Tips & Tricks for Iray for newbies......

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  • K T OngK T Ong Posts: 486
    edited December 1969

    You will find the Shaders in the Content Library (not the Surfaces pane)

    DAZ Studio Formats > My DAZ 3D Library > Shader Presets > IRay > DAZ Uber

    Tried that, too. Still no luck. The option colored red wasn't there... :shut:

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    Then you need to install 'Default Lights and Shaders for DAZ Studio 4.8'

    You should find it available in DIM, also in your Product Library for DS4.8

  • MarshianMarshian Posts: 1,465
    edited May 2015

    mjc1016 said:
    1. Iray does not need another dome…it’s got a “built in” dome. If you add one, you are effectively purring an umbrella over your scene.
    2. That’s the dome…and yes images can go there. And depending on the settings it can be just a backdrop or emissive.

    Thanks mjc1016 and starionwolf! Getting much closer now. With the tutorial: Use Easy Environments with Iray I adjusted surface and some render settings (such as draw dome is off) so that my sky sphere looks good. However the rest of the scene (also converted to Iray UberBase) just has a very ambient light cast everywhere. My distant light (the sun) still does not penetrate.

    If I have to use an Iray dome how can I see it in my scene and rotate it in order to compose around clouds, horizon, sun location, etc.?

    If I use a skydome prop and want to add that jpg image to the (render settings) Environment map how do I line the two up? or maybe they are fixed and the whole scene needs to rotate?

    edit- I have a lead here: Iray - Dome, Sun, Scene - Help needed

    Post edited by Marshian on
  • tl155180tl155180 Posts: 994
    edited May 2015

    marshian said:
    mjc1016 said:
    1. Iray does not need another dome…it’s got a “built in” dome. If you add one, you are effectively purring an umbrella over your scene.
    2. That’s the dome…and yes images can go there. And depending on the settings it can be just a backdrop or emissive.

    Thanks mjc1016 and starionwolf! Getting much closer now. With the tutorial: Use Easy Environments with Iray I adjusted surface and some render settings (such as draw dome is off) so that my sky sphere looks good. However the rest of the scene (also converted to Iray UberBase) just has a very ambient light cast everywhere. My distant light (the sun) still does not penetrate.

    If I have to use an Iray dome how can I see it in my scene and rotate it in order to compose around clouds, horizon, sun location, etc.?

    If I use a skydome prop and want to add that jpg image to the (render settings) Environment map how do I line the two up? or maybe they are fixed and the whole scene needs to rotate?

    If you go down the route of either using the skydome as an emissive object (as Flipmode discussed) or just using the skydome's jpg in the Environment Map then, yes, it will continue to block out the Iray sun and you'll just be left with the appearance of ambient light. You'd then have to add in new lights to simulate the sun. Unfortunately skydomes are not very compatible with Iray.

    You don't use the skydome prop and its jpg image in the environment map at the same time - its one or the other. The skydome prop will prevent you from seeing the Iray environment dome.

    Try this method http://www.daz3d.com/forums/discussion/53695/P465/#805391 if you want to have both the appearance of a skydome and still allow the sun to work.

    From what I've read, you can't see the Iray environment dome until you render - thats certainly been my experience anyway. I think the best method might be to use the Nvidia Iray preview to line up shots.

    Of course, you could always just ditch the skydomes and use HDRIs instead. A lot of people tend to do this with Iray.

    Post edited by tl155180 on
  • SpitSpit Posts: 2,342
    edited December 1969

    8eos8 said:
    ...snip...

    A jpg isn't really an HDRI; those kinds of files have .hdr or .exr extensions. (HDR stands for High Dynamic Range, which jpgs don't have because they only use 8-bit color) But if a jpg comes with an HDRI set then it's meant to be used as a backdrop, as Kyoto Kid already mentioned. There's a thread about that here: http://www.daz3d.com/forums/discussion/54158/

    And then to get the sun in the scene, you have to fake it with a spotlight placed off-camera, or use the sun-sky to render the shadow and add it in post (or render it as another backdrop to use for the final render). It would be a lot easier though if we could use sun-sky and the environment map at the same time!

