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JV-Andrew — Jabba PBR Test - Iray

#iray #pbr #dazstudio
Published: 2015-03-12 05:12:52 +0000 UTC; Views: 1971; Favourites: 13; Downloads: 34
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Description New version with tweaked settings here... fav.me/d8makx5

Here's my first test of rendering using Iray via DAZ Studio 4.8 Beta with PBR textures I made for the DAZ Material Ball.  As you can see, results are satisfactory (I have dabbled with PBR before) - but it's all a bit impractical for me to use until I can get a PC upgrade (or a completely new machine).

Basically, the way to get the best out of Iray is to make dedicated PBR textures.  For this test, I used the Roughness & Metallic maps setup instead of Specular & Glossiness maps.

-   COLOR MAP... not quite the same as diffuse map, it's normally 'flatter' but if converting existing assets designed for 3DL, then diffuse map would go here.

-   ROUGHNESS MAP... there is no 3DL equivalent (specular could maybe be tried as a starting point for existing assets but you'll definitely need to customise) - Greyscale image - white is 100% rough (matte) snd black is 100% smooth (mirror).  Using a map rather than just shader settings alone lets you have varied settings within the same material zone.

-   METALLIC MAP... there is no 3DL equivalent (specular could maybe be tried as a starting point for existing assets but you'll definitely need to customise) - Greyscale image - white is pure metallic and black is pure non-metallic (obviously a map means you can have varied metallic looks within the same material zone).

-   NORMAL MAP... yeah baby!  Normal map is the normal map, get it right in there!

-   HEIGHT MAP... greyscale image that could perhaps use bump or displacement if using an existing asset that already has one.  (I believe I went too OTT with the height map on the inner ball [red flaky paint] as the shadow is bigger than I was expecting and the general paint definition seems a bit blown out.)


So what you see in the test above is the test ball with a different set of maps applied to each separate object (five maps for each).
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Comments: 11

legarc [2015-03-15 11:35:18 +0000 UTC]

not knowing anything about PBR textures, is it worthwhile to convert existing daz character textures to PBR for use in iray?  if so, what's the best, easiest way to do that?  any PS 'Actions' that you know of that can do that in a snap?  thanks.

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JV-Andrew In reply to legarc [2015-03-15 12:23:44 +0000 UTC]

There are pros & cons... creating PBR textures means you don't need to fiddle so much with Iray settings as the variance data is already in the textures, but all the extra maps will very quickly start to take up a lot of hard drive space, especially when using art resolutions (4096x4096 and sometimes even bigger) instead of game engine resolutions (2048x2048 but often less).

As to how complex or simple it is to make the PBR maps, that really depends on how much money one is prepared to pay to get on the PBR bus... manually painting maps in GIMP or Photoshop is fine once you're familiar with how the greyscale values affect the render, or the easier way is to invest in a pro PBR package such as Allegorithmic's Substance Pack www.allegorithmic.com/ ...obviously this is for the serious artist and professional vendor, but it opens up a workflow that would take a good 10-20 times longer if a pro Photoshop user was trying to get the same quality into PBR maps by painting in GIMP or Photoshop.

So I suppose it depends on if it's casual hobby use you want it for or if you want to get serious - hobby stuff, then dabble in photo editing software and have fun while learning how different values change your renders - but pros should seriously consider checking out Allegorithmic's Substance Pack.

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legarc In reply to JV-Andrew [2015-03-15 15:19:55 +0000 UTC]

wow, thanks for the great answer.  I'm checking out the site now.  just wondering if it's worth generating PBR textures for skin or is it just for hard objects.  does it make the skin look realistic and does it help curtail firefly generation too when using PBR textures for walls and such?  you seem to know a lot about it hope you don't mind me asking.  By the way, will your shadow catcher you have posted on the sharecg site work in Iray?

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JV-Andrew In reply to legarc [2015-03-15 17:44:05 +0000 UTC]

Can be used for any surface, and experts can get results as good as subsurface on skins but rendering so much quicker because it's not calculating scatter, but they're usually designed for a specific situation e.g. a game lit a certain way inside one particular game engine.  The thing worth thinking about (especially with DAZ figures) is that if doing PBR textures then you'd need to do a PBR set for each UV you want to use (Victoria, Lilith, Olympia, Stephanie, Mei Lin etc etc), whereas if you learn how to manipulate the shader settings, those settings can be used/tweaked for any UV you want to use.

On a personal level, if I was to do PBR maps for an existing DAZ texture, I'd use the existing diffuse, normal and bump, but add a gloss map and customise the specular (or do a new specular).  That would use good textures that are already there and keep additional maps to a mimium.

Oh, that shadow catcher will only work in 3Delight, but there is a setting in the environment dome built into DAZ 4.8 that lets you get a shadow with Iray, but I haven't tried it myself - info on that probably in the DAZ forums.

Cheers

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kittenwylde [2015-03-13 11:26:58 +0000 UTC]

Nice work! And thanks for taking the time to explain the map channels.

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JV-Andrew In reply to kittenwylde [2015-03-13 11:32:51 +0000 UTC]

Cheers!

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AstuceMan [2015-03-12 12:40:47 +0000 UTC]

where you have found this stuff ?

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JV-Andrew In reply to AstuceMan [2015-03-12 13:07:02 +0000 UTC]

If you mean the PBR texture maps, I made them myself.

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AstuceMan In reply to JV-Andrew [2015-03-12 16:17:50 +0000 UTC]

mean the object
I found it

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MaskDemon [2015-03-12 05:57:51 +0000 UTC]

Interesting.  I'm developing some skin shaders for octane was looking to do IRAY.

How was this actually done was this done within – daz studio

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JV-Andrew In reply to MaskDemon [2015-03-12 12:28:54 +0000 UTC]

Yes, the render was done in DAZ Studio, but the PBR textures were made in image editing software and imported to DAZ Studio for the surfaces to look as they do as per below -
- Color Map
- Roughness Map
- Metallic map
- Normal Map
- Height Map

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