Just to jump in here shortly and pick the topic with IRAY autoconversion.
- Iray is as mentioned not NVidia only and can be used also with other Vendors , it just do not use the GPU power then. But it works the same.
- For me it is clearly indicated that Iray is the renderengine for the future and that is not really a future far away. All new products i have bought are loading Iray shaders as defaults. 3DDelight needs to be setup manually.
- I already bought clothing products that do not include any 3DDelight anymore.
So i would not push this topic to far aside as we all know that DAZ is sometimes very fast in changing things. I expect that new products in next 3-6 months will no longer have 3DDelight shaders within.
As we all know that it is all moving to PBR which 3dDelight can not offer.
Materials Conversion - Current Issues and Requests
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If you want me to look at material conversion from IRay materials - pls provide the conversion rules (ie what IRay values convert to what Octane values) and I will take a look.
Paul
Paul
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Here is the rule as far as I know:
Skin = work
Hair and eye components = no work
But seriously, I don't know how this stuff works at all sometimes. I do, however, know how to buy McDonald's, sit, and play Angry Birds at McDonald's...
Okay, just to start, here was a workaround user 'bmosalt' had given me with a leaf texture for a background, it involved opacity maps.,,(I think I had to change Opacity from Greyscale to Grey Image, and then select an image from disk, so a mask could be applied). bmosalt's screenshot showed the fix
viewtopic.php?f=44&t=47686&start=220
Hope this helps
Skin = work
Hair and eye components = no work
But seriously, I don't know how this stuff works at all sometimes. I do, however, know how to buy McDonald's, sit, and play Angry Birds at McDonald's...
Okay, just to start, here was a workaround user 'bmosalt' had given me with a leaf texture for a background, it involved opacity maps.,,(I think I had to change Opacity from Greyscale to Grey Image, and then select an image from disk, so a mask could be applied). bmosalt's screenshot showed the fix
viewtopic.php?f=44&t=47686&start=220
Hope this helps
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Yes, I just ran a Genesis 3 model with all Iray materials (not clothing), and was able to achieve correct rendering by switching the Opacity node from Greyscale to Grey image:
-eyelashes
-eye moisture
-Hair components (All, IE scalp, bun long, bun short, over, under, sideburns, etc...)
These pics just show me switching the eyelashes
In short, the Iray materials do not load with the proper opacity mask images, so it all has to be done manually...If it was automated,

-eyelashes
-eye moisture
-Hair components (All, IE scalp, bun long, bun short, over, under, sideburns, etc...)
These pics just show me switching the eyelashes
In short, the Iray materials do not load with the proper opacity mask images, so it all has to be done manually...If it was automated,








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I would speculate any of the rule sets that were being defined in the other thread by linvanchene and face_off would work, just add a check for opacity map, and if present, use it as grey image input instead of defaulting to greyscale. Anything more than that can potentially vary widely from material to material, and would likely need user input to come out as desired anyway.
The only other frequent thing that comes up with Iray shaders would be if someone wanted to figure out a rule set for things like the sparkle layers or where translucency/subsurface-related things would go for Octane.
Given the vast difference in labeling between Iray and Octane, I imagine getting to them all would be a chore all by itself, but the basics outlined above would at least be a logical start that shouldn't be hard to get up and running now. It could be refined later, once the basics were functioning well, if needed/desired.
The only other frequent thing that comes up with Iray shaders would be if someone wanted to figure out a rule set for things like the sparkle layers or where translucency/subsurface-related things would go for Octane.
Given the vast difference in labeling between Iray and Octane, I imagine getting to them all would be a chore all by itself, but the basics outlined above would at least be a logical start that shouldn't be hard to get up and running now. It could be refined later, once the basics were functioning well, if needed/desired.
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By the way, I don't know if this matters or not, but the mask image doesn't have to be the one that says Iray in the name. You could use the other one nextcto it as well, they both function the same.
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If I add a Props->Architecture->Aikanaro->NoAi-ColumnWall, then Materials Tab->Missing->Create as auto-materials, the resulting materials do NOT have a material mix. So I am not understanding the issues posted above regarding this.As a result In the "last beta" build 2.23 a more complex material conversion was introduced.
Instead of creating a basic diffuse material as before now a Mix material was created.
Paul
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I only noticed a mix material being created for humanoid figures, and some outfits.face_off wrote:If I add a Props->Architecture->Aikanaro->NoAi-ColumnWall, then Materials Tab->Missing->Create as auto-materials, the resulting materials do NOT have a material mix. So I am not understanding the issues posted above regarding this.As a result In the "last beta" build 2.23 a more complex material conversion was introduced.
Instead of creating a basic diffuse material as before now a Mix material was created.
Paul
Maybe it was character dependent, in that newer iray-specialized characters are coming over differently?Unread postby face_off » Wed Nov 25, 2015 4:12 am
As a result In the "last beta" build 2.23 a more complex material conversion was introduced.
Instead of creating a basic diffuse material as before now a Mix material was created.
If I add a Props->Architecture->Aikanaro->NoAi-ColumnWall, then Materials Tab->Missing->Create as auto-materials, the resulting materials do NOT have a material mix. So I am not understanding the issues posted above regarding this.
Paul
In any event, try this...load a Genesis 1 and Genesis 3 character side by side. Add materials from some respective G1 and G3 character to them...
Genesis 1 comes through into OcDS with Glossy or Diffused materials, and renders properly.
Genesis 3, if SSS/3Delight mats, comes over with Mixed Materials.
Genesis 3, if Iray mats, comes over with Diffused, like we want, but has the opacity/mask issue I described in the earlier post.
I mean, it's starting to scare me...look how mad they look!
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Just to add on the SSS mats-
it is not the Mixed Material header that creates the issue, and if you select Diffuse header from the drop down it does not then automatically 'fix'. What fixes it is turning off the Normals map node, or even more specifically, setting the Normals power from 2 to 0. So, it's almost like the offender is Normals node power at 2.
You know, the Normals power at 2 actually creates an interesting Toon Effect.
If it wasn't for the pixelated shadows, it would look really cool. I would say it could be a feature later to have a toon mode, where the Normals map goes to 2, if somehow it could have the shadows rounded/blurred...
I would call it something really wild and super-innovative, like "Toon Mode"....yeah...
it is not the Mixed Material header that creates the issue, and if you select Diffuse header from the drop down it does not then automatically 'fix'. What fixes it is turning off the Normals map node, or even more specifically, setting the Normals power from 2 to 0. So, it's almost like the offender is Normals node power at 2.
You know, the Normals power at 2 actually creates an interesting Toon Effect.

If it wasn't for the pixelated shadows, it would look really cool. I would say it could be a feature later to have a toon mode, where the Normals map goes to 2, if somehow it could have the shadows rounded/blurred...
I would call it something really wild and super-innovative, like "Toon Mode"....yeah...
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