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		<title>Light Emitting Shaders and Surfaces in Daz Studio Iray</title>
		<link>https://thinkdrawart.com/light-emitting-shaders-and-surfaces-in-daz-studio-iray</link>
					<comments>https://thinkdrawart.com/light-emitting-shaders-and-surfaces-in-daz-studio-iray#comments</comments>
		
		<dc:creator><![CDATA[shibashake]]></dc:creator>
		<pubDate>Fri, 20 Jan 2017 22:05:23 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Iray]]></category>
		<category><![CDATA[daz studio]]></category>
		<category><![CDATA[daz studio iray]]></category>
		<category><![CDATA[daz studio iray tutorial]]></category>
		<category><![CDATA[emission]]></category>
		<category><![CDATA[emission color]]></category>
		<category><![CDATA[emission shader]]></category>
		<category><![CDATA[emission surface]]></category>
		<category><![CDATA[emissive hair]]></category>
		<category><![CDATA[emissive surface]]></category>
		<category><![CDATA[iray]]></category>
		<category><![CDATA[iray emission shader]]></category>
		<category><![CDATA[iray shader]]></category>
		<category><![CDATA[light emitting hair]]></category>
		<category><![CDATA[light emitting shader]]></category>
		<category><![CDATA[light emitting surface]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13476</guid>

					<description><![CDATA[We learn emission shader settings in Daz Studio Iray by applying it to hair. Light emitting surfaces are fun, add spice to our compositions, and help create dramatic lighting effects.]]></description>
										<content:encoded><![CDATA[<p>One very interesting and useful shader parameter in Daz Studio Iray is <em>Emission Color</em>. By setting this value to something other than black, we can make any surface in our Iray scene emit light. Light emitting surfaces are fun, add spice to our compositions, and help create dramatic lighting effects. Many people also use this feature to create <a href="http://thinkdrawart.com/daz-studio-iray-tips-and-tricks#mesh-light">mesh lights.</a> </p>
<p>In this tutorial, we learn more about emissive shaders or surfaces by applying it to hair! 🙂 Of course the shader settings are general and can be applied to anything. Hair is used here, together with the Sci-fi girl image below, to provide a fun example. </p>
<div id='13510' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-446x580.jpg" alt="Sci-Fi girl in dynamic shouting pose with bright light emitting hair. Futuristic metal tentacles are around her." width="446" height="580" class="size-large wp-image-13510" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-768x998.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Emissive Hair in Daz Studio Iray</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>1. Picking the Right Type of Hair</h2>
<p>The first step, is to pick the right type of hair. I want something that is long and dynamic, with lots of movement morphs. The hair should be infused with energy, so much so that it emits light. A great example of this is <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/laguna-naoko-hair-for-genesis-3-female-s-genesis-2-female-s-and-victoria-4' rel='nofollow'>SWAM&#8217;s Laguna-Naoko Hair.</a></p>
<p>It is long, with many separate strands, and some great movement morphs. It was created for a mermaid theme, so the many moving strands that make it look good in underwater scenes also make it especially suitable for light emitting hair. </p>
<p>In addition, Laguna-Naoko Hair comes with a variety of interesting and colorful textures, which make for a striking emissive surface. In our Sci-Fi girl example, we used the <em>Electric Blue</em> material setting. There are also fun colorful textures (see below) that produce very striking light effects.</p>
<div id='13514' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1-520x572.jpg" alt="Fantasy girl in pin-up pose with colorful light emitting hair. She is wearing a black bikini set against a black background." width="520" height="572" class="size-large wp-image-13514" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1-520x572.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1-280x308.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1-768x845.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1-418x460.jpg 418w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1-200x220.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair1.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Laguna-Naoko Hair comes with a variety of interesting and colorful textures, which make for a striking emissive surface.</div></div> <!-- End shiba-stage --></div></div>
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<h2>2. Iray Emissive Surface Shader Settings</h2>
<p>Now that we have settled upon a hair, comes the interesting part of playing with the Iray emissive shader settings.  </p>
<div id='13517' class='wp-caption frame3 alignright' style='width:209px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:209px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair3.jpg" alt="Surface tab interface where I pick which hair surfaces I want to make emissive." width="209" height="226" class="size-full wp-image-13517" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair3.jpg 209w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair3-203x220.jpg 203w" sizes="(max-width: 209px) 100vw, 209px" /><div class='wp-caption-text shiba-caption'>For Laguna-Naoko Hair, I pick all of the hair strand layers. The only surface I leave-out is the base cap surface.</div></div> <!-- End shiba-stage --></div></div>
<ol>
