The hair isn't PERFECT (there's some angularity in the front), but I'm satisfied.
Using LAMH for long hair is going to be challenging, but I really like the effect. Maybe I need to find a good 'hair up in a bun' model for long shots when I don't want my computer to melt.
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 material will crash everything else .
Base color: white (1,1,1) = Use only when you use texture maps
Translucency weight: 0.40 = The weight depends on the skin brightness of the skin texture it should not extend 50%
Base color effect: Scatter Only = If you transmit you have second option for the SSS back reflectance
Translucency color: red (1,0,0) = Always red 255 on max
Glossy layered weight: 0.20 = Here get tricky
Share Glossy Inputs: On
Glossy color: Flesh tone from face texture (0.66.0.42,0.30) = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Glossy color effect: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmit
Glossy reflectivity: 0.50
Glossy roughness: 0.55 = I prefer normal map
Refraction Index: 1.30 = for normal skin 141 for more oily 149
Top Coat weight: .99
Top coat color: 1,0.63,0.63 = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Top coat effect: Scatter & Transmit = correct
Top coat roughness: 0.50
Top coat layering mode: Fresnel= correct
Top coat IOR: 1.40 = for normal skin 141 for more oily 149
Top coat thin film: 0= It make not as much difference unless you use micro normal
Top coat thin film IOR: 1.50 = for normal skin 141 for more oily 149
Top coat bump mode: Normal Map = correct
Thin walled: off = correct
Transmitted measurement distance: 100.00 = so wrong, max 2
Transmitted color: 0.66,0.42,0.30 = transmit color is the base color of the skin color, pick up the skin color in image editor if you use different color it will kill the Translucency
Scattering measurement distance: 0.50= correct
SSS Amount: 0.30= correct
SSS Direction: -0.50= correct
A lot of info you find on Internet was for CGI rendering mostly in empty scenes that why people used blueish tones for specular as there was not sky dome or anything , in real environment you have everything and all non metal surface need monochromatic specular color and ALWAYS GRAY SCALE and the values really lower as you may think , not enough specular showing up? check out the scene and light as specular is just reflection if there is just a blue sky nothing to reflect as much you don't get as much , but some small white plane on the other side of the face to get better effect , and if you going for real sweat check the values of water shader .. and apply it on the top coat ..
The specular will control how much you see of translucency, so it need to be balanced with the weight setting after you set everything correct , and if you lucky enough you will have one set that works in any light situation ..
This is a full face render of a character in a larger scene I'm working on, (rendered to 61 iterations and resized by 50% ). I'm very happy with the skin overall except I can't seem to get the highlights. I removed some vibrancy from the skin in Photoshop (-60 Vibrance) and I'm using the Michael6 normal maps.
Base color: white (1,1,1)
Translucency weight: 0.40
Base color effect: Scatter Only
Translucency color: red (1,0,0)
Glossy layered weight: 0.20
Share Glossy Inputs: On
Glossy color: Flesh tone from face texture (0.66.0.42,0.30)
Glossy color effect: Scatter Only
Glossy reflectivity: 0.50
Glossy roughness: 0.55
Refraction Index: 1.30
Top Coat weight: .99
Top coat color: 1,0.63,0.63
Top coat effect: Scatter & Transmit
Top coat roughness: 0.50
Top coat layering mode: Fresnel
Top coat IOR: 1.40
Top coat thin film: 0
Top coat thin film IOR: 1.50
Top coat bump mode: Normal Map
Thin walled: off
Transmitted measurement distance: 100.00
Transmitted color: 0.66,0.42,0.30
Scattering measurement distance: 0.50
SSS Amount: 0.30
SSS Direction: -0.50
I created luminosity textures in Photoshop and used those for the image maps for Translucency color and Glossy color. The product bump map is used for Base Bump and product specular map is used for Top coat color. The map used for Glossy layered weight is all white except for the character's eyebrows.
Obviously, I'm doing something wrong. Any help would be appreciated. :)
I see that the new version of 4.8 has updated the Iray section with a Cloud Rendering option under the advanced tab, be very interesting to see how it will work and where the servers will be and so on.. Though it seems that Cloud Rendering has been in 4.8 for a while was only now that I noticed it in the advanced settings..
