Different render engines use different shaders which usually require different texture setups. Some render engines utilise shaders with separate layers of skin (epidermal, subdermal, etc) to plug things into. Surely that request is a bit pointless and guaranteed to limit showing what the different render engines can actually do.
I was wondering if anybody using cycles could help me as to why the transparency on my eyelashes are interfering with the sss?
Im using genesis 3 fyi.
One thing I have noticed with blender's SSS is it sometimes doesn't like overlapping meshes within an object I usually go into edit mode and select the eyes and eyelashes and hit cntrl-p>seperate by selection to make the eyes a seperate object
Other thing to always check is that the transparency color is fully white (I've accidentally set it not quite white more times than I care to recall)
3delight in DAZ Studio. 3 minutes on 4770K. No hair yet, cause I'm still tweaking the hair preset. I haven't gotten around to setting up 3delight on Houdini yet. Not using the scene though and definitely not Genesis 3.
WOW! That's incredible! Do you have a tutorial or a shader that can help transfer Iray skin to 3DL? Your results here are AMAZING!
Must say that Octane Render looks much better and more realistic, even though it seems to blur out some of the DAZ Studio iRay details.
My late reply is late. The lack of detail is from me not having the HD details for this figure and this was also when normal maps and bump maps couldn't be used on the same node in octane. This is no longer an issue though, as since a few months now, normal and bump maps can work together on a single node.
Must say that Octane Render looks much better and more realistic, even though it seems to blur out some of the DAZ Studio iRay details.
My late reply is late. The lack of detail is from me not having the HD details for this figure and this was also when normal maps and bump maps couldn't be used on the same node in octane. This is no longer an issue though, as since a few months now, normal and bump maps can work together on a single node.
Octane renderer is free now in the Unity Free game making program. Also, I've noticed or maybe it's just me opinion, the iRay renderer in DAZ Studio has improved with 4.10.x (part of that for me on some DAZ 3D products is now having a laptop the can do displacement & directX 11)
I used to worry that I couldn't get the renders of Genesis figures I wanted outside of Daz. I tried downloading iRay for Maya, but it isn't the same. It is missing Daz ubershader (Daz has locked it up) and I wasn't feeling it. Outside DAZ, iRay is geared toward architectural rendering. But then came Redshift and my problems were solved. Redshift relates so well with iRay. Most of the time, I have to create a couple of extra maps, but now, in most cases, I can get exactly what I want without Daz iRay. Here is a MeiLin WIP vs iRay
Must say that Octane Render looks much better and more realistic, even though it seems to blur out some of the DAZ Studio iRay details.
My late reply is late. The lack of detail is from me not having the HD details for this figure and this was also when normal maps and bump maps couldn't be used on the same node in octane. This is no longer an issue though, as since a few months now, normal and bump maps can work together on a single node.
Octane renderer is free now in the Unity Free game making program. Also, I've noticed or maybe it's just me opinion, the iRay renderer in DAZ Studio has improved with 4.10.x (part of that for me on some DAZ 3D products is now having a laptop the can do displacement & directX 11)
yeah being able to use displacement is great, I acrtually use the bump maps as displacement sometimes, I can usually get decent results.
WOW! That's incredible! Do you have a tutorial or a shader that can help transfer Iray skin to 3DL? Your results here are AMAZING!
Sorry for not answering this till now. I'm still in the process of making my own PBR shader for 3delight. I'd say it's about 90% done.
If you look at the mustakettu85's 3delight laboratory thread, you can see some of the early test render shots I did.
Here's a recent test render with the shader.
All surface are using my shader. Still messing around with skin and hair settings, so this is not final. Btw, that's translucency AND subsurface scattering on the hair.
The shader is inspired by materials used in other renderers, like Renderman 21, Arnold, Mantra and Redshift, though heavily optimized for 3delight in DS. It will even import shader settings from dsDefaultMaterial and all omnifreaker shaders (HSS, UberSurface and UberSurface2). I actually still using 4.7, so I have no idea what iray Uber shader is like. Let alone whether or not you can import the settings into mine.
For render geeks, it has;
Physically based BRDF (Oren Nayar, CookTorrance, Ashikhmin Shirley and GGX ).
Transmission with Beer-Lambert based absorption
BRDF based, multiple importance sampling
Explicit Russian roulette for next event estimation
Microfacet energy loss compensation
Raytraced subsurface scattering with forward/backward scattering phase function
Physically based Fresnel for both dielectric and conductor materials.
Unified index of refraction for both reflection and transmission. Controls Fresnel on both.
Artist friendly Reflection (named Specular Color) and Edge Tint for metal surfaces which is then used to derive complex IOR
Some other important features ;
Two specular lobe for the base, one specular lobe for coat
In addition to metalness, there's also transmission (for glass and the like). Both accept masks. Allows you to have dielectric, metal and glass in one surface/material.