<li>Pick the hair surfaces that we want to make emissive. In this case, I pick all of the hair strand layers. The only surface I leave-out is the base cap surface.</li>
<div class="alignbreak"></div>
<div id='13521' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair5.jpg" alt="Daz Studio Iray shader settings for our Emissive Hair." width="310" height="244" class="size-full wp-image-13521" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair5.jpg 310w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair5-280x220.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair5-220x173.jpg 220w" sizes="(max-width: 310px) 100vw, 310px" /><div class='wp-caption-text shiba-caption'>I set Emission Color to white and set the image map to the same one as my Base Color map.</div></div> <!-- End shiba-stage --></div></div>
<li>I scroll down the shader parameters until I get to <em>Emission Color.</em> I set Emission Color to white and set the image map to the same one as my Base Color map. </li>
<li>Notice that as soon as we set Emission Color to something other than black, a new set of parameters become available to us including <em>Emission Temperature, Two Sided Light, Emission Profile, Luminance, and Luminance Units</em>. <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#emission' rel='nofollow'>Here are some short descriptions from Daz</a> as to what each of these parameters mean.</li>
<li><em>Emission Temperature</em> allows us to set <a href="http://www.atlantalightbulbs.com/color-temperature-scale/">the color temperature</a> of our light emitting surface(s). Different temperatures will tint out light differently (see below). In this example, I do not want any tinting, so I set <em>Emission Temperature</em> to 6000K.</li>
<p>&nbsp;<br />
<div id='13527' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1-520x228.jpg" alt="Color Temperature Scale image from Atlanta Light Bulbs." width="520" height="228" class="size-large wp-image-13527" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1-520x228.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1-280x123.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1-768x336.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1-460x202.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1-220x96.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair2-1.jpg 840w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Color Temperature Scale for our Iray emissive surface. From http://www.atlantalightbulbs.com/color-temperature-scale/</div></div> <!-- End shiba-stage --></div></div></p>
<li>We leave <em>Two Sided Light</em> to the <strong>On</strong> position because we want our hair to emit light from both sides.</li>
<li><em>Emission Profile</em> controls the shape of the light. We do not need to use it for emissive hair, but <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/forums/viewthread/57470/P15' rel='nofollow'>this Daz forum thread</a> has a good discussion of it.</li>
<li><em>Luminance</em> controls the strength or intensity of our light. In this case, we set <em>Luminance Units</em> to <strong>kcd/m^2</strong> so that we can use smaller values in our Luminance setting.</li>
</ol>
<div class="alignspace"></div>
<h2>3. Render Emissive Surface Light Layers</h2>
<p>To get the glow and lighting effects that I want, I create three different light layers for my emissive Iray hair:</p>
<p><strong>1. Low hair emission</strong> &#8211; I set luminance to 100 and render a light layer with just the hair (below-left).</p>
<p><strong>2. Volumetric light</strong> &#8211; I leave luminance at 100, activate my volumetric container/prop, and render a volumetric light layer for my emissive hair (below-middle).</p>
<p><strong>3. Strong hair emission</strong> &#8211; I set luminance to 3000 so that my light emitting hair will have a strong effect in lighting my figure&#8217;s body. However, at such a strong luminance setting, the hair itself becomes too bright. In this case, I only want the body lighting without the overly bright hair. I achieve this by setting Cutout Opacity to 0.0001 (below-right).</p>
<div id='13531' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6-520x225.jpg" alt="The three separate light layers I created for my emissive Iray hair." width="520" height="225" class="size-large wp-image-13531" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6-520x225.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6-280x121.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6-768x333.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6-460x199.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6-220x95.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair6.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>To get the glow and lighting effects that I want, I create three different light layers for my emissive Iray hair.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>4. Putting it All Together in Photoshop</h2>
<p>Here, we follow our usual <a href="http://thinkdrawart.com/step-by-step-daz-studio-post-work-tutorial">3 stage post-work process.</a> </p>
<h4>Stage 1 &#8211; Combining Lights</h4>
<p>We combine our IBL, key, fill, and back lights in the usual way. In addition, we include the <em>Low hair emission</em> and <em>Strong hair emission</em> light layers we generated above. For the <em>Strong hair emission</em> layer, I mask out the hair cap. </p>
<p>Below, we show the image with just our usual lights (left). To the right, we have added in our two hair light layers. Now, it looks more like our hair is emitting light.</p>
