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		<title>Why Is There Noise in My Daz Studio Iray Render and How to Remove It</title>
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		<dc:creator><![CDATA[shibashake]]></dc:creator>
		<pubDate>Sat, 27 Jan 2018 01:03:38 +0000</pubDate>
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					<description><![CDATA[One very common question I get about Daz Studio Iray is why is there so much noise in my Iray render and what can I do to remove it? This tutorial explores the source of noise in our Iray images, what type of scenes produce more noise, and how we can reduce this noise without losing image quality. ]]></description>
										<content:encoded><![CDATA[<p>We do not normally think about it, but real-world lighting is very complex. Any single point can receive light from an infinite number of directions. It may receive light from outside, there may be shadows cast from nearby objects, and there may be indirect lighting from nearby surfaces.</p>
<p>Physically based renderers, such as Iray, tries to approximate the physics of reality. For each point on the screen, it shoots out a ray from the camera to that point, then tries to determine its color/value. However, it is simply not possible to calculate the value of a point with real-world accuracy, because we would need to sample light coming in from an infinite number of directions. </p>
<p>Therefore, our Iray renderer must guess what the value of a point is by sampling light from a set of different but <strong>finite</strong> angles. The more samples we collect or <em>iterations</em> we run, the more time it takes, but the better our guess will be. As we collect more and more samples, we will ultimately <em>converge</em> on a likely answer.</p>
<p>Noise arises when we guess incorrectly, so the value of a particular point widely differs from what it should be. As you may have noticed though, some scenes take longer to converge than others, and some scenes are more noisy than others. What then determines the amount of noise in an Iray scene?</p>
<div id='15254' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1-520x338.jpg" alt="Left - Noisy Daz Studio Iray render with a horned girl in water and skulls around her. Right - Noise removed, lights added, and postworked finished image." width="520" height="338" class="size-large wp-image-15254" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1-520x338.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1-280x182.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1-768x500.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1-460x299.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1-220x143.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Why Is There Noise in My Daz Studio Iray Render and How to Remove It</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>What Determines the Amount of Noise in an Iray Scene?</h2>
<p>Based on my own Daz Studio experiences, Iray scene noise seems most pronounced when there are small, extremely bright areas in the scene. For example, when most of the scene light is coming from small and bright light sources, specular indirect lighting, or doorways and windows. </p>
<p>In the <a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/#images/513906/' rel='nofollow'>Fantasy Girl with Horns</a> scene above, there are many bright but small areas of light in the environment map because the sun is peeking through the trees. These small areas of light create noise on the water, which gets compounded as it bounces off that surface and hits others objects in the scene (indirect lighting). </p>
<p>For a more simple case of noise and small, very bright areas, I placed a point light between a fantasy woman&#8217;s hands. A point light has a small surface area. When it is the <strong>main source of light</strong> in a scene, there will likely be a lot of noise. </p>
<p>In some cases, our collected samples may miss the small light altogether, creating a dark spot. In other cases, we may randomly sample in the direction of the light, creating a higher value than reality. Depending on the strength of the light, this value may be very high, thereby significantly skewing our average guess.   </p>
<p>Below, we have a zoomed in image with just the point light turned on (all other lights are off). Notice that there is quite a lot of noise when a small bright light is producing most of the illumination in the scene.</p>
<div id='15234' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-520x514.jpg" alt="Daz Studio Iray rendered image with just the point light turned on, showing that there is quite a lot of picture noise when a small bright light is producing most of the illumination in the scene." width="520" height="514" class="size-large wp-image-15234" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-520x514.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-460x454.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-220x217.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_2b.jpg 652w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Zoomed in image with just the point light turned on. Rendered in Daz Studio Iray for about 10 minutes.</div></div> <!-- End shiba-stage --></div></div>
<p>If we increase the strength of the point light, then the picture noise increases (see below). </p>
<div id='15233' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-520x514.jpg" alt="Daz Studio Iray rendered image with a very strong point light source. Increasing the strength of the point light also increases the amount of picture noise." width="520" height="514" class="size-large wp-image-15233" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-520x514.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-460x454.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-220x217.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_1b.jpg 652w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Point light strength increased by a factor of 10. Rendered in Daz Studio Iray for about 10 minutes.</div></div> <!-- End shiba-stage --></div></div>
<p>If we render the point light in a volumetric space, there is even more noise. This is because we are sampling for the entire volume (including the points in-between the hands), which increases the frequency of errors. </p>
<div id='15235' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-520x514.jpg" alt="Daz Studio Iray rendered image with a point light in volumetric space. The increases the area sampled, which also increases the amount of picture noise." width="520" height="514" class="size-large wp-image-15235" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-520x514.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-460x454.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-220x217.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_3b.jpg 652w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>If we render the point light in a volumetric space, there is also more noise. This is because we are sampling for the entire volume as opposed to just the object surfaces.</div></div> <!-- End shiba-stage --></div></div>
<p>Another noise problem area is when there are caustics. Water, for example, bends light (refraction) and focuses it, essentially making the lighted areas smaller and brighter. This creates interesting light patterns on the water floor. However, because of this light bending property, the direction of our pixel samples become even more important and more susceptible to light misses or accidental hits.</p>
<p>The general take-away here is that &#8211; </p>
<blockquote>
<p>Small bright areas with high values create more noise than wide bright areas.</p>
</blockquote>
<p>Specular, reflective, or refractive surfaces can further increase scene noise. Specular and reflective  surfaces increase the number of small and bright areas, each of which serves as an indirect light source. By understanding the source of noise in our Daz Studio Iray renders, we can better control it in our images. </p>
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<h2>How Do We Reduce Noise in Our Iray Render?</h2>
<p>I use four key methods to reduce noise in my Daz Studio Iray images.</p>
<ol>
<li>Adjust Iray Render Settings.</li>
<li>Increase the amount of light in the scene.</li>
<li>Render at a higher resolution (larger image), then resize down to average out the noise.</li>
<li>Remove some of the noise in post-work by using despeckle or blur operations in Photoshop.</li>
</ol>
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<h3>1. Adjust Iray Render Settings to Reduce Noise</h3>
<p>One of the easiest ways to reduce noise in our Iray renders is to increase the number of samples we collect. The more samples we collect, the better our guess will be (i.e. the closer our guess converges to the actual value). We can do this by going to the <strong>Render Settings</strong> tab, and then selecting <strong>Progressive Rendering.</strong></p>
<div id='15244' class='wp-caption frame3 aligncenter' style='width:460px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:460px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_9.jpg" alt="Daz Studio Iray screenshot of Render Settings &gt; Progressive Rendering parameters. By adjusting these parameters we can control quality of render at the cost of increased rendering time." width="460" height="343" class="size-full wp-image-15244" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_9.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_9-280x209.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_9-220x164.jpg 220w" sizes="(max-width: 460px) 100vw, 460px" /><div class='wp-caption-text shiba-caption'>My <strong>Render Settings > Progressive Rendering</strong> settings.</div></div> <!-- End shiba-stage --></div></div>
<p>Many of these parameters control when rendering stops, and may override each other. </p>
<ul>
<li><strong>Max Samples</strong> &#8211; Controls the number of samples collected per-pixel. The more samples we collect, the better our guess will be.</li>
<li><strong>Max Time</strong> &#8211; Controls the maximum amount of time before rendering stops. Note that the render will stop when either <em>Max Samples</em> or <em>Max Time</em> is reached. If we have a slower graphics card, we may want to increase <em>Max Time</em>.</li>
<li><strong>Rendering Quality</strong> &#8211; Based on <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/forums/discussion/155996/iray-rendering-quality-setting#Comment_2231226' rel='nofollow'>Tobor&#8217;s experience,</a> this controls when the Iray renderer considers a pixel to be converged. I.e. a higher quality value will take longer to reach a given level of convergence. Of course speed of convergence also depends on our hardware and scene.
