Show Us Your Iray Renders. Part VI
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I believe I have that, too. I should dig her out sometime. :)
...classy.
"I'm not bad, I'm just rendered that way"
LOL! Thanks. :)
New work trying out lighting setup. Not 100% happy yet, but getting clean noiseless results and seemingly fast render times.
Expanded the Toon Trek crew and hit them with Zev0's fit control to make the clothes a little less sticky looking. The hologram version of the AI took forever, but as I was making her I realized that you can delete a LOT of character maps that load on figures with very little change to the look of the character, yet save a TON of vram.
Another trick in this render is that I'm only using 3 different skins and then re-coloring them to make the characters appear different. When you use this trick and set optimization for memory instead of speed it's like you're only rendering 3 figures instead of 8. Then further removing maps for reflection and some of the bump maps reduce your memory footprint even more.
Now I have to decide what ship they should crew
BTW, if anyone is interested, I updated my drivers last night and I'm seeing something odd at render time,
Rendering in NVIDIA Iray
Compiling Shaders - 0/1
Rendering image
Rendering...
Iray VERBOSE - module:category(IRAY:RENDER): 1.4 IRAY rend progr: CUDA device 0 (GeForce GTX 1050 Ti): Processing scene...
Iray VERBOSE - module:category(IRAY:RENDER): 1.5 IRAY rend stat : Geometry memory consumption: 320.202 MiB (device 0), 0 B (host)
Iray VERBOSE - module:category(IRAY:RENDER): 1.5 IRAY rend stat : Texture memory consumption: 4.90262 GiB (device 0)
Iray VERBOSE - module:category(IRAY:RENDER): 1.5 IRAY rend stat : Lights memory consumption: 91.5548 MiB (device 0)
Iray VERBOSE - module:category(IRAY:RENDER): 1.5 IRAY rend stat : Material measurement memory consumption: 0 B (GPU)
Iray VERBOSE - module:category(IRAY:RENDER): 1.5 IRAY rend stat : Materials memory consumption: 1.19371 MiB (GPU)
Iray Iteration: 1
According to that, I'm way overbudget on my 4gb card but it's GPU rendering anyways. Is this working because of compression? I really wish there was better documentation for Iray
Testing stuff.
So one of the challenges down the road will be developing figures or figure morphs when I can't generate/distribute high definition morphs. So I have to find ways around that for intricate figures... one of which is to generate good displacement maps. Which is... a different challenge.
So my test here:
I took Exile full morph with high definition details, then extracted world normal map, set that as a Height map back to the figure. Then switched the figure to a regular G3M figure, exported height textures.
The results are promising; there's a gap near the chin, but the displacement map is 'strained' by being applied to a figure drastically different than the world normal map was generated for. That is, the displacement map fits the tall, lanky, morphed Exile, not a shorter, stockier human.
Presumably, if I was adding details to a mostly morphed figure, it would mesh better. (I'll have to poke at that idea some more)
Aaand I think I did that the hard/stupid way. Hmm.
..are you sure? The scene will render on the CPU until it's memory is exceeded, then dump to the CPU, Considering you are about 1.35 GB "overbudget" and your scene was half of what my average scene size it, it still may not have taken that long to finish.
Is that how it's supposed to work? Usually if I'm overbudget on vram it dumps straight to CPU at the start of the render.
Also for kicks, I rendered these two. Aiko/Anime style and de-Tooned.
Sometimes rainfall can be very enjoyable.
One for Easter.
'He HAS risen!'
Sshhhh ...
Final version of my ToonTrek crew, LOVE the Antares series from Petipet but I feel like I need a slicker ship to put them in, still deciding on that one. Rendered as usual in 4k click to explore :)
looks good, love those shades of blue
Someone was asking about the python and I wondered...
Also hadn't used the Mouse yet, so here we go.
Experimenting with terrains created in Bryce, then exported as .obj to Daz Studio and rendered in iray.
Titled: Sandra
Sandra's lovely.
I hesitate to offer unasked for advice, but I think the gloves would look better as part of a geoshell with a very low offset (like .01), so it looks more like it's clinging to the skin.
or apply a smoothing modifier and then use the FBMexpandall slider/scaling to make a tighter fit. Other than that, nice render
I am thinking the same thing Will thanks for the advice.
Hmmmm that just may work FSMCDesigns, I thought it looked a might like she had man hands giggles.
Thanks so much Nonesuch00!!
I've spent way too much time fiddling with the materials on this character, but it's been so much fun.
These are kind of grainy because I decided I needed to move on lol.
they're cool
Definitely cool really like the second set
Now that I have Substance Painter 2, poking at various things to see what easy reskins I can do. Here's the slimebeast, which I've had a lot of problems with; the standard displacement map has a really obvious seam down the middle.
Also thinking of making some odd skins for Millennium Dog. Hmm.
Another terrain created in Bryce, then exported as .obj and rendered in Daz Studio with iray.
Finally finished this one last night. It took forever to render the skin.
nicely done