What new Iray stuff do you hope to see?

K T OngK T Ong Posts: 486

What new Iray stuff would you really like DAZ to come up with?

I basically just want two things: (1) WET SKIN for Genesis, and (2) VASCULARITY for Genesis. (Genesis, please -- not G2 or G3. I don't care whether they work with G2 and G3 as long as they work with G1.)

Let me have these two things (I'll pay, of course), and I'm contented.

(Well, maybe (3) an Iray version of the Grass Shaderhttp://www.daz3d.com/grass-shader-for-daz-studio ) would be nice, too.)

Over to you.

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Comments

  • Oso3DOso3D Posts: 15,088
    edited July 2015

    Grass and dirt and other shaders for Iray, yeah.

     

    I'd like a series of skin 'bases' for different complections. Like, use 'Dark skin' for Benjamin or Darius, and it converts to Iray with appropriate translucency etc.

    Edit: Aaaand it occurs to me that that's what Beautiful Skin is. Putting that in my wishlist...

     

     

    Post edited by Oso3D on
  • scathascatha Posts: 756

    fabric shaders, grass, stone, wood, etc

  • Male-M3diaMale-M3dia Posts: 3,584
    K T Ong said:

    What new Iray stuff would you really like DAZ to come up with?

    I basically just want two things: (1) WET SKIN for Genesis, and (2) VASCULARITY for Genesis. (Genesis, please -- not G2 or G3. I don't care whether they work with G2 and G3 as long as they work with G1.)

     

     

    You should look on rendo for zev's vein maps  for M4/V4; that should work for the base genesis. 

  • mjc1016mjc1016 Posts: 15,001
    K T Ong said:

    What new Iray stuff would you really like DAZ to come up with?

    I basically just want two things: (1) WET SKIN for Genesis, and (2) VASCULARITY for Genesis. (Genesis, please -- not G2 or G3. I don't care whether they work with G2 and G3 as long as they work with G1.)

     

     

    You should look on rendo for zev's vein maps  for M4/V4; that should work for the base genesis. 

    They do...quite nicely.

  • kyoto kidkyoto kid Posts: 41,928
    edited July 2015

    Grass and dirt and other shaders for Iray, yeah.

     

    I'd like a series of skin 'bases' for different complections. Like, use 'Dark skin' for Benjamin or Darius, and it converts to Iray with appropriate translucency etc.

    Edit: Aaaand it occurs to me that that's what Beautiful Skin is. Putting that in my wishlist...

     

     

    ...I'll second that.

    Been putting off creating any new or transferring any older scenes for Iray with large areas of grass in the foreground.  

    Was so happy when AoA released the Grass and Rock shaders for 3DL as I finally could get real looking grass on uneven terrain.  Now it's back to green "Astroturf" carpets.or grass textures that look like they were crushed flat under plastic or glass.

    Also would like to see a set of just sky HDRIs for Iray similar to Skies of Economy and Azure Skies that includes a realistic "sun" light.

    Post edited by kyoto kid on
  • K T OngK T Ong Posts: 486
    mjc1016 said:
    K T Ong said:

    What new Iray stuff would you really like DAZ to come up with?

    I basically just want two things: (1) WET SKIN for Genesis, and (2) VASCULARITY for Genesis. (Genesis, please -- not G2 or G3. I don't care whether they work with G2 and G3 as long as they work with G1.)

     

     

    You should look on rendo for zev's vein maps  for M4/V4; that should work for the base genesis. 

    They do...quite nicely.

    In Iray??

  • Male-M3diaMale-M3dia Posts: 3,584
    K T Ong said:
    mjc1016 said:
    K T Ong said:

    What new Iray stuff would you really like DAZ to come up with?

    I basically just want two things: (1) WET SKIN for Genesis, and (2) VASCULARITY for Genesis. (Genesis, please -- not G2 or G3. I don't care whether they work with G2 and G3 as long as they work with G1.)

     

     

    You should look on rendo for zev's vein maps  for M4/V4; that should work for the base genesis. 

    They do...quite nicely.

    In Iray??

    You'll have to adjust the materials to work in iray. Since we are on Genesis 3, you will probably make use of maps for G2 and use the map transfer tool to convert any textures to either M4 or M5 to use on base genesis and copy any settings to get them to work. I don't see the effort happening for Genesis now for such products, much less them gettng accepted in the store. Unique characters for genesis could still be accepted, but i doubt anything else. The return is no longer there to make genesis 1 products, so you'll have to make your own workarounds. 