<p>In more practical terms, <a href="https://sickleyield.deviantart.com/journal/Mini-Tutorial-Iray-Progressive-Render-Settings-557481988">Sickleyield</a> defines this parameter as a multiplier for <em>Max Samples</em> and <em>Max Time</em>. I.e., it is a quick way to increase or reduce the time at which rendering stops. For example, when doing test renders we may reduce <em>Rendering Quality</em> and then push it up again for our final image.</li>
<li><strong>Rendering Converged Ratio</strong> &#8211; As I understand it convergence is a measure of how close our pixel value guess is to its real value. As such, we will never reach 100% convergence, because that is when our guess is 100% accurate, which can only happen when we have the ability to collect an infinite number of samples. As we have seen above, this measure is also partly determined by the <em>Rendering Quality</em> parameter. </li>
</ul>
<p>I usually render each of my lights separately, so I end my renders manually based on the light layer. There are three more Render Settings parameters that pertain to noise. </p>
<ul>
<li><strong>Firefly Filter Enable</strong> &#8211; Go to <strong>Render Settings > Filtering</strong> and make sure that <em>Firefly Filter Enable</em> is on. This will get the Iray renderer to filter out some of the noise in our image.</li>
<li><strong>Caustic Sampler</strong> &#8211; Go to <strong>Render Settings > Optimization</strong>. Turn on Caustic Sample <strong>*if*</strong> we have caustics in our scene. Note that this enables some additional tests in the renderer thereby increasing sampling time, so only turn it on as necessary.</li>
<li><strong>Architectural Sampler</strong> &#8211; Go to <strong>Render Settings > Optimization</strong>. Turn on <em>Architectural Sampler</em> if we have an internal scene with a lot of indirect lighting and light only coming from portals such windows or doors.</li>
</ul>
<p><a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/forums/viewreply/831316/#Comment_1769416' rel='nofollow'>This post</a> by Dave Smith has more detail on these Render Setting parameters. Increasing the number of samples collected is probably the most accurate way to reduce noise. However, it can also take a long time to converge.</p>
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<h3>2. Increase the Amount of Light</h3>
<p>Earlier, we saw that scenes with more noise have light primarily coming directly or indirectly from small bright areas. For example, internal scenes where light is only coming from windows or doors. </p>
<p>One way to reduce noise is to increase the amount of light in our scene, for example by adding large mesh lights in an indoor scene or removing unnecessary walls and ceilings. Larger light sources will reduce the amount of noise in our picture. In addition, if we are getting light from many different directions, then the probability of totally missing a light source or getting overly skewed light values will be significantly reduced. </p>
<p>However, a problem with this approach is that we may flood our scene with too much light, thereby losing shadows, shape definition, and scene depth. The image below is an older image of mine where I used a lot of ambient light in 3Delight. </p>
<div id='15250' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-520x520.jpg" alt="Two fantasy girls playing music for a tiger and a siberian tiger on a tree. Fantasy art. Daz Studio 3Delight image." width="520" height="520" class="size-large wp-image-15250" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-520x520.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-280x280.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-768x768.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-460x460.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-220x220.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_10_Flat_Lighting_Girls_Women_Music_Tigers_Fantasy_Art.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>This is an older image of mine where I used a lot of ambient light in 3Delight.  Because there is too much light I lose shadows and shape definition.</div></div> <!-- End shiba-stage --></div></div>
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<h3>3. Render at a Higher Resolution</h3>
<p>Another simple way to reduce Iray noise is to render our images at a higher resolution (larger size). When we shrink our image down in size, some of the noise will get averaged away. This is a better method than just using blurring techniques to average away the noise because it will retain picture sharpness and detail. </p>
<p>For example, the top image below is rendered at 1024 by 1331 pixels, at 300 iterations, and then cropped in height. The bottom image is rendered at 3000 by 3900 pixels, at 300 iterations, and then reduced in size to 1024 by 1331 pixels (similarly cropped in height). There is a lot less noise in the bottom image without a loss of sharpness or detail.</p>
<div id='15257' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12-520x569.jpg" alt="Comparison of a lower resolution (top) and higher resolution (bottom) image. Both images are of a horned fantasy girl standing in water with skulls around her. Daz Studio Iray render." width="520" height="569" class="size-large wp-image-15257" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12-520x569.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12-280x307.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12-768x841.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12-420x460.jpg 420w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12-201x220.jpg 201w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_12.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>There is a lot less noise in the higher resolution image (bottom) without a loss of sharpness or detail.</div></div> <!-- End shiba-stage --></div></div>
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<h3>4. Remove Scene Noise in Post-work</h3>
<p>We can also remove some of the render noise in post-work using blurring or de-speckling operations. In Photoshop, I use <strong>Filter > Noise > Despeckle</strong> for less noisy renders and <strong>Filter > Blur > Gaussian Blur</strong> for noisy renders. The left image below is the original noisy render and the right image has been blurred with Gaussian Blur radius 3 pixels. </p>
<div id='15259' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14-520x338.jpg" alt="Left image - Noisy image of fantasy girl with horns, standing in water surrounded by skulls. Right - The same image with noise removed by Gaussian Blur." width="520" height="338" class="size-large wp-image-15259" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14-520x338.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14-280x182.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14-768x500.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14-460x299.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14-220x143.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_14.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Remove Scene Noise with Blur or Despeckle operations.</div></div> <!-- End shiba-stage --></div></div>
<p>The problem with Despeckle or Gaussian Blur is that we lose a lot of detail and sharpness, especially in our primary fantasy girl figure. One way to fix this is to create another render with just the girl. By removing the water, we remove a key source of noise in our scene. With a simpler scene, we can also render more iterations for a given time. Then, we use this low-noise image to sharpen the figure in our blurred image. To do this, I select the figure-sharpen layer and set the blending mode to <em>Overlay</em>. Then, I do <strong>Filter > Other > High Pass</strong> with a radius of 5 pixels.</p>
<div id='15261' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15-520x338.jpg" alt="This two comparison images show how we reduce Iray render noise by blurring our image, and also how we get back detail by resharpening our fantasy girl figure." width="520" height="338" class="size-large wp-image-15261" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15-520x338.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15-280x182.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15-768x500.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15-460x299.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15-220x143.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Noise_Fireflies_Daz_Studio_Iray_Render_Picture_Image_Tutorial_15.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Left &#8211; Gaussian Blurred image with much less noise but loss of detail. Right &#8211; Same image but with the girl figure sharpened using the technique described above.</div></div> <!-- End shiba-stage --></div></div>
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<h2>Conclusion</h2>
<p>I reduce noise in my Daz Studio Iray renders by using all four of the techniques above. However, I make sure to properly balance them out so that I do not weaken scene lighting, lose scene detail, or spend too much time rendering. </p>
<p>There are other methods for controlling noise in a path tracer like Iray. For example, seeding the renderer differently, clamping maximum light values, and more. However, as far as I know, such render settings are not currently available in Daz Studio. In any case, they each come with their own weakness. </p>
