Show Us Your Iray Renders. Part IV
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OMG that is too much ! love it lol
Thanks.
Thanks. It ends up being a pretty penny, but if I can get three or four years of use out of it, then the price is much more reasonable. So I would rather err on the side of more expensive.
The Alienware stood out to me because of their attention to the cooling aspects of things. My current laptop overheats way too often to be healthy.
Yep. One of the reasons why I was looking at Alienware too. However I read that once you plug the external GPU in, power is turned off to the internal one. So you don't gain the extra GPU power, you just switch it out.
It does make for reasonable future expansion.
I really think the best thing to do here is to discuss the graphics cards in the thread(s) Pam pointed out:
since there was a discussion on it all ready (helpful keeping the info in one spot) and to get this one back to its purposes of showing renders and discussing surfaces and general tips and tricks etc. It also alleviates any confusion to newer members who may misinterpret the graphics cards discussion to mean they can't use Iray unless they get different hardware and leave that topic for those who actually are looking for or in need of a new graphics card or computer to have a place to discuss that specific part of Iray performance in depth.
and you made right decision it was perfect !
Thanks! I didn't try your hair shader from Unshaven2 on this one, because for once I wanted that thick gloppy mud coated look, the way the 3Delight material converted. :lol:I have an Alienware X51 2012 or so with an aftermarket GTX 970. Total cost is somewhere in the neighborhood of $1300-1400 nowadays?
Not cutting or bleeding edge, by any means, but a credible personal computer, and it renders stuff reasonably fast.
I think having a AMD and NVIDIA card in the same system slowed thing's down.
That's a 100% finished @ 95% convergence in under 3 minutes!!
Hands down beats the 4 hours 3 minutes it took to render on CPU only!
Oh, that's while also installing the Defiance game in the background.
Well done Mark , nice timing
the wrong material settings can decrease the speed dramatically from what I tested yesterday especially when using not converted 3Delight materials
We have removed several posts from this thread as the discussion was becoming heated. As noted above, please remember to keep posts focussed on the subject and not on the poster
That is cool render , you used again the character I liked before she looks really nice
sorry for the long 5 hours CPU time but it was worthy I guess , I adore your patience :)
Thank you.. my birthday is exactly in 2 weeks but my pre-birthday yesterday was amazing lol
I think you can set the CPU usage under Task Manager but it will lower the total performance of DS .. I wish there was speed rendering options like in Octane to set up exactly how much power you want to use at once, it bother me also in Photoshop as it use all GPU and all cards
Dear MEC4D, tons and tons of thanks for the HDRI Hub link. The freebies are the best HDRI backgrounds I have ever seen.
I just put this up a little bit ago...
I think I've got most of the major sites mentioned in these threads, but if I missed any, post them and I'll update the main list.
http://www.daz3d.com/forums/discussion/57531/
That's still 4-6 times worth (or more) of monthly rent for most of us here.
I wish I lived where you do. $500 a month here in the Seattle area is a garbage can. With no lid. Plus utilities. ;)
...in Portland it's a pasteboard shoebox out in the far flung burbs.
..this is why I need to upgrade the memory on my current system. 12 GB was fine for Daz 3.1A and maybe 4.5, however the programme has become more robust since then. I am finding it more and more difficult to keep a scene in memory during rendering without the process going into swap mode (I also clear memory and unused shaders before rendering).
The scene with the car and Yosemite HDRI I mentioned about last night stayed all in memory during the render process and still took just over an hour in CPU mode to reach 100%. After I launched the render I did get a "High Memory Usage" message. but noticed that it never hit the HDD through the entire time. Now were I to substitute a mesh setting with ground and plants for the HDRI, that HDD LED would be lit steadily all through the process as I'd be pegging the available memory and sent into swap mode until the render was finished ....maybe six to eight hours later. Hopefully another 12 GB will help this situation for now. until I can afford a GPU that is able to handle the scenes I create.
If the the 980TI had 8GB (as was originally rumoured) instead of 6, I would probably find it sufficient for most of my work.
Belle 6 as a 5-year-old using Growing Up.
Using one of Dimension Theory's Interior HDRIs as the only light.
That is just too cute.
...love the "Sadie doll".
...and I feel Belle has been the best figure purchase I have made since theYT5s.
That is just too cute.Yes!!
I don't know if this is an issue the old hands are fully aware of, but it caught me by surprise.
Using Super Dress and Super Leggings, I gave my character leggings that came just below the knee. But when I rendered the scene in Iray, her legs came out really dark. After a bit of trial and error, I was able to determine setting Cutout Opacity to 0 didn't prevent the invisible sections from affecting the render. I suspect the hidden sections are casting a shadow. The DAZ Rose has the same problem. The petals, calyx and leaves all have a hidden "back" for 3D printing purposes. The white rose came out gray.
The solution is quite simple, really. Instead of setting Cutout Opacity to 0, set it to 1.00 and then add an image map of solid black.
Here is the same scene both ways, though one was rendered without the Island Grounds so it's missing the shadows from the tree.
Edit: As you will see later in this thread, it turns out the Render Mode was set to Interactive. When set to Photoreal, Cutout Opacity works as expected. (I have no memory of changing the render mode... I think I need to sleep more, play with DAZ Studio less. lol)
The likely culprit is that the black on the transparency map is not absolute black. Iray is very picky about that. That is why some hair textures don't render the same either.
The likely culprit is that the black on the transparency map is not absolute black. Iray is very picky about that. That is why some hair textures don't render the same either.
It is true Iray is picky about transparency maps, but it doesn't apply to the Super Dress and Super Leggings.
This product does not use opacity maps. Each garment is broken up into sections and a section is either visible or not.
If you apply a style from the Surfaces>Presets>Materials tab, unused sections are set to an opacity of 0. In the case of the leggings, there is a separate option to clear the legs, as well. I think it's a very clever product.
If you look closely at the images, you can see quite a difference in the shadow on the step from the rose's leaves. The image on the left has larger shadows. Iray isn't cutting it out, because there isn't a map in the Cutout Opacity setting. In the image on the right, the solid black map has been added, and the back of the leaves are not casting shadows.
I just tested and sett Cutout Opacity to 0 does not cast any shadows on the model no matter converted to Iray shader or not , it maybe something else on the hand here but I am sure not Cutout Opacity , you may have a texture plug in in the opacity that is not 0 black
I guess then that Iray prefers maps to 0's.
Yes it is ......the Cutout Opacity purpose under Iray is to hide the polygons and only White 255 or Black 0 colors should be used in the maps and not shades of gray color .. it is not the same way Opacity channel that was under 3Delight , as in physical world something like that does not exist.
I had the same issue with hair caps. I tried everything I can think of to get rid of the shadow but it never went away. Not on Iray based shader. not on Subsurface. Not on Uber. Not on default shader. Not opacity 1. Not opacity 0. I tried blacking it out. No go. I tried inverting the black. No go. I came to the conclusion it has nothing to do with opacity. Something else is casting it. So I turned all my settings to zero. Still no go. I ended up having to find another wig because I tried for over an hour and a half to get rid of the shadow caused by something that was supposed to be invisible.
Then it maybe was double polygons or the opacity maps was still there when you set it to zero
Even if that were true I need to be able to see the hair cap. To give the actor a hair line. Some parts need to be visible while others don't. You know what I mean?
I know what you talk about .. that why if you getting any issues the first thing is to check the opacity map that also need to be gray scale gamma 2.0 and not black and white RGB map
Even if that were true I need to be able to see the hair cap. To give the actor a hair line. Some parts need to be visible while others don't. You know what I mean?