Show Us Your Iray Renders. Part V
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Experimenting a bit with high quality closeup: http://willbear.deviantart.com/art/Edit-Boy-578942735
...that's great.
Love the "Serenity Landscape" and gunshot thorugh the window scenes as well.
..wow. I like how you got the stars seen though the side widows to make it appear the ship is going into hyperspace. "Happy accident" or deliberate?
...is that using this: http://www.daz3d.com/g3d-da-grass-and-plant-pack?
...or this: http://www.daz3d.com/grassy-grounds-megapack?
...Dustrider and KT Ong, both very nice pics.
Been geting the feeling I was the only one who bought Andoria City.
...that looks very real, better than the old Snow Tool.
Happy accident :)
..cool. Looks like something straight out of an illustrated fantasy book.
...OK end of spamming. Frogot that the thread was about to split and I'd have to resubscribe.
The first, though I intend on picking up the second at some point -- I have a feeling that the instancing in the megapack might be set up in a way more conducive to deforms.
That said, I will not regret having gotten the grass/plant pack, because it has LOTS of cool stuff and 99% of the time just layering a few tilted tiles will do the job nicely.
..I used Skin Builder Pro to mix the skin tones and give her white eyebrows and lashes, then applied the G2F Generic Iray shader to get the proper channels to adjust.
Really hoping there will be an update of the Skin Builder for G3 that includes Iray settings.
...the second one seems like it would work better with uneven terrains.
...the one advantage of the Grass and Plant Pack is that is is optimised for Iray. However applying the base Iray shader preset to Grassy Grounds is pretty much a no brainer.
OH MY GOODNESS.
Tobor, I think, recommended that I look at Decals to deal with covering a surface. And... wow, wish I had poked at that sooner.
Genesis 2
View at full resolution.
Here's a simple concrete decal covering an entire figure. Now I feel like a doof. Wish I had tried this before. ;)
Uh... please define "decals" ...

So how do you know what skin textures are for iray and which are for 3DL? Then there are those SSS mats. No idea what they are for. I suppose they make the skin look better in some lights.
I read in the manual the section about lights and now I am getting better results...that I even like. But it said something about iray settings that it would get into later. But the chapter ended before those were discussed. Is that section somewhere else in the manual? Or is it something that hasn't been added yet.
I liked this very much. I looked in the store for something called edit hair, but nothing came up. How did you get the sides cropped like that. I know the sides are the short hair, but didn't the longer hair have sides too? Can you just hide them? Or were there morphs to hide them?
Thanks.
Menu Create - New IRay Decal Node...
Than select the node and you can edit it in the surface tab and parameters tab ( for 3d objects like G3F you will probably want to set Face Mode to Front And Back and Projection Type to Cubic or something that reduces the stretching of projection).
http://www.daz3d.com/edit-hair-for-genesis-2-females
There's normally a textured hair cap (scalp material zone) as the base hair, but I didn't like it in close-ups so I just set it's Cutout to 0 and added the Really Short Hair.
Further experiments with mossy giants: http://willbear.deviantart.com/art/Flagstone-Moss-Giant-579088947
Decals don't have displacement, so for this particular purpose I may go back to texturing the base thing. But still, very useful tool.
And back to regular material zones ... in the end, I suppose the seams aren't terribly noticeable.
http://willbear.deviantart.com/art/Flagstone-Moss-Giant2-579107814
I really like the look of the surface. Hee.
(Texture was generated in FilterForge)
http://willbear.deviantart.com/art/Lichen-stone-giant-579124785
Here, the seams are more noticeable. Bah.
(If I liked 3DL, this would all be solved, since there ARE parametric shaders for 3DL)
I think that looks really good, but yeah, the seam on the shoulder kind of stinks. For a specialized render like that, maybe redefine the material zones? I'm not sure if that would help or not.
How do you do that? :)
One approach that seems to be promising is using UVMapper to do a projection from, essentially, the camera's point of view. Tricky to set up, but seems to be bearing fruit.
An alternative would be to bake the textures, then take them into a 3D paint program like Blacksmith 3D to paint over the seams.
Woot.
http://willbear.deviantart.com/art/Flagstone-Mossy-Giant3-579249175
Exported the figure as an obj, used UVMapper to get a planar projection UV map from a 45 degree angle, roughly lining up where the camera is. And... bam. No stretching or seams.
It's a touch laborious, and obviously useless for animation, but I don't do animation, so.
...that is really nice.