Oren Nayar based translucency with bleed through shadows
Two side diffuse - use one texture color on one side, different/separate texture/color on the other
Heavily optimized opacity handling that works with both direct lighting and global illumination
Supports both roughness and glossiness/smoothness workflow
Anisotropy with controllable direction for all specular/reflection lobe. Support masks
Plus some other stuff.
If I can muster the last 10 % of features.
Physically based thin film interference aka iridescence
WOW! That's incredible! Do you have a tutorial or a shader that can help transfer Iray skin to 3DL? Your results here are AMAZING!
Sorry for not answering this till now. I'm still in the process of making my own PBR shader for 3delight. I'd say it's about 90% done.
If you look at the mustakettu85's 3delight laboratory thread, you can see some of the early test render shots I did.
Here's a recent test render with the shader.
All surface are using my shader. Still messing around with skin and hair settings, so this is not final. Btw, that's translucency AND subsurface scattering on the hair.
The shader is inspired by materials used in other renderers, like Renderman 21, Arnold, Mantra and Redshift, though heavily optimized for 3delight in DS. It will even import shader settings from dsDefaultMaterial and all omnifreaker shaders (HSS, UberSurface and UberSurface2). I actually still using 4.7, so I have no idea what iray Uber shader is like. Let alone whether or not you can import the settings into mine.
For render geeks, it has;
Physically based BRDF (Oren Nayar, CookTorrance, Ashikhmin Shirley and GGX ).
Transmission with Beer-Lambert based absorption
BRDF based, multiple importance sampling
Explicit Russian roulette for next event estimation
Microfacet energy loss compensation
Raytraced subsurface scattering with forward/backward scattering phase function
Physically based Fresnel for both dielectric and conductor materials.
Unified index of refraction for both reflection and transmission. Controls Fresnel on both.
Artist friendly Reflection (named Specular Color) and Edge Tint for metal surfaces which is then used to derive complex IOR
Some other important features ;
Two specular lobe for the base, one specular lobe for coat
In addition to metalness, there's also transmission (for glass and the like). Both accept masks. Allows you to have dielectric, metal and glass in one surface/material.
Oren Nayar based translucency with bleed through shadows
Two side diffuse - use one texture color on one side, different/separate texture/color on the other
Heavily optimized opacity handling that works with both direct lighting and global illumination
Supports both roughness and glossiness/smoothness workflow
Anisotropy with controllable direction for all specular/reflection lobe. Support masks
Plus some other stuff.
If I can muster the last 10 % of features.
Physically based thin film interference aka iridescence
Edge bevel
That sounds great! I am very much looking forward to your shader! :D If I can get results like that in 3Delight with your shader, I'll definitely be working to create both Iray AND 3Delight mats for my characters. :)
Comments
Different render engines use different shaders which usually require different texture setups. Some render engines utilise shaders with separate layers of skin (epidermal, subdermal, etc) to plug things into. Surely that request is a bit pointless and guaranteed to limit showing what the different render engines can actually do.
You are a godsend! Thanks!
WOW! That's incredible! Do you have a tutorial or a shader that can help transfer Iray skin to 3DL? Your results here are AMAZING!
Octane renderer is free now in the Unity Free game making program. Also, I've noticed or maybe it's just me opinion, the iRay renderer in DAZ Studio has improved with 4.10.x (part of that for me on some DAZ 3D products is now having a laptop the can do displacement & directX 11)
I used to worry that I couldn't get the renders of Genesis figures I wanted outside of Daz. I tried downloading iRay for Maya, but it isn't the same. It is missing Daz ubershader (Daz has locked it up) and I wasn't feeling it. Outside DAZ, iRay is geared toward architectural rendering. But then came Redshift and my problems were solved. Redshift relates so well with iRay. Most of the time, I have to create a couple of extra maps, but now, in most cases, I can get exactly what I want without Daz iRay. Here is a MeiLin WIP vs iRay
yeah being able to use displacement is great, I acrtually use the bump maps as displacement sometimes, I can usually get decent results.
Sorry for not answering this till now. I'm still in the process of making my own PBR shader for 3delight. I'd say it's about 90% done.
If you look at the mustakettu85's 3delight laboratory thread, you can see some of the early test render shots I did.
Here's a recent test render with the shader.
All surface are using my shader. Still messing around with skin and hair settings, so this is not final. Btw, that's translucency AND subsurface scattering on the hair.
The shader is inspired by materials used in other renderers, like Renderman 21, Arnold, Mantra and Redshift, though heavily optimized for 3delight in DS. It will even import shader settings from dsDefaultMaterial and all omnifreaker shaders (HSS, UberSurface and UberSurface2). I actually still using 4.7, so I have no idea what iray Uber shader is like. Let alone whether or not you can import the settings into mine.
For render geeks, it has;
Some other important features ;
Plus some other stuff.
If I can muster the last 10 % of features.
That sounds great! I am very much looking forward to your shader! :D If I can get results like that in 3Delight with your shader, I'll definitely be working to create both Iray AND 3Delight mats for my characters. :)