    Though I agree with gist of what you're saying, I disagree that jpgs only use 8-bit color. That's gifs. The difference, I think, would be between 24-bit color (which jpgs use) and 32-bit which hdr and exr use.

  • K T OngK T Ong Posts: 486
    edited December 1969

    Then you need to install 'Default Lights and Shaders for DAZ Studio 4.8'

    You should find it available in DIM, also in your Product Library for DS4.8

    Yup, got it now!

    Thanks, mate! ;-)

  • Richard HaseltineRichard Haseltine Posts: 107,868
    edited December 1969

    Spit said:
    8eos8 said:
    ...snip...

    A jpg isn't really an HDRI; those kinds of files have .hdr or .exr extensions. (HDR stands for High Dynamic Range, which jpgs don't have because they only use 8-bit color) But if a jpg comes with an HDRI set then it's meant to be used as a backdrop, as Kyoto Kid already mentioned. There's a thread about that here: http://www.daz3d.com/forums/discussion/54158/

    And then to get the sun in the scene, you have to fake it with a spotlight placed off-camera, or use the sun-sky to render the shadow and add it in post (or render it as another backdrop to use for the final render). It would be a lot easier though if we could use sun-sky and the environment map at the same time!

    Though I agree with gist of what you're saying, I disagree that jpgs only use 8-bit color. That's gifs. The difference, I think, would be between 24-bit color (which jpgs use) and 32-bit which hdr and exr use.

    8-bit means 8 bits per colour channel, 24 bits in total.

  • Digital TouchDigital Touch Posts: 189
    edited May 2015

    Can anyone enlight me how to get soft shadow with iray, else than using gigantic primitives? It takes forever to render gigantic primitives for emission.

    Post edited by Digital Touch on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    You will find the Shaders in the Content Library (not the Surfaces pane)

    DAZ Studio Formats > My DAZ 3D Library > Shader Presets > IRay > DAZ Uber
    You can find shaders on The presets tab of the surfaces pane. It works like the Smart Content pane.
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Can anyone enlight me how to get soft shadow with iray, else than using gigantic primitives? It takes forever to render gigantic primitives for emission.
    Spotlights have a size.
  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    You will find the Shaders in the Content Library (not the Surfaces pane)

    DAZ Studio Formats > My DAZ 3D Library > Shader Presets > IRay > DAZ Uber
    You can find shaders on The presets tab of the surfaces pane. It works like the Smart Content pane.

    Ah, wasn't sure about that, thanks.
  • Digital TouchDigital Touch Posts: 189
    edited December 1969

    Can anyone enlight me how to get soft shadow with iray, else than using gigantic primitives? It takes forever to render gigantic primitives for emission.
    Spotlights have a size.

    Thank you, you make my day.

  • zaz777zaz777 Posts: 115
    edited December 1969

    The first attached image shows the Ultralight model on the Maui beach (DimensionTheory's DTHDR-MauiA). Looks OK, at least for the purpose of this example, but lets say we want some grass in the center of the scene, as in the second attached image.

    If you want to use the same HDR environment without editing it, you can add your own ground plane with a Cutout Opacity map. In this example, I used a plane with dimensions of 25 meters on both sides.

    1) First, I applied the Iray Uber shader to the Default surface of the plane.

    2) I then applied the "New Texture 9" diffuse, normal and displacement maps from the Woodland Floors DAZ Studio Shaders pack. These were all individually tiled by a factor of 20 both horizontally and vertically. You can do that via the "Image Editor...." which can be found directly above the Layered Image Editor... option in the image menu.

    3) The third attached image, circular_mask-001.tif, was then put into the Cutout Opacity channel.

    In the example images, it is pretty obvious where the visibility of the plane goes away and the material settings for the new ground plane need tweaking. Choosing a texture that more closely matches the environment HDR, tweaking the Cutout Opacity strength or the changing the actual opacity map can much better blend ground plane into the background.

    circular_mask-001.png
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    Ultralight_on_the_grassy_beach.png
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    Ultralight_on_the_beach.png
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  • edited December 1969

    Hello everyone, I like some classical DAZ shaders a lot, especially the ghost opacity effects (pw Ghost shader) and the grass shaders from Age of Armour and Dimension Theory.
    Could someone help me to achieve a similar effect with Iray compatible shaders ?
    Thanks in advance !