<div id='13541' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c-520x338.jpg" alt="Image comparison of how things look after adding in our low and strong hair emission light layers." width="520" height="338" class="size-large wp-image-13541" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c-520x338.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c-280x182.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c-768x500.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c-460x299.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c-220x143.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair7c.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Left &#8211; Image with just our usual lights. Right &#8211;  We have added in our two hair light layers.</div></div> <!-- End shiba-stage --></div></div>
<h4>Stage 2 &#8211; Post-Work Effects (Glow, Contrast, &#038; More)</h4>
<p>In this stage, we further emphasize our Iray emissive hair by adding glow. To do this, we create a separate glow layer just for our hair. </p>
<div id='13544' class='wp-caption frame3 alignright' style='width:294px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:294px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8b.jpg" alt="Photoshop layer stack for adjusting my hair glow layer. In this case, I only enable the Glow 3 layer and set its opacity to 100%." width="294" height="264" class="size-full wp-image-13544" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8b.jpg 294w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8b-280x251.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8b-220x198.jpg 220w" sizes="(max-width: 294px) 100vw, 294px" /><div class='wp-caption-text shiba-caption'>Adjust our glow according to taste.</div></div> <!-- End shiba-stage --></div></div>
<ul>
<li>Open our <em>Low hair emission</em> file.</li>
<li>Apply <a href="http://thinkdrawart.com/how-to-add-glow-to-daz-studio-images-using-photoshop">glow effects</a> on just that layer.</li>
<li>Adjust our glow according to taste. In this case, I only enabled the Glow 3 layer, but I set it to 100% opacity.</li>
<li>Now I have a <em>Hair Glow Layer</em> that I can <strong>Copy Merged</strong> (Shift + Ctrl + C) into my Stage 2 file.</li>
</ul>
<div id='13545' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c-446x580.jpg" alt="End result after running the Shiba Glow Action on my Low Hair Emission layer and adjusting the generated glow layers." width="446" height="580" class="size-large wp-image-13545" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c-768x998.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair8c.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Copy Merged result of my Hair Glow Layer.</div></div> <!-- End shiba-stage --></div></div>
<p>In the left image below, we perform our usual Stage 2 operations. The right image has our <em>Hair Glow Layer</em>, the <em>Volumetric Hair Layer</em> (generated in section 3), as well as some added contrast. Note that there is more glow and atmosphere in the image to the right.</p>
<div id='13548' 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/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c-520x338.jpg" alt="Image comparison of how things look after adding in our Hair Glow Layer and Volumetric Hair Layer." width="520" height="338" class="size-large wp-image-13548" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c-520x338.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c-280x182.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c-768x500.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c-460x299.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c-220x143.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Iray_Emissive_Surface_Hair9c.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Left &#8211; Usual Stage 2 operations. Right &#8211; Added Hair Glow Layer, the Volumetric Hair Layer (generated in section 3), as well as some contrast.</div></div> <!-- End shiba-stage --></div></div>
<p>Finally, we perform our Stage 3 operations as usual, adding detail by running <strong>Color Efex Pro 4</strong> from the <a href="https://www.google.com/nikcollection/">Nik Collection.</a> We also make a small collision fix. The final result is shown below.</p>
<div id='13510' class='wp-caption frame3 aligncenter' style='width:446px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:446px'><img src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-446x580.jpg" alt="Sci-Fi girl in dynamic shouting pose with bright light emitting hair. Futuristic metal tentacles are around her." width="446" height="580" class="size-large wp-image-13510" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-446x580.jpg 446w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-280x364.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-768x998.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-354x460.jpg 354w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c-169x220.jpg 169w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Sci-Fi_Girl_Iray_Emissive_Hair1c.jpg 1024w" sizes="(max-width: 446px) 100vw, 446px" /><div class='wp-caption-text shiba-caption'>Final Result from our Daz Studio Iray Emissive Hair Tutorial</div></div> <!-- End shiba-stage --></div></div>
]]></content:encoded>
					
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			</item>
		<item>
		<title>How to Get Wet Skin in Iray</title>
		<link>https://thinkdrawart.com/how-to-get-wet-skin-in-iray</link>
					<comments>https://thinkdrawart.com/how-to-get-wet-skin-in-iray#comments</comments>
		
		<dc:creator><![CDATA[shibashake]]></dc:creator>
		<pubDate>Wed, 09 Sep 2015 15:08:33 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Iray]]></category>
