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I have found emissive on eyelashes with medium brown color maps in the color slots with some character sets, last i checked ny lashes didnt glow in the dark, personal headlight maybe for those late night tire changes
I really do hope DAZ gets us a clean-shaven option, even if it's an add-on. However, in various threads where people are talking about the lack of "ethnic" characters, it's been brought up that the darker skin resources are not easy to come by. I am impressed with the high-quality and detail of the face textures. Perhaps the artist(s) creating Darius had to choose between a very hi-rez skin with the facial hair, or a lower resolution without. If so, I think they made the right decision.
ETA: Have you been following the Darius 7 thread? Hellboy has created a set of Darius Presets: http://www.daz3d.com/forums/discussion/135491/darius-7-extra-presets and they look mighty fine.
...now I live down river from the Hanford Nuclear Repository, so I am ery concerned if my pants glowed or not.
You mean it is not normal to have glowing eyelashes. Oh wait neither do I have glowing eyelashes.
I'll just mention that optical brighteners have been added to washing detergent for decades!
In the real world, our pants do glow.
Yes!!! We are getting too many "Iray Materials" that have no relation to PBR. It is terribly disappointing.
I have bought (and returned) a few sets that had lightly emissive wall surfaces too. I think it is a hold over from slightly turning on the Ambient in 3Delight to compensate for low light situations.
I took a geiger counter I bought when I lived in Switzerland and found out most of the big grey granite rock in Uri and Graubunden will glow.
As any ancient Hippie familiar with blacklight posters will attest to.
I thought it was a holdover from Poser — the Ambient settings work very differently there from D|S's 3Delight, so I've got in the habit of always checking any old Poser items I'm trying to convert to native D|S files.
I was not happy with the material for this set myself, lots of non-Iray shaders passed off as Iray materials. That's not pleasing. Pretty sure its all the leather items (belt, shoes) that are using I think AoA Subsurface.
I've also been seeing some Iray characters come with the 3DL style fake eye reflection baked into the Iray materials.
Yes, I've seen that too, on Belladzines' Ginger for Bethany 7. And P3D's materials have baked in shadows on Iray eye materials.
I mentioned this thread in the PA forum. SickleYield just gave us some good information on correcting Iray materials that were made from converted 3DL mats. Thanks SY!
Can she share that here, so we non-PAs can improve things we've purchased?
But really, why are Iray materials being created from 3Delight or Poser materials at all? Shouldn't the PA be creating true PBR materials for Iray instead? I don't know how to do that myself, nor do I have the tools to do it. That is why I want to buy things in the Daz store. But even now, after Iray has been out for a long time, we are still getting these non-PBR "Iray Materials" in Daz products.
Hi Barbult, let me ask SickleYield if I can quote her. I don't want to assume that it's ok. She even suggests that they are her opinions and if any other vendor knows differently to please share. There's a discussion happening atm.
Do know that Iray will attempt to convert 3DL textures to Iray look when you render them. Some vendors are dropping the 3DL all together. I believe there is still a need for them and include them.
I am guilty of the Poser and 3DL converting to Iray issue but I thought that I was making the right corrections. My first programs were Bryce and Daz Studio. I'm talking a long time ago. When I started making items it was at RDNA and they were geared more to Poser, imo. I had won a copy of Poser in a render contest so I started learning to make items with it. I've always made 3DL mats but Iray is new to me since moving to Daz 3D in March. I have some way to go before I can be proud of my own Iray mats.
I know of a few vendors who are begging for a good texture artist. The existing ones are swamped. There is a thread in this forum, that is already buried, where someone asked for a texture artist partner. They seem to be in short supply. I'm tring to learn as fast as I can but I'm so busy during the holidays. Full steam ahead after Christmas :)
The trouth of the matter is that in my humble opinion making Iray textures in PBR fashion is a lot easier to do then to make 3Delight textures. I use dedicated software like Substance Designer and Substance Painter....a cool worn down texture can be made in a matter of minutes....(check the Allogorithmic sight and see the video's). Makin something complex can be a lot harder though.
The trouth is that PA's now have to be fluent in 2 shader languages instead of one. That is double the load and double the workload......and one shader will always be the favorite one, and that shader is the shader in which the textures are originally created.
DAZ is not so flexible with it's shaders as is for instance Unreal or Unity, I can export a MDL material straight into Unreal or Unity and it will look the way I want it. With DAZ I have to relly on texture maps that have to be transplanted onto a shader (in Iray I use the DAZ Über shader and for 3Delight either the standard DAZ shader (simple matials) or the AoA shader (for complex materials using SSS for instance).