You weren't missing it. It ewasn't accessible in the last Public Beta.
I love the new BETA !!!! my favorite : calculate exposure AUTO , and Resume rendering .. you can cancel rendering and resume it again as long you don't close the rendering window preview
with the auto exposure I guess we get better renders in overall , if the surface looks too dark the dome lighting will adjust , well the Tone Mapping what is post processing as I can still adjust tone mapping when the preview render is done in view port , but cool anyway
I love the new BETA !!!! my favorite : calculate exposure AUTO , and Resume rendering .. you can cancel rendering and resume it again as long you don't close the rendering window preview
with the auto exposure I guess we get better renders in overall , if the surface looks too dark the dome lighting will adjust , well the Tone Mapping what is post processing as I can still adjust tone mapping when the preview render is done in view port , but cool anyway
I have just installed it, so I haven't started looking around yet, but where do you find "calculate exposure auto"?
you need to have real time rendering in the view port , the best to use the tab Aux Viewport make a small format and then when you choice the view port view as Nvidia Iray you will see small icon next to iray icon then select it and as with preview rendering select your full image it will calculate the exposure of the full render , if you like it you ready for final render
I love the new BETA !!!! my favorite : calculate exposure AUTO , and Resume rendering .. you can cancel rendering and resume it again as long you don't close the rendering window preview
with the auto exposure I guess we get better renders in overall , if the surface looks too dark the dome lighting will adjust , well the Tone Mapping what is post processing as I can still adjust tone mapping when the preview render is done in view port , but cool anyway
I have just installed it, so I haven't started looking around yet, but where do you find "calculate exposure auto"?
I love the new BETA !!!! my favorite : calculate exposure AUTO , and Resume rendering .. you can cancel rendering and resume it again as long you don't close the rendering window preview
with the auto exposure I guess we get better renders in overall , if the surface looks too dark the dome lighting will adjust , well the Tone Mapping what is post processing as I can still adjust tone mapping when the preview render is done in view port , but cool anyway
And if you look on the left of the render window there's one of those little collapse/show widgets - expand and you get the render options that can be altered without having to start from scratch, including the stop conditions so that you can raise the time or number of iterations if necessary.
Thanks Richard, I missed this one, Awesome !!! especially if you want to add more samples without having to start from scratch , the overall rendering time is so much quicker , my test animation rendered in 3 min 200 frames before it took 1 half hour .. the loading before each rendered frame is skipped some way .. so much better than preview version .. I am excited again lol !!!
I love the new BETA !!!! my favorite : calculate exposure AUTO , and Resume rendering .. you can cancel rendering and resume it again as long you don't close the rendering window preview
with the auto exposure I guess we get better renders in overall , if the surface looks too dark the dome lighting will adjust , well the Tone Mapping what is post processing as I can still adjust tone mapping when the preview render is done in view port , but cool anyway
And if you look on the left of the render window there's one of those little collapse/show widgets - expand and you get the render options that can be altered without having to start from scratch, including the stop conditions so that you can raise the time or number of iterations if necessary.
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 material will crash everything else .
