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So textures aren't procedural? Good to know. since I can't install 4.20 right now, and I probably want to wait until we have a good fix for Ghost Lights.
as far as i know,(im not the techy) procedural its something that emulate a texture but its basiccally a code
a tiled texture can be compared to a procedural map, isnt but it makes the same work by lowering the memory usage
ie this is a shader which mix the both things, its procedural but you can add textures (i love it)
Now we need real volume for water and glass ;)
oh yeah ofc, i was thinking about other effects, like light rays or dusty water, something like that...dunno about the glass :)
Iray has always supported water and glass homogenous volumes.
https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-glass
https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-volumes
ah sry lol ive read No we need instead of now :)
Gallery link
It's not true volume like I'm used to with other, similar render engines. You can make a crystal with inclusions in Cycles without too much trouble, but try and do it in Iray without going to Shader Builder. If water acted as it should, there's a person in the forums who was working on making realistic looking water (sorry, can't remember the name right now) who's been working on it for over a year. You can't just put down a cube of water and have it act like real water easily in Iray. I'm not saying it's Daz's fault...the fault probably lies with Nvidia. Or, it could be that the required adjustments are not available on the uber shader....like dispersion depth, color and so on.
where do i find it in daz and what components do i need?
Everyone's talking about Ground Fog... but what about Matte Fog? Was that always there? I don't remember...
Download the new version of DAZ. First make sure that your system is compatible with the latest NVIDIA drivers, which you will need!
The Ground Fog feature is under Render Settings -> Environment
Haven't tried loading VDB files myself yet but this seems to be what you need to do:
https://www.deviantart.com/direworks/journal/Daz-Tutorial-new-Volumetric-Feature-in-DS4-20-907585466
quick start tutorial :)
Ground Fog was in the previous verson and possibly earlier. Matte Fog even earlier than that.
For those asking about the CUBE effect. It's the 'Scattering Offset' that has to be kept very dark or preferably completely black! Otherwise it allows scattering up to the edge of each Voxel, making them all visible.
The denoiser has a quite nice effect too.
I am so totally lost. If I do this, all I get is the blocky Lego bunny.
Mine is black. I still get the Lego bunny. I've updated the drivers, updated the menus and restarted DS, redownloaded and installed the default filters....
Nada. I'm gonna take a break ;)
Perhaps you could save a Shader preset and post it here.
...that should still be 471.41 on Windows for GPU rendering which still supports W7 and 8.1. This hasn't changed since 4.16.34.
Shader Mixer, Shader Builder is a 3Delight-only tool.
Some of that, such as the ocean project, is way before we had the new feature - what will be possible with more advanced shaders remains to be seen.
Matte Fog http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_12_1_118#4_12_1_90
Definitely came out great!
Made a cloud and managed to get it to merge nicely with hdri above the clouds.
Thank you for the tutorial - very easy to follow.
I had an issue on the first render because the "Density Multiplier" was set to 1, but looking at your screenshot and matching the parameters sorted that.
I've been reading about the volumetrics on the forums for a few days since I downloaded the 4.20 beta - your quick tutorial was easy enough to give me the push to give it a try.
Thanks again!
Oh! Really appreciated! :) Thanks for the feedback.
And yeah, quite strange its set to one.
That looks good.
Did you use Fluidos II to create the cloud vdb?
100% daz test render of a dust explosion vdb file. No postwork.
amazing how you can get a so cool effect with such few elements in the scene, definately love this new feature...yeah, there are sofware that... but this is freaking simple.
A bit of fog here, Finite Sphere environment, maybe a light to enhance some part, tone mapping and you are done
Testing light interaction with the volumetric.
Thanks for that, it helped point out that I wasn't doing anything wrong.
I'm sure the clipping of the VDB in Daz is confusing a lot of people.
e.g I was expecting this VDB explosion cloud to look like, er... an explosion cloud. Instead it's getting the top half of it clipped off by Daz.
Left to right: Cylinder, Cube, Sphere
It needs some kind of fix, like scale VDB to primitive size etc. Definitely needs Daz to clarify what's happening and suggest a workaround or fix.
Glad it helped, thx for feedback.
Well, that cube clipping looks anyway cool as always say a "bug" can also become a feature if you can handle it.
Im going to make some test right now and i will update the tutorial if i find something useful.
Check also Jay's video on YT pretty more articulated than mine :)
No, I used EmberGen (free trial). I need to figure out how to make smoke with Blender...