<p>With just the techniques described here though, I am able to get results that I am happy with. The completed Fantasy Girl with Horns image is shown below. We have <a href="https://thinkdrawart.com/how-i-light-my-daz-studio-iray-scenes">added all our lights,</a> removed noise, and <a href="https://thinkdrawart.com/step-by-step-daz-studio-post-work-tutorial">applied our post-work process.</a></p>
<div id='15264' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c-446x580.jpg" alt="Sexy Fantasy woman with horns, standing in water, surrounded by skulls. Fantasy art. Daz Studio Iray image render." width="446" height="580" class="size-large wp-image-15264" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c-768x998.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2018/01/Fantasy_Woman_Art_Girl_Horns_Standing_Water_Skulls_Jungle_Lake_Daz_Studio_Iray_1c.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Final Fantasy Girl with Horns image. We combined all lights, removed noise, and warmed up the image in post.</div></div> <!-- End shiba-stage --></div></div>
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		<title>Top 5 Daz Studio Iray Essentials</title>
		<link>https://thinkdrawart.com/top-5-daz-studio-iray-essentials</link>
					<comments>https://thinkdrawart.com/top-5-daz-studio-iray-essentials#comments</comments>
		
		<dc:creator><![CDATA[shibashake]]></dc:creator>
		<pubDate>Wed, 09 Dec 2015 19:10:55 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Iray]]></category>
		<category><![CDATA[daz iray]]></category>
		<category><![CDATA[daz studio]]></category>
		<category><![CDATA[daz studio iray]]></category>
		<category><![CDATA[ds iray]]></category>
		<category><![CDATA[iray]]></category>
		<category><![CDATA[iray essentials]]></category>
		<category><![CDATA[iray products]]></category>
		<category><![CDATA[iray shaders]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=12246</guid>

					<description><![CDATA[Top 5 Iray products that I use in almost every one of my renders. These are the products that I am awesomely happy with because I keep using them time and time again. They significantly enhance my Iray renders and allow me to effectively use older Poser or 3Delight textures in Daz Studio Iray. ]]></description>
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<h2>1. Pd Iray Shader Kit 1</h2>
<p><a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/pd-iray-shader-kit-1' rel='nofollow'>The Pd Iray Shader Kit 1</a> by parrotdolphin is one of my favorite products of 2015. It allows me to not only make previous 3Delight materials look good in Iray, but also effectively use many made-for-Poser cloth materials, with just a few clicks. </p>
<p>There is also the ability to add a metallic sheen to my cloth surfaces, or to add cool metallic patterns. In the example image below, I added the gold metallic sheen to the trim of <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/fantasy-wrap-for-genesis-3-female-s' rel='nofollow'>the Fantasy Wrap dress,</a> as well as the gold metallic patterns to the cloth she is holding.</p>
<p>Most clothing sets that I use have a combination of mostly cloth, metal, and leather parts. Therefore, combined with basic Iray metal shaders and Khory&#8217;s Iray leather shaders (described later), I can make most clothing sets render well in Iray without too much effort. </p>
<div id='12427' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/DesertDance2b-520x400.jpg" alt="Woman holding cloth and dancing in the desert, with wind blowing on cloth and wind-swept hair." width="520" height="400" class="size-large wp-image-12427" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/DesertDance2b-520x400.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/DesertDance2b-280x215.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/DesertDance2b-460x354.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/DesertDance2b-220x169.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/DesertDance2b.jpg 1331w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>I applied shaders from Pd Iray Shader Kit 1 to all cloth surfaces in this image.</div></div> <!-- End shiba-stage --></div></div>
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<h2>2. AtmoCam for Iray</h2>
<p>I use <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/atmocam-for-iray' rel='nofollow'>AtmoCam for Iray</a> by Marshian in almost every one of my Iray images. AtmoCam allows me to render light-rays, create atmosphere, fog effects, underwater effects, and more. </p>
<p>In the mermaid image below, I used AtmoCam to create my underwater effect. To do this, I rendered a light layer using the AtmoCam AzureSea setting and the AtmoCam HDR Env Render Setting. </p>
<div id='12390' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/MermaidIndigo1d-446x580.jpg" alt="Underwater mermaid with purple hair, purple skin, and purple tinted tail." width="446" height="580" class="size-large wp-image-12390" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/MermaidIndigo1d-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/MermaidIndigo1d-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/MermaidIndigo1d-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/MermaidIndigo1d-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/MermaidIndigo1d.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>I used AtmoCam for Iray to give my mermaid image a nice underwater atmosphere.</div></div> <!-- End shiba-stage --></div></div>
<p>AtmoCam also works great for creating spell effects or providing atmosphere around emissive light surfaces. In the wolf pack image below, I rendered a volumetric light layer for a green point light on her right hand. This casts a nice green glow behind and to the side of my figure. The wolf pack is created using <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/wolf-2-0-by-am' rel='nofollow'>Wolf 2.0 by AM.</a></p>
<div id='12434' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/WolfPack1c-520x433.jpg" alt="Woman magician with an evil smile leading her white wolf pack on a hunt. " width="520" height="433" class="size-large wp-image-12434" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/WolfPack1c-520x433.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/WolfPack1c-280x233.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/WolfPack1c-460x383.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/WolfPack1c-220x183.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/WolfPack1c.jpg 1229w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Green spell effect on our evil wizard&#8217;s right hand created with AtmoCam for Iray.</div></div> <!-- End shiba-stage --></div></div>
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<h2>3. UHT Hair Shaders for Iray</h2>
<p>Just as the Pd Iray Shader Kit allows me to make cloth materials look good in Iray, <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/uht-hair-shaders-for-iray' rel='nofollow'>UHT Hair Shaders</a> allow me to make 3Delight and Poser hair look good in Iray with just a few clicks. I especially like all the extra controls for adding displacement maps, back-scatter, shine, transparency, and more. </p>
<div id='12438' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/GardenEden1d-520x433.jpg" alt="Girl,woman,Eve lying on some pillows in a forest, with a partly bitten apple, and a snake in the background." width="520" height="433" class="size-large wp-image-12438" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/GardenEden1d-520x433.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/GardenEden1d-280x233.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/GardenEden1d-460x383.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/GardenEden1d-220x183.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/GardenEden1d.jpg 1229w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Used UHT Hair Shaders for Iray on StoryBrook Hair by 	 Propschick and RPublishing.</div></div> <!-- End shiba-stage --></div></div>
<p>I have tried other hair shader products, but so far, I like the render results I get from this one best. <strong>Note</strong> however, that these shaders work best on hair surfaces that are mapped to straight hair pieces. I usually continue to use the original hair textures for scalp surfaces and surfaces that have special (non-straight) hair patterns. Nevertheless, even there, I can still apply displacement, shine, and other hair options, to the original textures. </p>
<p>Another important thing to note is that the transparency options may not work on all hair surfaces. In these cases, we will have to edit the original transparency image maps, and strengthen it in an image processing program such as Photoshop. More details on hair transparency <a href="http://thinkdrawart.com/daz-studio-iray-tips-and-tricks#hair">here.</a></p>
<p>In the image below, we apply UHT Hair Shaders to <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/tatiana-hair' rel='nofollow'>Tatiana Hair by 3Dream and Mairy.</a></p>
<div id='12441' class='wp-caption frame3 aligncenter' style='width:483px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:483px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/HandsOff1c-483x580.jpg" alt="Woman wearing red vintage swimsuit doing a sexy pin-up pose and smile on the beach." width="483" height="580" class="size-large wp-image-12441" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/HandsOff1c-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/HandsOff1c-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/HandsOff1c-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/HandsOff1c-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/HandsOff1c.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>In this image, we applied UHT Hair Shaders for Iray to Tatiana Hair by 3Dream and Mairy.</div></div> <!-- End shiba-stage --></div></div>