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					<description><![CDATA[This tutorial describes the three key steps for creating a figure with wet skin in Daz Studio Iray.  In particular, we discuss composition, increasing skin shininess, and adding water drops. ]]></description>
										<content:encoded><![CDATA[<p>After seeing <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/gallery/#images/81665/' rel='nofollow'>Dave&#8217;s wonderful wet skin image</a> on the Daz Gallery, I was inspired to try creating a wet skin render in Daz Studio Iray. </p>
<p>Creating wet skin involves three key steps-<br />
<strong>1. Making the composition fit.</strong> If our figure is to have wet skin, then we want our composition to support that.<br />
<strong>2. Making the skin properly shiny.</strong> Wet skin is more shiny and reflective than dry skin because there is water on the skin&#8217;s surface.<br />
<strong>3. Adding water drops on top of the skin.</strong> In addition to being more shiny, there will also be some drops of water clinging to the skin, and trailing down the skin. </p>
<div id='12162' 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/2015/08/WetSkinIray1b-483x580.jpg" alt="Woman exercising with two weights and covered in sweat. Daz Studio Iray render." width="483" height="580" class="size-large wp-image-12162" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WetSkinIray1b-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WetSkinIray1b-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WetSkinIray1b-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WetSkinIray1b-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WetSkinIray1b.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>How to Get Wet Skin in Daz Studio Iray</div></div> <!-- End shiba-stage --></div></div>
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<h2>1. Making the composition fit</h2>
<p>First, I create my scene in Daz Studio. Since I want to focus on the skin, I want my figure to be fairly large, and to have a good amount of skin visible. In addition, she should be doing something that will result in wet skin. In this image, I decided to create a dynamic scene, featuring <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/victoria-7' rel='nofollow'>Victoria 7</a> exercising with weights. Hair is <a href='https://www.jdoqocy.com/links/3576029/type/dlg/https://www.daz3d.com/nja-ponytail-hair-for-genesis-2-females' rel='nofollow'>NJA Ponytail Hair,</a> which is one of my favorites. <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/heat-up-for-genesis-3-female-s-and-genesis-2-female-s' rel='nofollow'>Outfit is Heat Up for G3F and G2F.</a> </p>
<p>Below is the first pass of my composition with regular Victoria 7 skin. Lighting is just with an IBL. At this point, the skin does not look very wet.</p>
<div id='12164' 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/2015/08/Wet-Skin-Iray1-Regular-Skin-483x580.jpg" alt="Victoria7 in dynamic pose exercising with two barbells.  Iray render." width="483" height="580" class="size-large wp-image-12164" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray1-Regular-Skin-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray1-Regular-Skin-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray1-Regular-Skin-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray1-Regular-Skin-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray1-Regular-Skin.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>Woman exercising with weights with regular Victoria 7 skin.</div></div> <!-- End shiba-stage --></div></div>
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<h2>2. Making the skin properly shiny</h2>
<p>Next, I want to change certain settings on my Victoria 7 skin to make it more shiny. To do this, I select my Victoria 7 figure, and go into <strong>Surfaces > Editor</strong>. I select my V7 skins and make the following parameter changes &#8211;</p>
<ul>
<li>Glossy Layered Weight set to 1.0.</li>
<li>Glossy Reflectivity set to 0.9.</li>
<li>Glossy Roughness set to 0.4. This can be set lower if we want to increase the wet effect on skin. Setting it too low though, will make the skin look unrealistically shiny. Therefore, tweak it according to personal taste.</li>
<li>Top Coat Layering Mode set to Fresnel. Top Coat IOR set to 1.49 and Top Coat Thin Film IOR set to 1.4. Again, Top Coat Roughness can be adjusted according to taste. A lower Roughness value will increase shininess and a higher Roughness value will decrease shininess.</li>
</ul>
<div id='12166' 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/2015/08/Wet-Skin-Iray-2-483x580.jpg" alt="Woman exercising with two barbells, with shiny wet looking skin. Iray render." width="483" height="580" class="size-large wp-image-12166" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-2-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-2-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-2-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-2-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-2.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>Victoria 7 skin after changing Glossy and Top Coat parameters.</div></div> <!-- End shiba-stage --></div></div>
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<h2>3. Adding water drops on top of the skin</h2>
<p>There are multiple ways to achieve this final step. I use a simple technique here, which utilizes the Daz Studio geometry shell. </p>
<ul>
<li>First, I select my Victoria 7 figure.</li>
<li>Next, I go into <strong>Create > New Geometry Shell.</strong> This creates a shell over our Victoria 7 figure.
