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Excuse the thread necromancy. Was this designed to use Iray or 3Delight? Everything I've tried has so far ended up in a black skin with no colored lines or a white skin with black lines. I apply the morph first then the .mat I want followed by the color. What's the magic trick I'm missing?
Thanks!
As this product was released more than 2 years ago it is obviously Pre-Iray
That is how it works...and yes, it was made long before Iray
The coloured lines will show up when you render, they are attached to the ambient node.
Rawn
I tested this morning and am seeing the same thing - white "skin" with black lines. The color for the lines is in the ambient channel of the skin surface but Iray doesn't seem to render that properly. I tried loading the mat and then applying the IRay Uber Base shader but that didn't seem to have any effect. However, applying the mat (black with red lines) then applying the Iray optimized skin shader with ctrl click to save the image maps sort of worked. I ended up with a white robot with dark red lines but they weren't as emissive as the default using 3dlight.
Not being a shader expert I'm not sure what it would take to make these mats more Iray friendly but just looking at it I would think it would be a ton of work.
Like I said, this was made long before Iray, so it will not render properly in Iray, it has an entirely different material setup.
I wasn't really complaining, but I will say that if you wanted to put out a more IRay friendly version - possibly for G3F - I'd be all over that. :)
It's on my wishlist. I bet I can make it sing in Iray. Heh.
As I was not here when Iray was released, obviously I do not know what is pre- or post-Iray. That's pretty much the reason why I asked the question.
Sorry, I didn't realise that you were that new. Iray arrived with DS 4.8, around May this year I think. It is very very new
@The Brig " obviously I do not know what is pre- or post-Iray."
A good general rule of thumb is that is the renders don't say Iray or the materials don't specifically say Iray, it's not meant for the Iray engine. Not to say it can't work with some shader help but that's case by case.
Bummer I thought this was a new product for genesis 3 female.
Okay, needs some work on the displacement and an IES profile to get the glow more like the 3Delight version but quite happy with how RoboGenII is looking in iRay so far :) (The two glowing examples didn't fully render - they were at abour 10 - 15% converged)
Looks very cool!
Rawn
@RawArt - It's your product that's cool, I'm just experimenting with the tools you provided (and some creative use of other tools available!) to get an iRay approximation that looks almost as good as your 3Delight originals so I can continue to use your product in my renderer of choice :) Looks like @Mec4D PBS plastic shaders are the best to use for the skin.
Is it just me, or do you have to crank displacement subd to 4+ to get the lines looking right?
Debating either blurring the displacement maps a little (for gentler transition) or just using bump (and maybe convert a few to normals)
Judging by some of the results I've had I think the Sub-D cranking is certainly an option I hadn't thought of!! I've toyed with the idea of bump or normals, not got round to trying it out though - I was pleased with the emissive so far (believe me, compared to how it looked originally....) but I haven't got a clean displacement yet as you can see in this image.
I'm getting really good results after I made blurred copies of some of the texture files. I think I did Gaussian blur 8 on the main texture and 16 on the Displacement.
I'd show you but I'm on hour 4 of this gd render.
FINALLY. Very happy with how this came out, though my perfectionist streak peers anxiously at a few semi-pixelated bits.
http://willbear.deviantart.com/art/RoboGenII-G2M-571498201
I hadn't had specific plans for this product, but I'm now contemplating using it for one of the machine races in my webcomic.
With some experimenting, I find that using Bump (with Disp maps) works a lot better in Iray than actual displacement, unless you really want big plates or closeups.
Oh wow, this puts my effort to shame!! Fantastic job!! Now to try your tips to see if I can get these results!!
I also used the basic black/white texture in the metallicity channel, so that the plates are metallic and the grooves aren't.
I know what you mean. For the glow on RoboGenII I created a map for Magic Metal Overlay creating a non metallic geoshell of the grooves then made it emissivity and adjusted the emission colour to suit, it works well but with the grooves non metallic underneath it might be better!
Another crazy idea that might work nicely is setting the grooves up as translucent, and setting lightsources within the body (I'm thinking maybe cylinders).
Theoretically, this might render faster, because light primitives are easier to compute than, essentially, thousands of little light emitting facets.
Maybe.
I love all things cyborganic and robotic, and I'm not sure how I missed this, but I will definitely be picking this up soon! Thanks for keeping the thread alive so I could find out about it...
--MW
I'm late to the party, but this. Is there any chance there might be a G3F version with Iray mats somewhere down the pipeline?