Show Us Your Iray Renders. Part V
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How do I convert them?
..I love it.
...in your Daz Daz Studio Formats/Library/Shader Presets their should be a folder titled "Iray ". Open that up and the first sub folder should be named DAZ Uber. This is a basic set of Iray shaders that comes with the programme. To to convert to Ira you can use the generic "Iray Uber Base" shader.
To make the conversion first open the scene tab and select one of the elements by right clicking, This will open a dialogue box with several options, choose "Select/Select Children", which will select all the components of that item (depending on what it is the list could be pretty long) so do not worry). Next open the Surfaces tab. and you should see all the surfaces highlighted (again if here are a lot you may have to scroll down). Finally double click the Iray Uber Base Icon and all surfaces will be converted to Iray (you will see a different set of sliders appear in the surfaces tab). You can also convert individual parts of a scene element such as glass metal & the like using the appropriate shader in the collection.
Note: This is just the bare bones basics as like with 3DL, Iray shaders can be individually adjusted to have different characteristics.
If you are using G2 there should also be a generic skin Iray shader under People/Materials/Iray for both G2F and G2M (sadly none for the original Genesis). To use this follow the same steps but when applying the shader, hold down the CTRL key which opens a dialogue that gives you a a choice to "Replace" or "Ignore". Select "Ignore" to note overwrite the skin map you are using with teh generic one (it will still be converted to Iray). Apparently G3 skins are all Iray compatible or have options for both Iray and 3DL.
Hair is a bit trickier as some older heavily transmapped hair will look "thin" compared to when it is rendered in 3DL. One trick I learned is to increase the cutout opacity above 1.0 You can reset the parameters of the slider by clicking on the little gear which opens up teh slider's preferences Just change the maximum value (I usually set it to 2.0) then experiment a bit. I usually find values of between 1.5 and 1.75 work the best. If you have Sloshs' UHT shaders for Iray or Mec4D's Unshaven for G2M these can also help make older hair content look better.
Hope this helps a bit.
Looks great! I really like the lightning and materials.
Just picked up Palenque ruins. I think that's a recent RDNA transfer?
Mixed it with some enchanted forest trees, DA's grass pack, and King Cobra, plus some filters.
I picked that up today too - actually it's quite an old one - 2008 by the ReadMe and by Redhouse Studios (Jack T's old setup). You've made it look rather good - I haven't played with it yet.
I'm often happy with how well old content can spruce up with new shaders. The textures are pretty good, though I'm not sure it will hold up to a very close scrutiny. The biggest problem is the ground, which is a fairly simple surface... which is why I jazzed it up with grass and whatnot. (In 3DL, a good grass shader would do the job, too)
Experimenting with Colm's Hi-Key light set. I love all his sets and in combination with his tutorials, his lights have helped me enormously as a DS newbie!
I found this over at DMI-3d in .LWO (Lightwave) format, so I was curious how it would convert and render in Iray. 913 thousand polys and 45 minutes later (15 to set up the shaders, 30 to render), LOL.
I had a strong Sarah Shahi vibe while I was working on this.
@FSMCDesigns That's a very sweet looking car! Nice!
@Blacksting I love the B&W image. Nice lighting!
..nice backlighting. I hear you on UE GI. Not just a pain to set up but on my system almost glacial render times.
..some of the best quality skin I've seen. Definitely does have that studio photo look. My characters' skin tones still look too rubbery.
I think you've perfectly captured the essence of the the lady but where's her artillery? She looks naked without it.
Cheers,
Alex
Testing this sword in Iray, I really like the blade. The potion bottles are from a past freebie and I just wanted to use them at least once :P
Playing with new forge golem...
Finally got some of this content working, yay! Textures still missing, but thanks to Mec4D and Parrotdolphin... textures ahoy hoy
So, my latest which I'm posting in the appropriate groups so sorry if you see this more than once! :) I like how he turned out! A little bit of post because I wasn't crazy about how the texture of the jeans looked in Iray. The converter didn't do a great job changing the 3Delight materials to Iray. Although not terribly bad, I wanted the jeans a little darker so I did that in GIMP and added a bit more texture to them. I'm learning all kinds of postworking techniques. I'll be uploading a mini-tut to my laboratory thread by tomorrow morning if anyone is interested in how I did it with before and after shots. Most people already know how to do these kinds of things in post, but there are still some of us relative newbies to postwork who might benefit from what I'm learning. Anyway, this is Ragnar by gypsyangel and I used UHT2 on the hair which I'm really loving. I used Fit Control on the jeans just because I wanted them lower on the hip than they normally sit right out of the box.
This is a combination of several things. First, UHT2 hair. Woo! Second, the topic of procedural skin and HD stuff came up.
The skin of this figure uses one of my upcoming WTZ shader presets. (Nails, inner mouth/teeth, eyes, eyebrows are other stuff)
All the detail and texture of the skin is driven primarily from HD morphs (base figure HD, vascularity, aging HD morphs)
http://willbear.deviantart.com/art/WTZ-Marie-619382076
I've also been trying out some items in the current $4 ex-RuntimeDNA sale. Here's Dragon Keeper hair updated with a few Iray Metal and Gemstone shader presets. The hair itself is UHT2 but I think it still needs a bit of work...
...well, looks like it's back to 3DL. Just learned on another thread that the EVGA is discontinuing the Titan-X as it appears everyone is jumping the Pascal bandwagon. This pretty much makes my new system design plans moot as I need that 12 GB video memory for the scenes I produce.
...or win a lottery so I can afford a couple Quadro M6000s.
KK: Bah. I was counting on older cards getting cheaper so I could get a 'just behind the curve' machine later this year.
Anyhoo, another render:
...looks like you combined the London Townhouses with the doors from Tin Pan Alley.
It's actually (a very small) part of Urban Sprawl 3. Deleted almost all of the block, heh.
And here's another test of my WTZ skin shader presets. Again, it works really well provided you have good HD morphs to add definition to the actual model.
YES! Wanted this product for ages.
You wanted a house with chicken feet?! Will's mind can be a dangerous place to visit! :)