"The Youth Camp - Camper's Cabin" - Iray only?
Ati
Posts: 9,193
Hi,
does the new "The Youth Camp - Camper's Cabin" (http://www.daz3d.com/the-youth-camp-camper-s-cabin) only work with Iray?
The description says "Every prop in the set includes a texture set created for Iray", but I don't really understand how a texture can be for Iray or 3Delight. It's just a texture image, isn't it? Does this mean that instead of texture images that can be used with any render engine, the product uses procedural shaders to produce the textures, and it cannot be used in 3Delight?

Comments
It seems to have the textures + a set of Iray presets for them.
Textures are for any renderer, but they can be optimised to look at their best in a particular renderer, this is especially true for PBR renderers.
From what I've seen, Iray optimized surfaces tend to look better in 3DL also.
My understanding is that iRay (or more accurately PBR) optimised textures are ones that ensure they have any effects generated by light removed from them. Since most textures are from photographic sources, then it is inevitable that some specular etc effects will appear in that photo, and ideally that needs to be removed. The renderer itself will add those kind of things back in during rendering. Likewise you do not want backed in six-packs in skin textures, as this too should be handled by the renderer based on the contours of the body.
Naturally without the relevant bump/specular etc maps that fake these type of effects in a biased renderer like 3DL, a PBR texture might look a bit flat when rendered in 3DL.
Plus of course, textures set up to act as emissive in Iray aren't going to emit light in 3DL unless set to with the appropriate shader properties.
I think it's easier, at this point, converting from Iray to a robust 3DL shader than it is in reverse.
A realistic 3DL shader and light set-up can handle spec and realistic reflections rather than needing them to be baked in. And there are emissive 3DL shaders.
Yes, the baked-in stuff can end up being very limiting. That's usually what makes the older products hard to work with in the newer renderers.
This is why I like having stuff that can ignore UV maps and retexture. The problem comes into older products where the entire thing is one texture.