Show Us Your Iray Renders
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Awesome job, that's seriously cool looking.
Since I can't learn without trying... a little snow fairy....
Thanks to everyone who commented on my last image. It is from this and the Tips and Tricks thread that has helped me no end so you are all to blame. :P Seriously thanks and thanks DAZ3D for giving back my mojo for Daz Studio.
Here is another quick one I did last night before going to bed and let it render overnight. It stopped short of 5000 samples. More details can be found here http://www.daz3d.com/forums/discussion/2765/P600/#790368
Only took on board IRAY in DAZ this week, although I have been using it for some time in 3DS Max.
The DAZ version seems to have less options in the settings which doesn't help with setting up skin. It also has a nasty habit of crashing, or pretending it is rendering, getting bored and stopping while giving the impression it is still working. It is certainly a leap forward from the other inboard DAZ renderers.
I haven't had one problem with it yet so it does seems to depend on the system and user. What settings pertaining to skin are missing? Many don't have or can afford 3Dmax so I am interested in knowing the differences.
Not quite happy with the hair,
Thanks to the people in the Fiddling with Iray skin settings thread for help with skin settings
There are many more controls in IRAY in 3DS Max including independent bump for surface and base layers - great for polished wood where you want bump to the wood but not the polished surface, as a quick example, but also works well for skin where you can vary the texture of the surface compared to the base. That said, there are so many variations that it does my head in and I can still achieve some epic fails in respect of skin textures.
WOW...that's really convincing! I can just about hear the train.
There are many more controls in IRAY in 3DS Max including independent bump for surface and base layers - great for polished wood where you want bump to the wood but not the polished surface, as a quick example, but also works well for skin where you can vary the texture of the surface compared to the base. That said, there are so many variations that it does my head in and I can still achieve some epic fails in respect of skin textures.We can have the wood example now by using the Top Coat. I used it for my last image.
SSS with map or without?
Cheers for that I'll have a look into it.
Love what you are doing here. This looks really good. :)
Kat
Great image! :)
Kat
What's cool about this is that it saves Daz the trouble of needing particle/fog shaders. ;)
Now all they need is a SSS 'lumpiness,' striation, or other pattern effects and they are 90% of the way to doing good snow/rain/etc shaders.
My latest skin shader test with Stephanie I bought today:
Not very high quality render though.
There are many more controls in IRAY in 3DS Max including independent bump for surface and base layers - great for polished wood where you want bump to the wood but not the polished surface, as a quick example, but also works well for skin where you can vary the texture of the surface compared to the base. That said, there are so many variations that it does my head in and I can still achieve some epic fails in respect of skin textures.The version of Iray in 3DS Max, currently, is 2014.5. That is before MDL. If I understand it correctly, those controls were for Mental Ray, and then translated to Iray.
As we go along more of the MDL functions will be exposed in Shader Mixer. (Most of them are already there, as set up in the MDL spec.)
"Are You Cheating?"
Her skin looks like that because the spider's eyes are emitters. :)
Has anyone found good settings in Iray to use Jepe's Z effects?
Go down to the Emitter setting and set the color white (which will expose the rest of the emitter shader controls.)
Then add the map from the Diffuse channel to the Emission channel you just changed to white.
Then set the color temperature to 6500K.
Set the Lummance as you need it, based on your scene and Tone Mapper settings.
Set it to be a 2 sided emitter.
That should do the job.
Note this is a bit dark, but the candle flames were done this way. (And are the only illumination in the scene.)
Thank you!
Title 'Killed it'
All the models come from sets or free online. The draped red thing is a dynamic sheet draped over the table -- I was hoping to get some wrinkles, but lost patience with trying to do so dynamically so that the part under the glass would be 'pressed' down and whatnot.
Also that's not quite the right glass, I think, for red wine, but I've drank red wine out of plastic cups, so whatever.
I spent a chunk of time working with Micah Hair to get it looking more natural and posted the results in a thread devoted to Iray and hair. Maybe there's something there that will help: http://www.daz3d.com/forums/viewreply/787351/
And I think your image looks pretty awesome.
There are many more controls in IRAY in 3DS Max including independent bump for surface and base layers - great for polished wood where you want bump to the wood but not the polished surface, as a quick example, but also works well for skin where you can vary the texture of the surface compared to the base. That said, there are so many variations that it does my head in and I can still achieve some epic fails in respect of skin textures.
...have to keep in mind that Daz isn't a 3,400$ programme and this is still in beta. Many of us are finding workarounds to get the effects we want as well. I am sure that on full release, there will be more options available.
When it comes to skin, I feel I am getting pretty close if you look back a couple pages to the pic of the two girls at the bus stop. As the base I used AoA's SSS shader then dropped the Iray Skin Shader on top opting to "ignore" rather than "replace" the parent shader.
I have also been seeing success with simulating a misty fog (the train station pic), which is workaround based on the one for creating volume "god rays",
...have to keep in mind that Daz isn't a 3,400$ programme and this is still in beta. Many of us are finding workarounds to get the effects we want as well. I am sure that on full release, there will be more options available.
When it comes to skin, I feel I am getting pretty close if you look back a couple pages to the pic of the two girls at the bus stop. As the base I used AoA's SSS shader then dropped the Iray Skin Shader on top opting to "ignore" rather than "replace" the parent shader.
I have also been seeing success with simulating a misty fog (the train station pic), which is workaround based on the one for creating volume "god rays",
I like that effect, by the way! It looks very real.
Kat
...thank you. Played around some more. Don't need very much Roughness to make a difference increased it by only 0.03 and it looks noticeably thicker.
BTW tried using Watts for the lights and with that setting it tends to also illuminate the refractive roughness of the fog creating an undesirable "noisy bloom" effect. Would probably work better for nighttime fog scenes with a bit more adjustment. though to get a beam or cone effect would require using spotlights as well
Latest effort. Still not 100% happy and now need to attack the settings to get it to run longer. But has many things in its favour.
...I set my max render time to 4 hours and convergence to 99%
Do you have any SSS skins?
I spent a chunk of time working with Micah Hair to get it looking more natural and posted the results in a thread devoted to Iray and hair. Maybe there's something there that will help: http://www.daz3d.com/forums/viewreply/787351/
And I think your image looks pretty awesome.
Thanks for the comment and link,
I took a few of your ideas and reworked the hair maps, running a new render now.
Between working on that character and another from Sci-Fi's "Defiance"
"It's probably only a mirage," thought the Prince, "but I'll drive around it just in case."
Thanks for the comment and link,
I took a few of your ideas and reworked the hair maps, running a new render now.
Between working on that character and another from Sci-Fi's "Defiance"Irisa might benefit from some orange in the SSS color.
Otherwise great likeness.