|I just LOVE this process when you have some polygons and you bring them to life by giving them that special thing that will do all the difference.|
MEC4D Iray skin settingsupdated: 6/2
currently: working on doll
This morning I came across a thread at DAZ that linked back to a forum post where Catherine (MEC4D) shared her basic skin settings for Iray renders. I copied and saved what she wrote but didn't bookmark the actual page and now I can't find it again for the life of me.
I tested these settings in a basic scene and while they are an improvement over what I had, they're still intended to be used with properly prepared textures. Cath creates albedo diffuse maps, normals, and SSS/translucency maps, so none of us are going to get renders like hers just using these settings. They're still a nice start though and I appreciate her sharing them (and would thank her if I could find that thread).
"Some advice , Iray does not produce CGI as 3Delight rendering it produce CGS , and since it is simulation all materials and colors should be physically based so the photons do the job correctly , and one wrong mat
Iray Surfaces And What They MeanI've updated and corrected this article based on DAZ's documentation. You should read that if you want more information. This will continue to be more of a "plain talk" breakdown.
Let us begin with the different types of shaders from the "Base Mixing" dropdown at the top. Choosing one of these will hide or gray out some options and reveal others.
The Iray shader behaves as though it has three layers: The "base" layer, the "metallic flakes" layer on top of that, and the "top coat layer" on top of that. It is possible to turn off the top two layers and not use their settings, but the ability to use them is a property this shader has that 3Delight did not. This makes using shaders made for Iray very important when rendering to get the best look in Iray!