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<h2>4. Iray Fashion Leathers</h2>
<p>Another very common outfit shader are leather shaders. This is where <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/iray-fashion-leathers' rel='nofollow'>Khory&#8217;s Iray Fashion Leathers</a> comes in handy. In the Catwoman image below, I applied a black shader from the set to 3D-Age&#8217;s Cats outfit. The only additional thing I did, was to adjust UV tiling for the surfaces of the outfit so that I get the leather texture that I want, and so that the texture pattern is consistent throughout the outfit. </p>
<div id='12251' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/10/CatWoman1c-520x473.jpg" alt="Catwoman sitting on a papasan chair with several cats around her. Moon in the background." width="520" height="473" class="size-large wp-image-12251" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/10/CatWoman1c-520x473.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/10/CatWoman1c-280x255.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/10/CatWoman1c-460x418.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/10/CatWoman1c-220x200.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/10/CatWoman1c.jpg 1126w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Used Iray Fashion Leathers on 3D-Age&#8217;s Cats outfit.</div></div> <!-- End shiba-stage --></div></div>
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<h2>5. Iray Skin Shader</h2>
<p>The truth is, I am still searching for a good Iray skin shader solution for older generation figures, especially Gen4. Currently, I am using <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/jm-humanshader-for-iray' rel='nofollow'>JM HumanShader for Iray.</a> However, the skin settings are a bit too glossy/shiny for my taste. I usually reduce the Top Coat Layer and Glossy Layered Weight values. Still though, the figure skins tend to have an air-brush quality to it.</p>
<div id='12446' class='wp-caption frame3 aligncenter' style='width:483px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:483px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/Yumi1-483x580.jpg" alt="Asian girl wearing a black kimono with an Eastern dragon curled around her neck." width="483" height="580" class="size-large wp-image-12446" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/Yumi1-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/Yumi1-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/Yumi1-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/Yumi1-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/Yumi1.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>Using JM HumanShader for Iray on a Victoria 4 character (Tempesta&#8217;s Yumi).</div></div> <!-- End shiba-stage --></div></div>
<p><a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/iray-converter-for-genesis-and-generation-4-bundle' rel='nofollow'>The Iray Converter for Genesis and Generation 4 Bundle by V3Digitimes</a> looks like it could be an interesting and flexible solution. However, I am still waiting for a good sale before I can try it out.</p>
<div id='12448' class='wp-caption frame3 aligncenter' style='width:483px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:483px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/London2b-483x580.jpg" alt="Pin-up woman model wearing the Psyche outfit with tall buildings in the backdrop. Yellow and blue highlights." width="483" height="580" class="size-large wp-image-12448" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/London2b-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/London2b-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/London2b-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/London2b-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/11/London2b.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>Using Iray Uber Shader on a Victoria 4 character (Danae&#8217;s London).</div></div> <!-- End shiba-stage --></div></div>
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		<title>Water Shader Tutorial for Daz Studio Iray</title>
		<link>https://thinkdrawart.com/water-shader-tutorial-for-daz-studio-iray</link>
					<comments>https://thinkdrawart.com/water-shader-tutorial-for-daz-studio-iray#comments</comments>
		
		<dc:creator><![CDATA[shibashake]]></dc:creator>
		<pubDate>Mon, 24 Aug 2015 22:05:34 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Iray]]></category>
		<category><![CDATA[daz studio iray]]></category>
		<category><![CDATA[ds iray]]></category>
		<category><![CDATA[iray]]></category>
		<category><![CDATA[iray shader]]></category>
		<category><![CDATA[iray tutorial]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[water]]></category>
		<category><![CDATA[water shader]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=12068</guid>

					<description><![CDATA[In this tutorial we focus on the three water shaders in Daz Studio Iray - water, water thin, and water dispersive. We also experiment with an underwater mermaid scene and water caustics. ]]></description>
										<content:encoded><![CDATA[<p>There are three types of water shaders that come with Daz Studio Iray &#8211; water, water dispersive, and water thin. I started learning about Iray water shaders by creating a very simple scene &#8211; just a girl wearing a swimsuit, who is standing in water. </p>
<p>The image below is the finished product of my water shader experiment. In this tutorial, I talk about the different parameters of the Iray water shader, and what I focused on to create my pin-up render.</p>
<div id='12070' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-520x515.jpg" alt="Pin-up image of girl in swimsuit and beach hat, standing in water." width="520" height="515" class="size-large wp-image-12070" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/SwimsuitGirlPinup1c.jpg 1034w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Water Shader Tutorial for Daz Studio Iray</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>1. Water Shader</h2>
<div id='12072' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-280x277.jpg" alt="Reflection of my image based light (IBL) on a flat plane with the water shader." width="280" height="277" class="size-medium wp-image-12072" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader1.jpg 1034w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>Barcelona Sunset environment map with zero rotation.</div></div> <!-- End shiba-stage --></div></div>
<p>I create the scene as I normally would. Here I am using <a href='https://www.jdoqocy.com/links/3576029/type/dlg/https://www.daz3d.com/fwsa-gillian-hd-for-victoria-7-and-lf-sorbet-swimwear' rel='nofollow'>FWSA Gillian HD and LF Sorbet Swimwear,</a> which fits in very well with a water pin-up scene. The only extra change I made here, is to make her skin appear more wet by increasing <strong>Glossy Reflectivity</strong> to 0.9, and decreasing <strong>Glossy Roughness</strong> to 0.4, for all skin surfaces.</p>
<p>Once I am done, I make a plane primitive and apply the Iray water shader to it. When I look at the surface properties of my water plane, there are two key properties &#8211; reflection and refraction. </p>
<h3>a) Reflection</h3>
<p>To get a good reflection on my water, I want to pick a good environment map and rotation angle. I like the Barcelona Rooftops HDR that I got from <a href="http://www.hdrlabs.com/sibl/archive.html">sIBL Archives,</a> so I use it here, starting with zero rotation. Unfortunately, at this rotation, it is filled with large buildings and palm trees, which is not a very pleasing reflection on my water. Therefore, I adjust the rotation until I get an interesting far-away skyline, that I am happy with (rotation = 270 degrees).</p>
<div id='12074' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-520x515.jpg" alt="A more far-away and open sky-line creates a better reflection on my water plane." width="520" height="515" class="size-large wp-image-12074" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader2.jpg 1034w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>I adjust the rotation of my Environment Map until I get a more open, far-away, skyline that I am happy with.</div></div> <!-- End shiba-stage --></div></div>
<h3>b) Refraction</h3>
<div id='12081' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-280x277.jpg" alt="Slight change of the camera angle so we can see more of the refracted foot." width="280" height="277" class="size-medium wp-image-12081" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3b.jpg 1034w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>Slight change of the camera angle so we can see more of the refracted foot.</div></div> <!-- End shiba-stage --></div></div>
<p>Another important aspect of the Iray water shader is refraction. Light travels at a different speed in air than in water. Therefore, when light enters water, it gets bent (at the point of crossing),  thereby allowing us to see more of the leg that is submerged. Without refraction, her foot would not be visible. </p>
<blockquote>
<p>Submerged objects always appear to be shallower than they are because the light from them changes angle at the surface, bending downward toward the water.<br />
~~[<a href="http://hyperphysics.phy-astr.gsu.edu/hbase/geoopt/refr2.html">HyperPhysics</a>]</p>
</blockquote>
