't think you need anything else, not for skin anyway. That was how that last render of Boris was done. To my mind, specular maps as we knew them are largely redundant.
One thing you can do is something Kettu taught us in the 3Delight thread and that was the Oren-Nayar value for diffuse roughness which is 0.579386. I've been using that the whole time.
CHEERS!
yeah I have read it over and over since DS/Iray beta came out and nowhere does it say about spec maps being inverted ot not. I did assume what Khory said was right but my testing shows different results.
I still think they are needed as parts of the skin have more shine than other parts and we need strength maps to define that
Thanks for that, copied and saved as a .pdf so I can look at it when I'm offline.
CHEERS!
The roughness channel determines the roughness of the surface so a high value is rougher than a lower value, that explains why the spec maps need to be inverted.
Different people do different things, I guess you go with whatever you think looks right. I'll try putting one in Top Coat Weight and see what it's like though...
CHEERS!
Thanks for the wing advice, I just tried some of those settings and am getting improved results.
and that is what I am still getting no matter what settings I use. Thanks jestmart
I just tried putting an inverted spec map into Top Coat Weight and stopped the render after 3 mins as I couldn't see any difference:
CHEERS!
no inverted spec maps goes in to the Roughness channel. Non inverted go in to the weight channel but be warned the weight strength map (spec) needs to be lighten a lot. The black of the spec map is far too dark to be of use. What I did was to take the spec map into PS and adjusted Brightness and Contrast to make it a lot brighter for the weight. For the roughness I just Inverted.
It is best to be sure, and can also make sure it supports the latest version, currently at CUDA 7.5..
To be sure they support CUDA check the documentation.
Under additional information, check release notes. As shown the latest drivers (GeForce Game Ready Driver, Version: 355.98 WHQL) do support CUDA; search the pdf for CUDA.
Oh, I'm sure when we were doing that in 3Delight we used desaturated diffuse maps. I can't really be bothered right now. I'll see what yours look like....
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