Base color: white (1,1,1) = Use only when you use texture maps
Translucency weight: 0.40 = The weight depends on the skin brightness of the skin texture it should not extend 50%
Base color effect: Scatter Only = If you transmit you have second option for the SSS back reflectance
Translucency color: red (1,0,0) = Always red 255 on max
Glossy layered weight: 0.20 = Here get tricky
Share Glossy Inputs: On
Glossy color: Flesh tone from face texture (0.66.0.42,0.30) = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Glossy color effect: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmit
Glossy reflectivity: 0.50
Glossy roughness: 0.55 = I prefer normal map
Refraction Index: 1.30 = for normal skin 141 for more oily 149
Top Coat weight: .99
Top coat color: 1,0.63,0.63 = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Top coat effect: Scatter & Transmit = correct
Top coat roughness: 0.50
Top coat layering mode: Fresnel= correct
Top coat IOR: 1.40 = for normal skin 141 for more oily 149
Top coat thin film: 0= It make not as much difference unless you use micro normal
Top coat thin film IOR: 1.50 = for normal skin 141 for more oily 149
Top coat bump mode: Normal Map = correct
Thin walled: off = correct
Transmitted measurement distance: 100.00 = so wrong, max 2
Transmitted color: 0.66,0.42,0.30 = transmit color is the base color of the skin color, pick up the skin color in image editor if you use different color it will kill the Translucency
Scattering measurement distance: 0.50= correct
SSS Amount: 0.30= correct
SSS Direction: -0.50= correct
A lot of info you find on Internet was for CGI rendering mostly in empty scenes that why people used blueish tones for specular as there was not sky dome or anything , in real environment you have everything and all non metal surface need monochromatic specular color and ALWAYS GRAY SCALE and the values really lower as you may think , not enough specular showing up? check out the scene and light as specular is just reflection if there is just a blue sky nothing to reflect as much you don't get as much , but some small white plane on the other side of the face to get better effect , and if you going for real sweat check the values of water shader .. and apply it on the top coat ..
The specular will control how much you see of translucency, so it need to be balanced with the weight setting after you set everything correct , and if you lucky enough you will have one set that works in any light situation ..
Here is a result of trying out the settings above, I set it to PBR Specular/Glossiness instead of Metallicity/Roughness, the fill light is a reflector a 3 meter plane of polished aluminum.
Wanted to share this happy accident... so for my webcomic I was experimenting trying to make an environmental map for a virtual realm.
And as it turned out, after working it out, the 'stars' ended up looking identical to the balls of light I had in the scene providing extra illumination.
In this shot (cropped to avoid some mild nudity), that larger ball above the platform is actually an object, while all the smaller balls are part of the environment map.
So, after seeing in the main beta thread that you can tile maps independently from one another, biiiig lightbulb went off.
Problem I was having with regular hair was that if I tried to tile bump or displacement or whatever, it would look terrible because Cutout would also tile. FRUSTRATION ENSUED.
Sooo... now, cutout is normal. I have a generic map of alternating strands of black and white, not perfectly straight so natural look.
Map is in Displacement, to give dimension.
ALSO map is in Refraction, with IOR 1.0.
In this way, I create hairs with transparent bits in between, which applies within the shape permitted by Cutout, so the edges work out right.
I then tiled Refraction and Displacement with horizontal 64, though I found I needed SubD 4 before it really worked out right.
And voila!
First image is my original Xylia hair attempt (before I knew about tiling), second is my latest.
And you rendered in soft box lighting , try other maps or sky to have areas from the sun and shadows area , and maybe would be good to get the orange tones little de-saturated or it will not works
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 material will crash everything else .
Base color: white (1,1,1) = Use only when you use texture maps
Translucency weight: 0.40 = The weight depends on the skin brightness of the skin texture it should not extend 50%
Base color effect: Scatter Only = If you transmit you have second option for the SSS back reflectance
Translucency color: red (1,0,0) = Always red 255 on max
Glossy layered weight: 0.20 = Here get tricky
Share Glossy Inputs: On
Glossy color: Flesh tone from face texture (0.66.0.42,0.30) = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Glossy color effect: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmit
Glossy reflectivity: 0.50
Glossy roughness: 0.55 = I prefer normal map
Refraction Index: 1.30 = for normal skin 141 for more oily 149
Top Coat weight: .99
Top coat color: 1,0.63,0.63 = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Top coat effect: Scatter & Transmit = correct
Top coat roughness: 0.50
Top coat layering mode: Fresnel= correct
Top coat IOR: 1.40 = for normal skin 141 for more oily 149
Top coat thin film: 0= It make not as much difference unless you use micro normal
Top coat thin film IOR: 1.50 = for normal skin 141 for more oily 149
Top coat bump mode: Normal Map = correct
Thin walled: off = correct
Transmitted measurement distance: 100.00 = so wrong, max 2
Transmitted color: 0.66,0.42,0.30 = transmit color is the base color of the skin color, pick up the skin color in image editor if you use different color it will kill the Translucency
Scattering measurement distance: 0.50= correct
SSS Amount: 0.30= correct
SSS Direction: -0.50= correct
A lot of info you find on Internet was for CGI rendering mostly in empty scenes that why people used blueish tones for specular as there was not sky dome or anything , in real environment you have everything and all non metal surface need monochromatic specular color and ALWAYS GRAY SCALE and the values really lower as you may think , not enough specular showing up? check out the scene and light as specular is just reflection if there is just a blue sky nothing to reflect as much you don't get as much , but some small white plane on the other side of the face to get better effect , and if you going for real sweat check the values of water shader .. and apply it on the top coat ..