<div id='12110' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader10-280x224.jpg" alt="Screeshot of how to duplicate objects in Daz Studio 4.8 Pro." width="280" height="224" class="size-medium wp-image-12110" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader10-280x224.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader10-220x176.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader10.jpg 432w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>Create a Ground Plane by duplicating my water plane.</div></div> <!-- End shiba-stage --></div></div>
<p>However, because all we have is our water plane and there is no ground plane, her foot looks like it is not standing on anything. To fix this, I duplicate my water plane by going into <strong>Edit > Duplicate > Duplicate Node(s).</strong> This creates a duplicate plane which I call &#8216;Ground Plane&#8217;. Next, I apply the <em>Concrete Iray shader</em> to my ground plane, and then move it down so that my pin-up girl is standing on it. </p>
<p>Notice that there is now a shadow under her foot, and there are also interesting patterns on the water due to refraction of the ground plane.</p>
<div id='12078' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-520x515.jpg" alt="Added a ground plane so that the pin-up girl is now standing on something solid. This also adds interesting texture to the water because of refraction." width="520" height="515" class="size-large wp-image-12078" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader3.jpg 1034w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>I add a ground plane so that the pin-up girl&#8217;s refracted foot, under the water, is standing on a solid surface.</div></div> <!-- End shiba-stage --></div></div>
<h3>c) Waves</h3>
<p>You will notice, that there is wind in our render that is blowing out our pin-up girl&#8217;s hair. This wind will also create waves/ripples on our water. To add waves to our currently flat water plane, we add in an appropriate normal map. We can do a search for &#8220;water normal map&#8221; or we can get a normal map from one of our existing environments. </p>
<div id='12112' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader101-280x224.jpg" alt="Screenshot of how to add waves to a water plane by loading in a normal map." width="280" height="224" class="size-medium wp-image-12112" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader101-280x224.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader101-460x368.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader101-220x176.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader101.jpg 476w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>Load my water normal map into the  Normal Map parameter of my water plane.</div></div> <!-- End shiba-stage --></div></div>
<p>Next, I edit my water plane surface, and load in my water normal map. I can increase the number of <strong>Horizontal and Vertical Tiles</strong> in my shader parameter, if I want to make my water be more wavy. Finally, I can also color my water plane, for example make my water appear more blue, by changing the <strong>Base Color</strong> parameter of my water plane.</p>
<div id='12083' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-520x515.jpg" alt="Added waves to my Iray water shader." width="520" height="515" class="size-large wp-image-12083" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader5-NormalMap.jpg 1034w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Added waves on my water plane by loading in an appropriate water normal map.</div></div> <!-- End shiba-stage --></div></div>
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<h2>2. Water Thin &#038; Water Dispersive</h2>
<p>The <em>Water Thin</em> Iray shader is just like the <em>Water</em> shader except that it has the <strong>Thin Walled</strong> parameter turned on. This just means that the water shader is only applied to the surface of the object, instead of the entire volume of the object.</p>
<blockquote>
<p><strong>Thin Walled</strong> &#8211; This property sets the volumetric effects of the surface. Compare a bubble (on) to a marble (off) for example.<br />
~~<a href='https://www.tkqlhce.com/links/3576029/type/dlg/http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/shader_general_concepts/start#thin_walled' rel='nofollow'>[Daz Documentation Center]</a></p>
</blockquote>
<div id='12085' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader7-Bubbles-280x308.jpg" alt="Girl in pink with lots of bubbles around her. Two Beagle puppies also playing with the bubbles." width="280" height="308" class="size-medium wp-image-12085" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader7-Bubbles-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader7-Bubbles-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader7-Bubbles-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader7-Bubbles-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader7-Bubbles.jpg 1024w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>When Thin Walled is Off, the bubbles look like droplets of water.</div></div> <!-- End shiba-stage --></div></div>
<p>For example, cornea surfaces are often set to Water Thin. Another great example of a thin surface object are bubbles. In my first bubble image, I have the <strong>Thin Walled</strong> parameter set to Off. In this example, my bubbles look more like droplets of water rather than bubbles. </p>
<div class="alignbreak"></div>
<p><div id='12087' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader8-ThinBubbles-280x308.jpg" alt="Girl in pink with lots of bubbles around her. Two Beagle puppies also playing with the bubbles." width="280" height="308" class="size-medium wp-image-12087" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader8-ThinBubbles-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader8-ThinBubbles-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader8-ThinBubbles-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader8-ThinBubbles-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader8-ThinBubbles.jpg 2000w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>When Thin Walled is On, the bubbles look a lot more like bubbles.</div></div> <!-- End shiba-stage --></div></div><br />
In the next image, I have the <strong>Thin Walled</strong> parameter set to On. As you can see, our bubbles are now starting to look a lot more like bubbles.</p>
<div id='12089' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/PinkLady1-520x572.jpg" alt="Girl in pink with lots of bubbles around her. Two Beagle puppies also playing with the bubbles. Postwork in Photoshop." width="520" height="572" class="size-large wp-image-12089" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/PinkLady1-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/PinkLady1-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/PinkLady1-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/PinkLady1-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/PinkLady1.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Completed Pink Lady and Bubbles image.</div></div> <!-- End shiba-stage --></div></div>
<p>Another very cool aspect of bubbles is that they have chromatic dispersion. These result in the many colors we may see on bubbles, in an oil slick, or in a rainbow. </p>
<blockquote>
<p>A bubble film is a sort of sandwich: a layer of soap molecules, a filling of water molecules, and then another layer of soap molecules. When light waves reflecting from one layer of soap molecules meet up with light waves reflecting from the second layer of soap molecules, the two sets of waves interfere. Some waves add together, making certain frequencies or colors of light brighter. Other waves cancel each other, removing a frequency or color from the mixture. The colors that you see are what&#8217;s left after the light waves interfere.<br />
~~[<a href="https://www.exploratorium.edu/science_explorer/bub_dome.html">Exploratorium</a>]</p>
</blockquote>
<p>That is what the <em>Water Dispersive</em> Iray shader addresses. It has an additional parameter called <strong>Abbe.</strong></p>
<blockquote>
<p>Abbe is a conatant chromatic dispersion. Lower numbers (but greater than 0) give more dispersion on the surface, and the higher the value, the less dispersion. This works on surfaces with volume, not on Thin Walled surfaces.<br />
~~[<a href='https://www.kqzyfj.com/links/3576029/type/dlg/http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/shader_general_concepts/start#abbe' rel='nofollow'>Daz Documentation Center]</a>
</p>
</blockquote>
<p><strong>Note that Abbe does not work on Thin Walled surfaces.</strong> Therefore, to test this out, I need a double layered bubble (i.e. a bubble that is geometrically represented by both an outer and inner layer). I found such a bubble in the <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/3d-bubbles' rel='nofollow'>3D Bubbles product by MindVision G.D.S.</a> </p>
<div id='12096' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader9-DoubleSidedBubbles-520x572.jpg" alt="Two sided bubbles look a lot more substantial, and end up looking a bit more like glass." width="520" height="572" class="size-large wp-image-12096" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader9-DoubleSidedBubbles-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader9-DoubleSidedBubbles-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader9-DoubleSidedBubbles-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader9-DoubleSidedBubbles-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader9-DoubleSidedBubbles.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Water Dispersive Iray shader applied to two-sided bubbles. Abbe set to 2.</div></div> <!-- End shiba-stage --></div></div>
