Orestes Electromancy - How For Iray?

It's a great product and one I was thrilled to have:

http://www.daz3d.com/orestes-electromancy

Has anyone figured out how to use it for Iray, though? I thoguht I'd just put an emissive shader on them and see what happened, but the forking arcs and the ball both have three different surface layers. Has anyone experimented with how best to make it light up like it does in 3Delight renders?

Comments

  • The problem isn't that there are three surface layers, the problem is that they're assigned a custom 3Delight shader that's been tweaked a bit to make it different from the standard D|S base shader. I've looked at it in the Shader Mixel panel, and I really wouldn't know where to start reverse-engineering it into an Iray material. I just don't understand these shader bricks very well yet.

    I could probably get pretty close by accident, but there's no way I'd be able to get it right deliberately. 

  • Well, that sounds problematic... Guess we need someone to make a new version of the same basic principle.

    Shame, really. It's amazingly useful!

  • It looks like the Edge Blend shader brick is the key, that's what makes the fuzzy effect in a 3Delight render. Until/unless I figure out how to replicate it with Iray settings, I don't think I'm going to get anywhere.

  • Oso3DOso3D Posts: 15,087

    Your best bet there is emission + bloom, really.

     

  • FishtalesFishtales Posts: 6,212

    Your best bet there is emission + bloom, really.

     

    I don't have the set but that was my thoughts too.

  • That's getting a bit closer, but the edges are still too sharp; it doesn't have the variable fuzziness of the Edge Blend brick. And I have to add a couple of levels of SubD to stop it looking chunky.

    What about Translucence? I'm not sure how to set that up, it's one of the many Iray features I don't quite have my head wrapped around yet.

  • FishtalesFishtales Posts: 6,212

    If there is a transparency map for the object with the set try that in Cutout and set it to 1. I'm sure that is how I did a fire from 3Delight to Iray.

  • Oso3DOso3D Posts: 15,087

    Another option, along with transparency map, is a Luminosity map. Make the actual object perfectly transparent (refraction index 1/weight 1), and then make it emissive and place the map in the luminosity. This will create a glow of the appropriate shape.

    I just have no idea how the UV map is designed or how easily you can fake it, if there isn't an existing map to work with.

     

  • What exactly does 'cutout' control? I've seen it referenced a lot.

  • Oso3DOso3D Posts: 15,087

    Cutout is hard core 'light goes through this bit.' Absolute transparency.

    Refraction 1/1 is hazier, and weird things can happen with it.

    Then again, Cutout doesn't play well with SSS because essentially you are removing (or half removing?) part of the surface rather than just making light go through it.

  • Oh, now that is a useful feature to have...

  • Oso3DOso3D Posts: 15,087

    You see it most often with hair; 3DL Opacity channel is generally autoconverted to Iray Cutout (which can take maps).

     

    However, while 3DL Opacity color governs things like Caustics, that's NOT the case with Iray: color of light coming through a translucent object is either governed by translucence color (when using translucence) or glossy color (if using refraction).

    Repeating myself, but if you want something like glass or water in Iray, you are best keeping cutout at 1 (opaque) and then setting Refraction IOR to the appropriate value, and then Refraction Weight to 1. (You can then make the substance look more frosted/cloudy with Roughness, which blurs images going through, or SSS, which makes the substance look 'foggy')

     

  • XenomorphineXenomorphine Posts: 2,421
    edited October 2015

    That makes me wonder... Is it possible to reproduce the kind of invisibility cloaking effect shown in 'Predator', simply by applying some kind of Iray setting to a figure and the hair/clothes/props it's wearing? From what I can see, that feels like refraction would be a key element to make it seem like it's 'bending light' around contours.

    Actually, if someone were to sell a shader which could one-click that effect, it would probably sell like no-one's business!

    Maybe it could be done through an application of a water shader...

    Post edited by Xenomorphine on
  • Oso3DOso3D Posts: 15,087

    Someone made a ghost shader along those lines. Sorta.

     

  • Been a while.  Has there been any recent progress on getting this to work?

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