  • Digital TouchDigital Touch Posts: 189
    edited December 1969

    I have 2 question regarding iray render that bother me all this time.
    1. What is "beam exponent" do on photometric light setting?
    2. What produce firefly effect on Iray render? I've tried to pump up the max samples and left everything else default. I have 3 light source and 1 hdri environement light.

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Anyone got a good water preset for droplets?

    The dispersive water looks nice, but ends up more like ice or crystal.

    Also, when you put geometry underneath say, a puddle prop, the effects are less than stellar... its weird, because puddle on no geometry with HDRI dome looks fantastic; puddle on floor geometry... not so much.

    I have gotten closer by slightly reducing the refraction weight and the glossy layered weight (and tweaking the IOR, because its supposed to be tears, not just water)... but it still leaves a lot to be desired.

    Props are SY's Rigged Water and JoLab's Liquid pack.

  • zaz777zaz777 Posts: 115
    edited December 1969

    I think the problem with putting a puddle on geometry is caused by "air gaps."

    In my first attached image I used the align tool to directly place an SYWaterPuddle on top of a 1 meter cube. It's Y position was 100.0 and is shown on the left side of that image. The only change to the render in the right side of the image was to change the Y position of the SYWaterPuddle to 99.950 to cause some overlap of the geometry. In all renders, the Water - Dispersive shader was used on the SYWaterPuddle.

    I attempted this because of the recommendations found at http://www.migenius.com/doc/realityserver/latest/resources/general/iray/manual/index.html#/concept/modeling_volumes.html .

    If the problem you are seeing with HDRIs is similar to the issue seen in my second attached image, you might be able to improve your results by setting the Cutout Opacity to less than one. The left render in that image was rendered with all the default settings of the Water - Dispersive shader on the SYWaterPuddle. The right render has the Cutout Opacity set at 0.999.

    That seems like a bug of some sort, but I'm not sure. The results, especially the difference, don't make sense to me right now.

    I did have the Caustic Sampler enabled when I rendered all of these, but in my brief testing, I didn't notice any difference in these cases with the Caustic Sampler on or off.

    SYWaterPuddle_on_Cube_02.jpg
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    SYWaterPuddle_on_Cube_01.jpg
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  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Well, zaz777, I appreciate the post.

    I don't understand what you are demonstrating in the second image.

    I already tried moving the puddle a little lower into the floor geometry. Not much difference to be honest.

    I have no issues at all if there is no geometry and its "laying" on the HDRI projection... it looks like a puddle, more or less.

    I am not currently using the Caustics Sampler because, well, the scene has crashed on me too many times just rendering the various waters.. and the very first time after recreating a lot of lost work, when I tried the Caustics Sampler, Studio immediately crashed to the desktop.

  • zaz777zaz777 Posts: 115
    edited December 1969

    Well, zaz777, I appreciate the post.

    I don't understand what you are demonstrating in the second image.


    The first image was rendered using the HDRILABS Old Industrial Hall reflection EXR file. I thought it looked pretty good after I overlapped it some with the cube, especially if you changed camera angles to get some reflections on the puddle.

    Since you didn't include an example of the problem(s) you're seeing, I tried another HDR, one of DT's outdoor HDRs, to see how it looked in a different environment. That immediately gave me that dark reflection with the hard edge on it and I thought that might be one of the problems you were having also, so I played with it a bit.

    When I got some "improvement" by slightly changing the Cutout Opacity, I thought it was worth posting in case that was something you were also seeing.

    I am not currently using the Caustics Sampler because, well, the scene has crashed on me too many times just rendering the various waters.. and the very first time after recreating a lot of lost work, when I tried the Caustics Sampler, Studio immediately crashed to the desktop.