<p>Chromatic dispersion works here. However, the two sided bubbles look a bit too substantial for bubbles, and ends up looking more like glass. Personally, I like the Thin Walled version best.</p>
<div id='12090' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/GirlBubbles1b-520x572.jpg" alt="Girl in green with one of her legs up and bubbles all around her. Stonemason&#039;s Path to Cloud Temple used as backdrop." width="520" height="572" class="size-large wp-image-12090" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/GirlBubbles1b-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/GirlBubbles1b-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/GirlBubbles1b-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/GirlBubbles1b-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/GirlBubbles1b.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Another example image with Thin-Walled bubbles.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>3. Under-Water Scene</h2>
<p>There are two important aspects in an underwater scene, volumetric or atmospheric effects and caustics. I achieve my underwater atmospheric effect by using <a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/atmocam-for-iray' rel='nofollow'>AtmoCam for Iray by Marshian.</a> We can also set up our own volumetric cube by following some of the guidelines discussed <a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/forums/discussion/59007/need-help-with-underwater-scene-in-iray#Comment_859342' rel='nofollow'>here</a> (in the Daz3D forum).</p>
<blockquote>
<p>In optics, a caustic or caustic network is the envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface.<br />
~~[<a href="https://en.wikipedia.org/wiki/Caustic_(optics)">Wikipedia</a>]</p>
</blockquote>
<p>In water, cool caustic patterns are made by the curves of surface waves. To generate these caustic patterns in my underwater scene, it is easiest and most time effective to fake it using a Gobo light. </p>
<ol>
<li>I first did a search for &#8220;water caustics texture&#8221; and download some patterns that I like.</li>
<li>Then, I placed a spotlight up high up in my scene, and point it down at my focus area. I want it high enough so that it casts a bunch of almost parallel rays into my scene.</li>
<div id='12116' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader17a-280x236.jpg" alt="Screenshot of how to invert my water caustics pattern using the Layered Image Editor." width="280" height="236" class="size-medium wp-image-12116" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader17a-280x236.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader17a-520x439.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader17a-460x388.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader17a-220x186.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/IrayWaterShader17a.jpg 810w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>I invert my caustics image using the Layered Image Editor.</div></div> <!-- End shiba-stage --></div></div>
<li>Next, I create a plane and apply my water caustics texture to the <strong>Cutout Opacity</strong> parameter of the plane. White represents opaque and black represents transparent. Therefore, I want my caustics lines to be in black and all the rest to be in white. If necessary, I can invert the image using the <strong>Layered Image Editor.</strong></li>
<li>Finally I position the plane in front of my light so that it casts the proper shadows onto my underwater floor plane. </li>
</ol>
<div id='12114' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid2a-520x572.jpg" alt="Underwater mermaid with fake caustics from a Gobo light. " width="520" height="572" class="size-large wp-image-12114" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid2a-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid2a-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid2a-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid2a-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid2a.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Finished underwater mermaid scene with caustics from a Gobo light.</div></div> <!-- End shiba-stage --></div></div>
<p>Another way to achieve caustics is to do it for real by setting up an appropriate scene with appropriate shaders, and then letting the Iray renderer physically generate the water caustics pattern. This will take much longer to render, but will create more realistic looking results. </p>
<p>It was a big challenge for me to get Iray to generate caustic patterns in my underwater scene. I was finally only able to do it by using <a href='https://www.jdoqocy.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/images/79850/' rel='nofollow'>Overcomeon&#8217;s underwater caustic test scene.</a></p>
<p>Remember that the caustic patterns are formed by reflection and refraction off the curved surface of waves, on our water. Therefore, we will need waves on our water plane. In addition, reflection also plays a very important role to bounce off our light rays, thereby increasing the area where the patterns are created. To get caustics in my scene, I needed to place several large planes around my scene to bounce off my sunlight. </p>
<p>Finally, we also want to go to <strong>Render Settings > Optimization</strong> and turn ON the <strong>Caustic Sampler</strong> parameter. This will hopefully increase render efficiency of caustics in our scene. Note that this is just an optimization or render efficiency setting. </p>
<div id='12120' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid3a-520x572.jpg" alt="Underwater mermaid with real caustics from the Daz Studio Iray renderer." width="520" height="572" class="size-large wp-image-12120" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid3a-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid3a-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid3a-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid3a-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Mermaid3a.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Finished underwater mermaid scene with real caustics from the Daz Studio Iray renderer.</div></div> <!-- End shiba-stage --></div></div>
]]></content:encoded>
					
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		<title>Daz Studio Iray Tutorial for Beginners</title>
		<link>https://thinkdrawart.com/daz-studio-iray-tutorial-for-beginners</link>
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		<dc:creator><![CDATA[shibashake]]></dc:creator>
		<pubDate>Sun, 24 May 2015 05:52:16 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Iray]]></category>
		<category><![CDATA[3d art beginner]]></category>
		<category><![CDATA[3d-art]]></category>
		<category><![CDATA[beginner]]></category>
		<category><![CDATA[daz studio]]></category>
		<category><![CDATA[daz studio iray]]></category>
		<category><![CDATA[daz3d]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[ds iray]]></category>
		<category><![CDATA[featured-article]]></category>
		<category><![CDATA[hdr]]></category>
		<category><![CDATA[hdri]]></category>
		<category><![CDATA[ibl]]></category>
		<category><![CDATA[image based light]]></category>
		<category><![CDATA[iray]]></category>
		<category><![CDATA[iray beginner]]></category>
		<category><![CDATA[iray ibl]]></category>
		<category><![CDATA[iray lighting]]></category>
		<category><![CDATA[iray materials]]></category>
		<category><![CDATA[iray renderer]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=11730</guid>

					<description><![CDATA[This tutorial describes how I create a  simple scene, from start to finish, for the Daz Studio Iray renderer. In particular, I discuss how to assign Iray materials, and how to create simple but realistic lighting in Iray with an image based light (IBL).]]></description>
										<content:encoded><![CDATA[<p>I am starting to play around more seriously with the Iray renderer in Daz Studio. The great thing about Iray, is that we can create realistic looking renders without having to muck around too much with lighting. Another really big advantage of Iray, is that we can get pretty good render results in a fairly short amount of time, <strong>if we have a good nVidia graphics card.</strong> </p>
<p>In this tutorial, I will describe how I started out with Daz Studio Iray, and how I created a simple realistic render from start to finish. This tutorial is intended for Iray beginners who are already familiar with the standard Daz Studio Interface.</p>
<p>If you are only starting to use Daz Studio, then check out <a href="http://thinkdrawart.com/daz-studio-for-beginners">this Daz Studio for Beginners tutorial.</a></p>
<div id='11789' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-446x580.jpg" alt="Realistic looking girl with a dragon tattoo on her back." width="446" height="580" class="size-large wp-image-11789" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>First Iray image I created with an image based light (IBL).</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>1. Creating the Scene and Materials</h2>
<p>I create the scene in the same way as I would in regular Daz Studio. However, one very important aspect of getting a scene to look right in Iray is in using the right materials.</p>