The specular will control how much you see of translucency, so it need to be balanced with the weight setting after you set everything correct , and if you lucky enough you will have one set that works in any light situation ..
Here is a result of trying out the settings above, I set it to PBR Specular/Glossiness instead of Metallicity/Roughness, the fill light is a reflector a 3 meter plane of polished aluminum.
And you rendered in soft box lighting , try other maps or sky to have areas from the sun and shadows area , and maybe would be good to get the orange tones little de-saturated or it will not works
actually the entire scene is over exposed. running a render now with the tone mapping adjusted to more what a digital camera might see with weighted metering
I remember downloading the figure and all of the character sets a while back but not really playing with them much.
Wondering what would happen when an older figure is rendered with Iray I went back to the Pixar Campus and let CatGirl visit the grounds...
BTW This render was done with no postwork. Everything was shaded with IRay Base, (leaving the original colors), but I screwed up the hair originally so I deleted it and re-added it without any tweeking.
Still playing with the Sun-Sky Environment....but something is missing....it doesn't look photorealistic. :-/
I am very pleased with this as a rendered image. To my eyes it could easily be a nice picture from a story book, or screen capture from a computer game, but for some reason it lacks realism.
The clothes look fine, the skin too, and there is sun and shadows, but somehow it's not 'alive'. I know the character is concentrating, so maybe he lacks better expression, and his eyes lack any reflections and so they appear 'dead'.
I do feel I got better realism results with using HDRI environments, so will have to try this same scene with that lighting environment and compare results.
However, people are saying that the Sun-Sky environment can produce some very realistic renders. Maybe I am doing something wrong, so any advice from people achieving photorealistic renders using the Sun-Sky Environment would be most appreciated.
More experiments...
Nice.
Been there, done that.... :)
Glossy color effect: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmit
You sure?!? (Okay, rethorical question. Of course you are). :lol: NNooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
I had that on "Scatter Only". :down:
Pro is, after changing that to "Scatter & Transmit", Victoria's skin doesn't get the "boiled-lobster-look" anymore.
Con is, it now turns out yellowish instead... :red:
Sun-Sky lighting, no dome, no plane.
As a comparison to my previous render ( post #1367) I removed the Sun-Sky environment, and keeping everything the same except for giving Kim a concentrating expression and an eye reflection, I added an HDRI environment called 'Basketball Court' kindly provided for free use by http://www.hdrlabs.com/sibl/archive.html
What a difference. I think Kim now looks so more realistic. Now, if I could somehow get the shadows like in my first image, and the realistic look of this second render, all in one render, then it would be quite something.
But you loosed also the dark edges around the model when you render and her nose is blending without edge on the nostrils
the transmit will show off more the real base color kn place of translucent balloon if you know what I mean, yes you called it red lobster lol
all settings I wrote about depends of the right color textures , where you have no yellowish red colors as it will affect everything , your diffuse textures are the upper dermal layer what is the layer before the top coat but your problem are the the textures to much discolorations
More experiments...
Nice.
Been there, done that.... :)
Glossy color effect: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmit
You sure?!? (Okay, rethorical question. Of course you are). :lol: NNooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
I had that on "Scatter Only". :down:
Pro is, after changing that to "Scatter & Transmit", Victoria's skin doesn't get the "boiled-lobster-look" anymore.