  • DaikatanaDaikatana Posts: 830
    scatha said:

    fabric shaders, grass, stone, wood, etc

    This

  • Herald of FireHerald of Fire Posts: 3,504

    Wet maps would be great, but there's one thing I especially want to see. Modelled wet maps. It's not likely to happen, due to the complexity of wet maps in general, but the one thing that always seems odd about the wet maps we currently have is that they're all very flat. Water usually beads on the skin in small droplets, and it would be great to have a way to incorporate that into a render using some Iray water shaders. You'd be amazed how much little things like a touch of refraction and reflection can impact the visual effect.

    The one thing I want more than anything else though are good lights. I still consider lighting to be one of the most difficult and yet fundamentally most important things for an Iray render. Making it look bright, yet natural is harder than it seems since you often need extra flood lighting which can adversely affect the shadows and give an artificial feel.

    Sets which have a default light setup are like polished gemstones for me..

  • BeeMKayBeeMKay Posts: 7,019

    Vascularity for Iray would be great, also skins that have blood vessels shining through where appropriate.

    And something that helps using eyebrows of 3Delight skins in Iray properly, without having to make your own mask for the eyebrows. (Yes, so I'm lazy. cheeky)

    I second the grass shader, though I doubt there will be anything similar possible in Iray.

  • Wet maps would be great, but there's one thing I especially want to see. Modelled wet maps. 

    Geometry shell with the shaders from Mec4D's PBR Metals pack?

  • alexhcowleyalexhcowley Posts: 2,403

    What I'd like to see is an extension to the sun-sky mode to generate some fluffy white clouds. 

    Cheers,

    Alex.

  • macleanmaclean Posts: 2,438
    The one thing I want more than anything else though are good lights. I still consider lighting to be one of the most difficult and yet fundamentally most important things for an Iray render. Making it look bright, yet natural is harder than it seems since you often need extra flood lighting which can adversely affect the shadows and give an artificial feel

    This is probably the most useful thing customers could have. I see lots of talk of shaders, but everyone seems to forget that ANY shader will look different according to how you light it - just like in the real world.

    Try looking at metal or glass under different types of lighting, indoors and outdoors, and you'll see how the surface changes. So yeah, good light sets are the starting point of every render - especially in Iray.

    mac

  • Herald of FireHerald of Fire Posts: 3,504
    edited July 2015
    Hanabi said:

    Wet maps would be great, but there's one thing I especially want to see. Modelled wet maps. 

    Geometry shell with the shaders from Mec4D's PBR Metals pack?

    Doesn't quite work out. In my humble experiments with it, since the shells cover the entire body geometrically the refraction also works for the whole body. It makes everything look shiny instead of just the water beads, so it's more like they've been doused in baby oil. The other issue is that as great as geometry shells are, they're still very flat. Whether it's done by displacement or physical modeling, it would be nice to have a bit of pop to the water beads to avoid it entirely.

    The one benefit to geometry shells as opposed to regular wet maps is that it works independent of your character UV. Given how the varied UV sets are for characters like G2F and G3F, that's a huge selling point.

    Post edited by Herald of Fire on
  • Oso3DOso3D Posts: 15,088
    Couldn't you combine a displacement with cutout on the shell?
  • ThatGuyThatGuy Posts: 797

    I was just thinking earlier that I would like to see different liquid materials for IRAY, like Reality has (i.e Milk), if I recall correctly.

  • RAMWolffRAMWolff Posts: 10,352

    For iRay, I'd like to see someone build a work around script of some sort that tells iRay NOT to cast shadows or object not to cast shadows.  I realize that iRay is more realistically based in how it renders but I really really miss that ability from 3Delight to tell objects to not cast shadows on other objects.  One example is that if you have a moon or a planet with a backdrop of stars or sky the planet will cast a shadow on the backdrop, kinda killing the whole effect of depth that way! lmao

  • kyoto kidkyoto kid Posts: 41,928
    edited July 2015
    RAMWolff said:

    For iRay, I'd like to see someone build a work around script of some sort that tells iRay NOT to cast shadows or object not to cast shadows.  I realize that iRay is more realistically based in how it renders but I really really miss that ability from 3Delight to tell objects to not cast shadows on other objects.  One example is that if you have a moon or a planet with a backdrop of stars or sky the planet will cast a shadow on the backdrop, kinda killing the whole effect of depth that way! lmao

    ...yeah I often rescale items to make them appear further in the distance only to have them cast incorrect shadows when I use photo backdrops.

    A good example is the pic I did of the two girls at the bus stop.  I had a helicopter (Scaled to 14%) in the background that was in front of the backdrop plane  In 3DL I could just turn shadow casting off, however for rendering in Iray I had to move the teh helicopter (this changing the visual balance of the scene so I could hide the shadow behind one of the girls.