<p>In this tutorial, I make a very simple scene with a female figure and a dragon tattoo on her back. She has interesting, long, wind-blown hair and is wearing a bikini. I make sure to use a highly detailed and realistic looking skin on my human figure. In this example, I am using the Bambolina skin by Tempesta3d. I also get pretty good results from the Daz3d Elite skins that I got from <a href="http://www.anrdoezrs.net/j7115tenkem1579824B133B2A49513638B66353222?url=http%3A%2F%2Fwww.daz3d.com%2Fmichael-6-hd-add-on" rel="nofollow">Michael 6 HD Add-On</a> and <a href="http://www.dpbolvw.net/tl68tenkem1579824B133B2A49513638B66353222?url=http%3A%2F%2Fwww.daz3d.com%2Fvictoria-6-hd-add-on" rel="nofollow">Victoria 6 HD Add-On.</a> </p>
<p>This simple scene allows me to focus on learning the basic material and lighting aspects of Iray.</p>
<div id='11751' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayScene1-520x418.jpg" alt="Screen shot of my simple Daz Studio/Iray scene." width="520" height="418" class="size-large wp-image-11751" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayScene1-520x418.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayScene1-280x225.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayScene1-460x369.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayScene1-220x177.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayScene1.jpg 1474w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>This simple scene allows me to focus on learning the basic material and lighting aspects of Iray.</div></div> <!-- End shiba-stage --></div></div>
<p><a name="shader"></a><br />
After I finish creating my scene, I need to apply Iray shaders to all of my scene objects (figures, clothing, props, environment). One simple way to do this, is to &#8211;</p>
<ol>
<div id='11750' class='wp-caption frame3 alignright' style='width:360px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:360px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials1.jpg" alt="Screenshot of how to assign Iray shaders to all scene objects - step 1" width="360" height="218" class="size-full wp-image-11750" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials1.jpg 360w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials1-280x170.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials1-220x133.jpg 220w" sizes="(max-width: 360px) 100vw, 360px" /><div class='wp-caption-text shiba-caption'>Expand all objects within our scene.</div></div> <!-- End shiba-stage --></div></div></p>
<li>Click on the <strong>Scene Tab</strong>. Then, right-click on the Scene pane, and select <strong>Expand > Expand All</strong>.</li>
<li>I do <strong>Ctrl-A</strong> to select all items in my scene pane. Then I <strong>Ctrl-click</strong> to un-select lights and cameras.</li>
<li>Next, (a) I click on the <strong>Surfaces Tab,</strong> (b) click on <strong>Editor</strong>, and (c) select all the objects within it</li>
<div id='11753' class='wp-caption frame3 aligncenter' style='width:498px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:498px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials2.jpg" alt="Screen shot of how to select all object surfaces in the scene." width="498" height="360" class="size-full wp-image-11753" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials2.jpg 498w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials2-280x202.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials2-460x333.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials2-220x159.jpg 220w" sizes="(max-width: 498px) 100vw, 498px" /><div class='wp-caption-text shiba-caption'>Select all object surfaces in the scene.</div></div> <!-- End shiba-stage --></div></div>
<li>Now, (a) I click on <strong>Presets.</strong> Within the Presets pane, (b) I select <strong>Shaders > Iray.</strong> If you are not using the Smart Content functionality within Daz Studio, you can get at the Iray shaders through your Content Library by going to <em>Shader Presets > Iray > DAZ Uber</em> in your Daz Studio directory. Finally, (c) I double click on the <strong>!Iray Uber Base shader</strong> to convert all the objects in my scene to using Iray shaders.</li>
<div id='11755' class='wp-caption frame3 aligncenter' style='width:490px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:490px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials3.jpg" alt="Screenshot of how to assign Iray shaders to all scene objects - step 4" width="490" height="430" class="size-full wp-image-11755" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials3.jpg 490w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials3-280x246.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials3-460x404.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials3-220x193.jpg 220w" sizes="(max-width: 490px) 100vw, 490px" /><div class='wp-caption-text shiba-caption'>Apply Iray Uber Base shader to all object surfaces in my scene.</div></div> <!-- End shiba-stage --></div></div>
<li>Note that Iray also has specialized shaders for glass, metal, water, fabric, leather, and more. At this point, I identify any special surfaces in my scene that fall into these categories, and assign them accordingly.</li>
<div id='11756' class='wp-caption frame3 alignright' style='width:302px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:302px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials5.jpg" alt="Pop-up window that opens when I Ctrl-double click on a shader tile/icon." width="302" height="268" class="size-full wp-image-11756" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials5.jpg 302w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials5-280x248.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials5-220x195.jpg 220w" sizes="(max-width: 302px) 100vw, 302px" /><div class='wp-caption-text shiba-caption'>I select Ignore, and then click on Accept to to keep the original textures of my selected objects.</div></div> <!-- End shiba-stage --></div></div>
<li>I do Ctrl-double click if I want to keep the original textures of my selected objects. This will open up a pop-up window. I select Ignore, and then click on Accept.</li>
<div class="alignbreak"></div>
<div id='11781' class='wp-caption frame3 alignright' style='width:310px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:310px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials6.jpg" alt="Screenshot of how to locate and apply the Iray shader for Genesis 2 Females." width="310" height="396" class="size-full wp-image-11781" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials6.jpg 310w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials6-280x358.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials6-172x220.jpg 172w" sizes="(max-width: 310px) 100vw, 310px" /><div class='wp-caption-text shiba-caption'>How to apply Iray shaders to my Genesis 2 Female figure.</div></div> <!-- End shiba-stage --></div></div>
<li>There are also specialized shaders for Genesis 2 males and females. These shaders will use the existing skin textures that we have on our figure. Therefore, I select my female figure in the Scene pane, (a) go to the <strong>Surfaces Tab,</strong> (b) click on the <strong>Presets</strong> button, and (c) select <strong>Materials > Iray > Feminine.</strong> (d) I double click on the <strong>Iray Optimized Genesis 2 Female MAT</strong> to apply this shader on my figure. </li>
<div class="alignbreak"></div>
<li>Finally, I tweak my surfaces as needed. I find that the Iray skin shaders are a bit too glossy/shiny for my taste. Therefore, I select my G2F figure, go to <strong>Surfaces > Editor.</strong> Open up <strong>Genesis 2 Female</strong> and select <strong>Skin.</strong> Then I change the <em>Glossy Layered Weight</em> to 0.5.</li>
<div id='11782' class='wp-caption frame3 aligncenter' style='width:502px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:502px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials7.jpg" alt="Screenshot for tweaking the skin shader properties of my Genesis 2 Female figure." width="502" height="530" class="size-full wp-image-11782" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials7.jpg 502w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials7-280x296.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials7-436x460.jpg 436w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayMaterials7-208x220.jpg 208w" sizes="(max-width: 502px) 100vw, 502px" /><div class='wp-caption-text shiba-caption'>How I lower the glossiness of the skin on my female figure.</div></div> <!-- End shiba-stage --></div></div>
</ol>
<p>This finishes the material setup of my simple scene. As I learn more of Iray and create more complex scenes, I will probably want to do more here to get the best render results. However, that is for a later time and tutorial. 🙂</p>
<div class="alignspace"></div>
<p><a name="IBL"></a></p>
<h2>2. Iray Image Based Light</h2>
<p>A very simple way to light my Iray scene in a realistic way, is to use an image based light (IBL). To do this &#8211;</p>
<ol>
<li>I go to <strong>(a) Render Settings > (b) Editor.</strong></li>
<li>I select <strong>(c) Environment > Dome.</strong></li>
<li>I assign an appropriate image to light my scene in the <strong>(d) Environment Map</strong> control. In this example I am using Barcelona Rooftops that I got from <a href="http://www.hdrlabs.com/sibl/archive.html">sIBL Archives</a>. That is a great site to get free IBL images. <a href="http://www.jdoqocy.com/3566lnwtnvAEGIHBDKACCKBJDIEACFCHKFFCECBBB?url=http%3A%2F%2Fwww.daz3d.com%2Fdimensiontheory" rel="nofollow">Dimension Theory</a> also has some great HDRI packs in his DAZ store.
