Show Us Your Iray Renders. Part IV
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Well, we'll see what my budget actually turns out to be, but thanks for the tips!
Nice render there, Tim. Love how the glasses came out.
Half-elf witch (Pathfinder)
(Millennium Cat LE, El Rafaga, Mec4D's wonderful underwater hair, Arthurian Outfit from Ninive, and random bits and bobs. Used a careful amount of bloom for the eyes)
thanks! I used the thin glass shader that's standard with Studio. The frames of the glasses have 2 material zones for the black and clear, I used the plastic shaders for those.
Scary sewer
How about things like Substance Painter/Designer, which use the GPU? Do you know how they would perform with that kind of set up?
...I have been working on a design for the latter, though with dual 8 core Xeons and 128 GB of DDR4 physical memory in quad configuration just in case a scene exceeds 12 GB. as I will be looking to also render in fine art print sizes.
Can't wait for Pascal architecture to filter down to enthusiast grade GPUs 16- 32 GB of Video memory and possibly up to 6,000 CUDA Cores in a smaller form factor would be super, especially being able to link multiple GPUs via NVLink (through a much fatter 2 way pipeline than SLI). Put four of these on the board and you'll have the rendering speed of the current VCA (24,000 cores) at a fraction of the cost.
Not all work very well in Iray:
A test render for my new Koala model, rendered in IRay.
Wow - totally amazing
Cool! Is this the new Iray LAMH on the panda?
Nope, until nvidia doesn't add a hair primitive to IRay, the LAMH fur has to be exported prior to render. I usually prepare the scene, posing the models as I like, and as I'm ready to render with IRay I just click the "to .OBJ" button in the LAMH Pane (or if you own the full version you can export from there as well), which converts the LAMH strands into actual geometry. Once this step is done, I tune down the glossy values in the fur surface, and render. It takes a little extra work but I like the results. Of course as a hair primitive will be introduced in IRay, we'll update LAMH to use it. Oh, it's a koala BTW :)
Alessandro, that's simply one of the best animal renders in Daz I've ever seen.
Thank you very much, really appreciated!
My main test rig is a K2200 and a K6000. It doesn't make a difference with 3D Coat, but that is also CUDA. I don't have substance painter on this machine though, so I can't answer for that program directly. I suppose it would depend on how the software is using the graphics cards. Straight OpenGL is likely to suffer compared to the higher end cards, but most OpenGL applications don't require a very high end card to function fullly in the first place, unless you are also doing something like running Surround or 3D monitors, or both together. CUDA or OpenCL apps should not care which port things are plugged into.
+1, Nice.
Sorry, for some reason, the ears became the circle around the eyes. Methinks me needs some sleep....
Thanks for explaining the process. I might give it a try.
Is there any idea when nVidea will release the hair primitive, or is that a question for the magic glass ball?
The Substance apps actually use the GPU for computation, not just as display drivers. On a system wher the GPU is weak Designer is, or was, limited to a lower maximum resolution output if it is sued in CPU mode. It's more like iray than a standard OpenGL application, as far as I can tell.
It's indeed a question for the magic glass ball, no news at all about it.
That's really too bad about iRay. Just another nail in the coffin for my needs then. I hope NVIDIA is aware of this and with their coders how long would this take to make and update their rendering engine? Of course then there would need to be an update to DAZ's version too right away....
Fabulous and very realistic render there Alex!

First Window 10 render.
V7 relaxing. I´m also experimenting with the skin shader at the moment.
Even with the lack of NVIDIA support for Iray hair, I still find LAMH useful, just save it for very close portraits with accurate hair. Fur has mostly gone off the table, because I just can't manage the load.
And God Forbid I try to manage more than one character with LAMH! Eek
The skin looks awesome, Toyen. I'd say the experiment was a success!
- Greg
Jason- I'm looking forward to exploring bloom some more- I understand the tempation to do postwork and have a bloom action in photoshop but it's good to see it working within DS.
Here is A Curious Retreat- with portal set up as light emitter.
More D&D stuff.
I used an HDRI with the Emmisive lights on this one.
Is this what you are aiming for?
http://www.daz3d.com/forums/discussion/comment/873379/#Comment_873379
I agree this is the best animal fur render is have seen come out of any hobbist program. I would have used a little anisotropy though just to give it that extra kick of realism. But still an awesome render. Btw out of interest how big a file did the OBJ fur come out at?
...wow, incredible. I can almost hear the voiceover "I Hate Qantas"
Considering all the fur has to be converted to geometry, must take a fairly hefty system to render on.
...yes.
Picked up AtmoCam, decided to try it with a great Stonemason set.
Then I got carried away a little. Heh.