Con is, it now turns out yellowish instead... :red:
Sun-Sky lighting, no dome, no plane.
Revisiting an earlier character, revamped with some translucent skin ideas (which have been... tricky with dark skin). The base skin was done in Skin Builder... I tried various ways to modify it, but they ended up meh. Stuck with a mostly unchanged skin, and it came out decently, I think.
Unshaven beard, then eyebrows and scalp hair with LAMH.
I fiddled with skin tones some but not happy with them. I will be happy to buy yours, MEC4D, when they come out. You are doing some really awesome renders with what you have done so far.
I love playing with HDR maps. This one is the Chelsea Stairs from sIBL Archives. I used the small HDR map that is meant for diffuse lighting. Nothing is as good as the Pixar Campus though.
I used the ground plane in the environment and everything is floating even though I put them on the floor.
Thanks !.. Nicely done , the only thing are the reflections would be good if you used some roughness to sand it down .. nice composition in overall , the clothing looks perfect too nice choice
I fiddled with skin tones some but not happy with them. I will be happy to buy yours, MEC4D, when they come out. You are doing some really awesome renders with what you have done so far.
I love playing with HDR maps. This one is the Chelsea Stairs from sIBL Archives. I used the small HDR map that is meant for diffuse lighting. Nothing is as good as the Pixar Campus though.
I used the ground plane in the environment and everything is floating even though I put them on the floor.
A quick IRay render of my new Arctic Fox model (Red Fox available too). Cheers
That's with the hair exported to OBJ? You've done a much better job of preserving its fineness than a lot of OBJ exports of hair from various applications.
Comments
I prefer this than the other looks more natural , I don't know the story and character .. but you getting better each time for sure
Nice scene set Tim
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 material will crash everything else .
Base color: white (1,1,1) = Use only when you use texture maps
Translucency weight: 0.40 = The weight depends on the skin brightness of the skin texture it should not extend 50%
Base color effect: Scatter Only = If you transmit you have second option for the SSS back reflectance
Translucency color: red (1,0,0) = Always red 255 on max
Glossy layered weight: 0.20 = Here get tricky
Share Glossy Inputs: On
Glossy color: Flesh tone from face texture (0.66.0.42,0.30) = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Glossy color effect: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmit
Glossy reflectivity: 0.50
Glossy roughness: 0.55 = I prefer normal map
Refraction Index: 1.30 = for normal skin 141 for more oily 149
Top Coat weight: .99
Top coat color: 1,0.63,0.63 = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for max
Top coat effect: Scatter & Transmit = correct
Top coat roughness: 0.50
Top coat layering mode: Fresnel= correct
Top coat IOR: 1.40 = for normal skin 141 for more oily 149
Top coat thin film: 0= It make not as much difference unless you use micro normal
Top coat thin film IOR: 1.50 = for normal skin 141 for more oily 149
Top coat bump mode: Normal Map = correct
Thin walled: off = correct
Transmitted measurement distance: 100.00 = so wrong, max 2
Transmitted color: 0.66,0.42,0.30 = transmit color is the base color of the skin color, pick up the skin color in image editor if you use different color it will kill the Translucency
Scattering measurement distance: 0.50= correct
SSS Amount: 0.30= correct
SSS Direction: -0.50= correct
A lot of info you find on Internet was for CGI rendering mostly in empty scenes that why people used blueish tones for specular as there was not sky dome or anything , in real environment you have everything and all non metal surface need monochromatic specular color and ALWAYS GRAY SCALE and the values really lower as you may think , not enough specular showing up? check out the scene and light as specular is just reflection if there is just a blue sky nothing to reflect as much you don't get as much , but some small white plane on the other side of the face to get better effect , and if you going for real sweat check the values of water shader .. and apply it on the top coat ..
The specular will control how much you see of translucency, so it need to be balanced with the weight setting after you set everything correct , and if you lucky enough you will have one set that works in any light situation ..
You weren't missing it. It ewasn't accessible in the last Public Beta.