But it's a fact that my workflow shoots via Substance Painter.....and is thus PBR based completely. I think PBR is the way forward, anyone who does not jump on the PBR bandwagon will inevitably be left behind. The problem I see loming on the horizon however is the mutitude of PBR shader......NVidia has Iray now AMD is creating it's own shader system. Hardware dependent systems are not the way to go in my humble opion. Blender is now trailblazing into the PBR domain with the EEVEE (Extra Easy Virtual Environment Engine), which will include a PBR viewport for Blender as well.....EEVEE will probably eventually be card independent (as Cycles these days runs on AMD and NVidia hardware).
And by the way NGartplay, send me a mail......I have a reasonable amount of know how (and know what) regarding Iray and PBR workflows......I would love to be of assistance.
Greets. ArtisanS
One thing I've found, bouncing back and forth between 3DL and Iray, is that 3DL is like several different types of shaders and styles slammed together.
Among other things, I've come to approach 3DL with a more Iray-educated PBR approach, which requires carefully stepping around a lot of the earlier biased rendering concepts (like environment mapped reflections, velvet, etc) that a lot of 3DL stuff uses.
I just bought the Substance bundle. That's something else that I have to dive into soon.
my gianni got glow , inside his pants ... christmas led lights in there
So do mr. William, I still use the Allogorithmic kaboodle (I'm running Live, cheapscate moi)...add a specular channel and a diffuse, normal remains the same and I only have to tweek those channels.....for skin things are different then the GREAT (<- i'm needing bigger capitals here) AoA shader comes into play and I create the specularity maps myself. Since most spec maps are 'm not so great. Human skin has greasy places and not so greasy places, a nose for instance shines nicely while a forhead can shine (sweaty) or be bone dry......some PA's translate the diffuse to a spec but that is not the way to go in my humble opinion.
Greets, ArtisanS
NGartPlay,
Substance Painter is cool and more or less a 3D version of PeaShop. Some things are intouative, some things are eh, French logic....(<- add Clouseau accent) and remember it's a piece of building the boat while sailing it. But what's good enough for about half the gaming industry must be good enough pour moi, n'est pas.
Greets. ArtisanS
One thing I've been doing is replacing specular with reflection. It makes renders take a LITTLE longer, but then also more realistic, but then also more sensitive to mistakes or bad design.
Not only do my pants not glow, my pants have pockets, seams and waistbands. Poor Santa has unfinished pants
Yes, I do know about Daz Studio automatically converting 3Delight shaders to Iray Uber on the fly, and it does a good job of that most of the time. I take advantage of that conversion all the time with older models that don't come with Iray materials.That makes adopting Iray much easier for users. BUT, I don't want to BUY a product that claims to have Iray materials and find out that all I got was files that a PA converted with Iray Uber and saved. That gains me absolutely nothing. It simply causes a bigger download and more disk storage space. When I pay for a product with Iray materials, I want PBR materials that will perform well in multiple lighting situations, etc.
I really appreciate your interest in learning to create PBR materials.
Thank you. I look forward to seeing what you come up with in the future. I'll keep an eye on your store.
Edit: I wanted to add that SickleYield is one of the most generous PAs as far as sharing her vast knowledge about all stuff 3D and Iray. I appreciate her work, buy lots of her products, and read her DA page. Even if she is not comfortable with sharing here in this thread, I believe her efforts in the PA forum will lead to better products in the store in the future. Thanks.
Very interesting information. I was not even aware of Blenders EEVEE initiative.. Thanks for sharing your perspective here and also offering to help NGartplay get a leg up on creating PBR textures.
Hey Barbult, I contacted SickleYield and she said that I could repeat (actually I'm going to quote because I'm lazy) what she said about the 3DL conversion to Iray. There was a correction to her statements by another vendor which I'll note below.
Here's what Sickle said:
Here's a quick checklist when converting 3Delight to Iray on clothes and non-emissive props (NOT sufficient for skin or hair!!). A dev or testing person feel free to correct me if I'm wrong:
-Apply the Uber base.
-Dial up glossy layered weight to more than 50%, DO NOT LEAVE AT 0. Change roughness accordingly; usually it's too low.
-Check emission to make sure it is BLACK. Not gray. Having a temperature of 0 k does not produce a glowless result if emission color is gray. That's impossible IRL so you're basically just causing an error.
-If there is displacement, set displacement SubD to 1 or 2. 0 gives you no visible displacement. ***This is where RichardH showed that this is not always the case. The SubD of the objects comes into play here, not just the surface***
-If there is metal, set its roughness below 30% and turn metallicity to 25% or more depending on desired reflective shininess.
-If there is a cutout opacity transmap turn off translucency. They don't go together.
Thank you SickleYield!
Yeah, converting 3DL to Iray is no big deal, you just have to actually pay attention and clean things up post conversion.
And that's the kind of thing one expects from a store product.
Thank you SickleYield and NGartplay.
The most surprising thing I read here was "If there is a cutout opacity transmap turn off translucency. They don't go together." Almost every transmapped hair I purchase in the store has translucency turned on with cutout maps. I'll try turning translucency off on those hairs. I think even some shaders that I've purchased use that combo of translucency and cutout.