    Being able to disable shadow casting for items would also allow skydomes to be used.

    Post edited by kyoto kid on
  • tl155180tl155180 Posts: 994

    The one thing I want more than anything else though are good lights. I still consider lighting to be one of the most difficult and yet fundamentally most important things for an Iray render. Making it look bright, yet natural is harder than it seems since you often need extra flood lighting which can adversely affect the shadows and give an artificial feel.

    Sets which have a default light setup are like polished gemstones for me..

    Yep, I'll second that! Better lights with more natural fill on them would be a priority for me, so that I don't have to keep spamming spotlights and messing up my shadows (particularly indoors). Iray is great, but this is the area where I've been a bit disappointed with it.

    Also, more shaders (grass, rock, fabric, wood, stone, etc) are near the top of my list right now. Anything that will let me better use the old sets and props I've got in my collection.

  • Richard HaseltineRichard Haseltine Posts: 108,351

    By design the only way to turn off shadows in Iray is to use the Interactive mode, not the default Photoreal mode (under Render Mode in Render Settings).

  • N-RArtsN-RArts Posts: 1,606

    The only thing that I want is Lilith 7. Oh, and skydomes. I can never find a suitable or ideal environment map for my render. 

    (Apologies for being a bit of a n00b)

  • kyoto kidkyoto kid Posts: 41,928

    ...with regards to skydomes, you will have to hope for good high quality HDRI skies (like I suggested above) as skydomes block out the Iray sun.

  • ToborTobor Posts: 2,300

    I think you can also use canvases to composit your own version without the shadows. The Beauty pass will have the shadows, but I think Diffuse does not. I started experimenting with this, but I currently lack a GPU-compatible card, and decided to hold off until I do (which will hopefully be tomorrow).

    Richard, while I have you -- and speaking of Interactive mode -- do you know the process for setting an object to catch shadows? I see the option under Parameters-Display for casting a shadow, but not catching. In Iray, the two are treated as separate functions. 

  • XtraDimensionalXtraDimensional Posts: 509
    edited July 2015
    Hanabi said:

    Wet maps would be great, but there's one thing I especially want to see. Modelledwet  aps. 

    Geometry shell with the shaders from Mec4D's PBR Metals pack?

    Doesn't quite work out. In my humble experiments with it, since the shells cover the entire body geometrically the refraction also works for the whole body. It makes everything look shiny instead of just the water beads, so it's more like they've been doused in baby oil. The other issue is that as great as geometry shells are, they're still very flat. Whether it's done by displacement or physical modeling, it would be nice to have a bit of pop to the water beads to avoid it entirely.

    The one benefit to geometry shells as opposed to regular wet maps is that it works independent of your character UV. Given how the varied UV sets are for characters like G2F and G3F, that's a huge selling point.

    The water drops shader in Mec4D's pack use displacement on a geometry shell, is what I'm trying to say.

    I don't know how to link the post, but this is from her commercial thread in the products forum. 

    (I'm not trying to push the product, just trying to show you that there's something that already does what you want, BTW)

     

    Edit: picture is huge on my tablet. Resized it, and here's a link to the original: http://www.daz3d.com/forums/uploads/FileUpload/4d/2197ea166a30ce2c7c85222090092f.jpg

    Post edited by XtraDimensional on
  • RAMWolffRAMWolff Posts: 10,352

    By design the only way to turn off shadows in Iray is to use the Interactive mode, not the default Photoreal mode (under Render Mode in Render Settings).

    Oh, I did not know that.  So you get the same great iRay render quality but have more control then? 

  • fixmypcmikefixmypcmike Posts: 19,693

    Iray Interactive mode is biased

  • RAMWolffRAMWolff Posts: 10,352

    I've no idea what the difference between the two is... as long as the render is of a good quality and the same shaders and what not can be used I'm good. 

  • ToborTobor Posts: 2,300

    Take a look at this:

    http://www.daz3d.com/forums/discussion/59450/iray-render-mode-comparison

    Iray Interactive is "quasi-biased." It's still the Iray engine, but with certain aspects eased and/or augmented by biased techniques. Most of the differences are controlling shadows.

    For a description of the differences between biased and unbiased, see:

    https://en.wikipedia.org/wiki/Unbiased_rendering

  • RAMWolffRAMWolff Posts: 10,352

    Thanks so much Tobar! 

  • ZebratechZebratech Posts: 24

    Grass and stone! Oh, and fabrics and nice wood. Everyday stuffs, pleeeease. ^^

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