<li>I then select the Geometry Shell and apply the Iray Water shader to it.</li>
<li>I go to <strong>Parameters > Mesh Offset</strong> and set the Offset Distance to 0.001.</li>
</ul>
<div id='12169' 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/2015/08/Wet-Skin-Iray-5-483x580.jpg" alt="Added a geometric shell onto Victoria7 with shaders set to Iray water." width="483" height="580" class="size-large wp-image-12169" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-5-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-5-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-5-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-5-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-5.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>Victoria7 after adding a geometric shell with surfaces set to the Iray water shader.</div></div> <!-- End shiba-stage --></div></div>
<p>In the image above, she looks like she has cellophane wrapped all around her. This looks strange because water on our body does not form an even continuous shell. Instead, we only want certain small parts of the shell to be visible, simulating water droplets. </p>
<p>To do this, I do a search on &#8220;water condensation bump&#8221;. I download an appropriate black and white water condensation image, and apply that to the <strong>Cutout Opacity</strong> parameter of my geometry shell. I can then adjust the <strong>Horizontal and Vertical Tiles</strong> parameter to control how much water there is. I decided to go for the more subtle effect here with water drops that are not overly prominent. </p>
<p>Finally, I also add some mesh lights to further accentuate the shininess of my wet skin and shell.</p>
<div id='12171' 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/2015/08/Wet-Skin-Iray-8-483x580.jpg" alt="Woman exercising with barbells with wet skin look, achieved by adding an appropriate geometric shell and mesh lights." width="483" height="580" class="size-large wp-image-12171" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-8-483x580.jpg 483w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-8-280x336.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-8-383x460.jpg 383w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-8-183x220.jpg 183w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/Wet-Skin-Iray-8.jpg 1024w" sizes="(max-width: 483px) 100vw, 483px" /><div class='wp-caption-text shiba-caption'>Added water condensation map to our water geometric shell, so that only small parts of shell are visible. Also added mesh lights to accentuate our wet skin.</div></div> <!-- End shiba-stage --></div></div>
<p>Another way to achieve water droplets on skin is to use crafted specular maps. This is what is done in <a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/genesis-8-wet-body-iray' rel='nofollow'>Genesis 8 Wet Body Iray</a> by <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/simonwm' rel='nofollow'>SimonWM.</a> He also has a variety of shells for the other Genesis figures. More recently, Hellboy released <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/real-drops-male-edition' rel='nofollow'>Real Drops Male Edition,</a> which looks superb. Finally, <a href='https://www.jdoqocy.com/links/3576029/type/dlg/https://www.daz3d.com/v3digitimes' rel='nofollow'>V3Digitimes</a> also has some great wet skin products, including <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/wet-and-tanned-skins-for-genesis-8-females' rel='nofollow'>Wet And Tanned Skins For Genesis 8 Female(s).</a></p>
<p>In the image below, I used <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/wet-body-geometry-shells' rel='nofollow'>Wet Body Geometry Shells by SimonWM.</a> This is what I did &#8211;</p>
<ul>
<li>I apply the Wet Body geometry shell to a G2F figure (Victoria 6).</li>
<li>I select all surfaces on the geometry shell and apply the Iray Uber shader.</li>
<li>I set Glossy Weight to 1.0, Glossy Reflectivity to 1.0, and Glossy Roughness to 0.</li>
<li>Finally, I can further control the strength of the drops by changing Translucency Weight. A value of 0 has the strongest wet map.</li>
</ul>
<div id='12173' 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/WaterGoddess1b-520x515.jpg" alt="Goddess of water with wet skin. She is standing with two water dragons, in front of a choppy ocean." width="520" height="515" class="size-large wp-image-12173" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess1b.jpg 1034w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Water Goddess image with stronger Sweat Rolling specular wet body map.</div></div> <!-- End shiba-stage --></div></div>
<p>This first image has a stronger wet body look, and uses the specular Sweat Rolling map. For contrast, we also use a more subtle wet body look, and the Water Beads specular map.</p>
<div id='12174' 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/WaterGoddess2c-520x515.jpg" alt="Water Goddess image with high contrast fantasy lighting, wet body specular maps, water dragons, and ocean." width="520" height="515" class="size-large wp-image-12174" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-520x515.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-280x277.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-460x456.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-220x218.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2015/08/WaterGoddess2c.jpg 1034w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Water Goddess image with more subtle Water Beads specular wet body map. Also using more fantasy lighting here.</div></div> <!-- End shiba-stage --></div></div>
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			</item>
		<item>
		<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>
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		<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.dpbolvw.net/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>
<div class="alignspace"></div>
<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.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#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.dpbolvw.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.kqzyfj.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.kqzyfj.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.anrdoezrs.net/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>
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