    Yeah, I don't think the Caustic Sampler is important here, at least in my test cases. From what I've read, you will get some caustics without it, but they won't be complete.

    Given the construction of my example scenes, I wouldn't expect many caustics anyway, but I mentioned that I was using it in the interests of documenting how I tested.

  • evilded777evilded777 Posts: 2,482
    edited June 2015

    But it appears, to me anyway, that when you adjusted the opacity the puddle completely disappeared. That's what I don't quite understand.

    Or no, I guess a full resolution you can sort of see it.

    I'll see if I demonstrate later when I am at my rendering computer

    Post edited by evilded777 on
  • hjakehjake Posts: 1,266
    edited December 1969

    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

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  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    hjake said:
    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

    The texture issues may be due to texture compression. The triangle shaped shadow looks like it is caused by a non-planar quad.
  • hjakehjake Posts: 1,266
    edited June 2015

    hjake said:
    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

    The texture issues may be due to texture compression. The triangle shaped shadow looks like it is caused by a non-planar quad.

    Can you suggest anything I can do to eliminate this?

    The landscape is Fantasy Camp III - http://www.daz3d.com/fantasy-camp-iii

    The fence is Hot Tub - http://www.daz3d.com/hot-tub

    I should have mentioned that I am applying the iRay Ubershader Base by pressing the control key while applying the texture and selecting no for replace images.

    Post edited by hjake on
  • MarshianMarshian Posts: 1,465
    edited December 1969

    hjake said:
    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

    Can you change the landscape prop to Sub-D without it ripping apart? That might smooth it out.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    hjake said:
    hjake said:
    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

    The texture issues may be due to texture compression. The triangle shaped shadow looks like it is caused by a non-planar quad.

    Can you suggest anything I can do to eliminate this?

    The landscape is Fantasy Camp III - http://www.daz3d.com/fantasy-camp-iii

    The fence is Hot Tub - http://www.daz3d.com/hot-tubAdjust the texture compression settings in the render settings pane under advanced.

    The non-planar quad, turning it into a sub division surface may do the job.

  • hjakehjake Posts: 1,266
    edited December 1969

    marshian said:
    hjake said:
    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

    Can you change the landscape prop to Sub-D without it ripping apart? That might smooth it out.

    First off thanks to both of you for responding in real time :-)

    I converted the landscape prop to sub-d and it did the trick.

    A note about render times:

    3 min 5 seconds with GPU only and cpu/GPU combo.

    Converting prop to sub-d added 1 minute. (3840x2160 was render size)

    my system is a i4790k 32gb ram with asus gtx 970.

    test_004a_cr.jpg
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  • hjakehjake Posts: 1,266
    edited December 1969

    hjake said:
    hjake said:
    Can anyone tell me what might be causing this polka dot effect on the textures as well as the blocky shadows?

    The texture issues may be due to texture compression. The triangle shaped shadow looks like it is caused by a non-planar quad.

    Can you suggest anything I can do to eliminate this?

    The landscape is Fantasy Camp III - http://www.daz3d.com/fantasy-camp-iii

    The fence is Hot Tub - http://www.daz3d.com/hot-tubAdjust the texture compression settings in the render settings pane under advanced.

    The non-planar quad, turning it into a sub division surface may do the job.


    I increased the max threshold from med 512 and max 1024 to med 2048/max 4096 then med 4096/max 8192.

    Please see attached.

    test_006c_cr.jpg
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    test_005c_cr.jpg
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  • hjakehjake Posts: 1,266
    edited June 2015

    So texture compression was definitely the problem.

    test_007e_cr.jpg
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    test_008e.jpg
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    Post edited by hjake on
  • JohnDelaquioxJohnDelaquiox Posts: 1,197
    edited December 1969

    Can anyone help me find why there are jagged lines in my displacement map settings.

  • hjakehjake Posts: 1,266
    edited December 1969

    Can anyone help me find why there are jagged lines in my displacement map settings.

    I am not sure what you are asking:

    1. There are jagged lines on the screen where your adjust displacement settings?

    2. There are jagged lines on the preview for the displacement map?


    Could you post a screen capture of what you mean?

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