<p>As far as I can tell, the <strong>Environment Map</strong> slider also controls IBL intensity. For example, rendering at Environment Intensity 1 and Environment Map 1 gets me the same result as rendering at Environment Intensity 0.5 and Environment Map 2.
</li>
<div id='11758' class='wp-caption frame3 aligncenter' style='width:508px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:508px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights1.jpg" alt="Screen shot of of the render settings interface in Daz Studio Iray." width="508" height="492" class="size-full wp-image-11758" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights1.jpg 508w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights1-280x271.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights1-460x446.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights1-220x213.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights1-32x32.jpg 32w" sizes="(max-width: 508px) 100vw, 508px" /><div class='wp-caption-text shiba-caption'>How to set an image based light (IBL) in Daz Studio Iray.</div></div> <!-- End shiba-stage --></div></div>
<li>Next, I set <strong>Dome Mode</strong> to <em>Finite Sphere</em> so that I have more control over how the image map is used in my scene. When I do this, additional controls appear including Dome Scale Multiplier, Dome Radius, and Dome Origin XYZ.
<p><strong>Dome Scale Multipler</strong> and <strong>Dome Radius</strong> allows us to scale our environment map, and <strong>Dome Origin</strong> allows us to reposition our environment map. I set Dome Scale Multiplier to 3 so that I can see more of the image in my scene.</li>
<div id='11784' class='wp-caption frame3 aligncenter' style='width:502px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:502px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights7.jpg" alt="Screenshot of how the Finite Sphere option reveals more controls for our image based light (IBL) dome." width="502" height="552" class="size-full wp-image-11784" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights7.jpg 502w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights7-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights7-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights7-200x220.jpg 200w" sizes="(max-width: 502px) 100vw, 502px" /><div class='wp-caption-text shiba-caption'>Setting Dome Mode to Finite Sphere so that I have more control over how the image map is used in my scene.</div></div> <!-- End shiba-stage --></div></div>
<div id='11760' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights2-446x580.jpg" alt="Iray render of a girl with a dragon tattoo with a finite sphere, and Dome Scale Multiplier set to 3." width="446" height="580" class="size-large wp-image-11760" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights2-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights2-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights2-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights2-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights2.jpg 1000w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Iray render of scene with  the render settings specified above.</div></div> <!-- End shiba-stage --></div></div>
<li>Next, I want to position the sun in the image map at the right place so that it casts a nice rim or silhouette on my figure. To do this I need to better understand how my image maps onto the 3d-dome in my scene. </li>
</ol>
<div id='11766' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-280x280.jpg" alt="Diagram showing how each of the four sections in our image based light maps onto the dome in our scene." width="280" height="280" class="size-medium wp-image-11766" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-280x280.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-460x460.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-220x220.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights51.jpg 500w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>How the sections of our image based light map to the dome in our 3d-scene.</div></div> <!-- End shiba-stage --></div></div>
<p>A simple way to think about it is to divide our image into four segments. </p>
<ul>
<li>Section A maps to the front of the dome (what we see in the scene).</li>
<li>Section B maps to the right of the dome.</li>
<li>Section C maps to the back of the dome.</li>
<li>Section D maps to the left of the dome.</li>
</ul>
<div id='11761' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights3-520x260.jpg" alt="Lines separating our image based light into four segments." width="520" height="260" class="size-large wp-image-11761" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights3-520x260.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights3-280x140.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights3-460x230.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights3-220x110.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights3.jpg 600w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>The four segments of our image map.</div></div> <!-- End shiba-stage --></div></div>
<p>Essentially, the left of the image maps onto what we see, and then it goes clock-wise from there.</p>
<p>The sun in our image is in section C  (back of the dome). Therefore, to move it to the front of my image, I rotate the dome by 180 degrees. This gives me a nice rim or silhouette effect on the left of my figure. Rotating 270 degrees shifts the light-rim to the right of my figure.</p>
<div id='11768' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights6-446x580.jpg" alt="Move the sun in our image based light to the front by rotating the dome 180 degrees." width="446" height="580" class="size-large wp-image-11768" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights6-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights6-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights6-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights6-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights6.jpg 1000w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Iray render of scene with  IBL dome rotated by 180 degrees.</div></div> <!-- End shiba-stage --></div></div>
<p>However, it looks like there is also too much light in my scene, and there does not seem to be enough contrast between the rim set by the setting sun and the rest of the image. This is because of the <strong>camera headlamp.</strong></p>
<p>In particular, if there are no lights in the scene (other than the IBL), Daz Studio automatically adds a headlamp to the top of the camera to light our scene. This headlamp is adding too much light and reducing the contrast of the IBL that I want. To turn off this headlamp, I simply add a Daz Studio light to the scene, and then turn that light off. In this way, the only light source is my image based light (IBL).</p>
<div id='11788' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights8-446x580.jpg" alt="Girl with the dragon tattoo image now has much greater contrast after turning off the camera headlamp." width="446" height="580" class="size-large wp-image-11788" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights8-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights8-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights8-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights8-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DazStudioIrayLights8.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Iray render of scene with the Daz Studio camera headlamp turned off.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>3. Postwork and Done!</h2>
<p>Finally, I add some glow to my image, tone it to a more orange sunset color, lighten the figure a little bit, and I am done!</p>
<p>With an nVidia GeForce GTX TITAN X card, I was able to render a 1000&#215;1300 version of the image in under 5 minutes. </p>
<div id='11789' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-446x580.jpg" alt="Realistic looking girl with a dragon tattoo on her back." width="446" height="580" class="size-large wp-image-11789" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/DragonTattoo1a.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Finished image after adding glow and tint.</div></div> <!-- End shiba-stage --></div></div>
<p>Below is a more complex second scene that I made. I set the armor to the Iray iron shader (keeping my original textures), and I exported the lion hair as OBJ from the <a href="http://www.kqzyfj.com/74102p-85-7NRTVUOQXNPOUTSUPONPSPUXSSPRPOOO?url=http%3A%2F%2Fwww.daz3d.com%2Flook-at-my-hair-free-player" rel="nofollow">Look at My Hair plugin.</a></p>
<div id='11792' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/Lionheart1d-520x433.jpg" alt="Knight in paladin armor holding a sword and shield, standing next to a roaring lion." width="520" height="433" class="size-large wp-image-11792" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/Lionheart1d-520x433.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/Lionheart1d-280x233.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/Lionheart1d-460x383.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/Lionheart1d-220x183.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/05/Lionheart1d.jpg 1229w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Lionheart &#8211; Daz Studio Iray render.</div></div> <!-- End shiba-stage --></div></div>
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