I love the new BETA !!!! my favorite : calculate exposure AUTO , and Resume rendering .. you can cancel rendering and resume it again as long you don't close the rendering window preview
with the auto exposure I guess we get better renders in overall , if the surface looks too dark the dome lighting will adjust , well the Tone Mapping what is post processing as I can still adjust tone mapping when the preview render is done in view port , but cool anyway
I have just installed it, so I haven't started looking around yet, but where do you find "calculate exposure auto"?
you need to have real time rendering in the view port , the best to use the tab Aux Viewport make a small format and then when you choice the view port view as Nvidia Iray you will see small icon next to iray icon then select it and as with preview rendering select your full image it will calculate the exposure of the full render , if you like it you ready for final render
BTW I rendered our campus as Planet Pixar lol
I have just installed it, so I haven't started looking around yet, but where do you find "calculate exposure auto"?
And if you look on the left of the render window there's one of those little collapse/show widgets - expand and you get the render options that can be altered without having to start from scratch, including the stop conditions so that you can raise the time or number of iterations if necessary.
Thanks Richard, I missed this one, Awesome !!! especially if you want to add more samples without having to start from scratch , the overall rendering time is so much quicker , my test animation rendered in 3 min 200 frames before it took 1 half hour .. the loading before each rendered frame is skipped some way .. so much better than preview version .. I am excited again lol !!!
And if you look on the left of the render window there's one of those little collapse/show widgets - expand and you get the render options that can be altered without having to start from scratch, including the stop conditions so that you can raise the time or number of iterations if necessary.
Here is a result of trying out the settings above, I set it to PBR Specular/Glossiness instead of Metallicity/Roughness, the fill light is a reflector a 3 meter plane of polished aluminum.
Wanted to share this happy accident... so for my webcomic I was experimenting trying to make an environmental map for a virtual realm.
And as it turned out, after working it out, the 'stars' ended up looking identical to the balls of light I had in the scene providing extra illumination.
In this shot (cropped to avoid some mild nudity), that larger ball above the platform is actually an object, while all the smaller balls are part of the environment map.
I really like the effect.
JOY
So, after seeing in the main beta thread that you can tile maps independently from one another, biiiig lightbulb went off.
Problem I was having with regular hair was that if I tried to tile bump or displacement or whatever, it would look terrible because Cutout would also tile. FRUSTRATION ENSUED.
Sooo... now, cutout is normal. I have a generic map of alternating strands of black and white, not perfectly straight so natural look.
Map is in Displacement, to give dimension.
ALSO map is in Refraction, with IOR 1.0.
In this way, I create hairs with transparent bits in between, which applies within the shape permitted by Cutout, so the edges work out right.
I then tiled Refraction and Displacement with horizontal 64, though I found I needed SubD 4 before it really worked out right.
And voila!
First image is my original Xylia hair attempt (before I knew about tiling), second is my latest.
And you rendered in soft box lighting , try other maps or sky to have areas from the sun and shadows area , and maybe would be good to get the orange tones little de-saturated or it will not works
Here is a result of trying out the settings above, I set it to PBR Specular/Glossiness instead of Metallicity/Roughness, the fill light is a reflector a 3 meter plane of polished aluminum.
actually the entire scene is over exposed. running a render now with the tone mapping adjusted to more what a digital camera might see with weighted metering
ok Render is done
More experiments...
Looking through some older content I found a Poser 6 figure called Angela that was made © 2010 by Baron Vlad Harkonnen.
I remember downloading the figure and all of the character sets a while back but not really playing with them much.
Wondering what would happen when an older figure is rendered with Iray I went back to the Pixar Campus and let CatGirl visit the grounds...
BTW This render was done with no postwork. Everything was shaded with IRay Base, (leaving the original colors), but I screwed up the hair originally so I deleted it and re-added it without any tweeking.
Comments?
Still playing with the Sun-Sky Environment....but something is missing....it doesn't look photorealistic. :-/
I am very pleased with this as a rendered image. To my eyes it could easily be a nice picture from a story book, or screen capture from a computer game, but for some reason it lacks realism.
The clothes look fine, the skin too, and there is sun and shadows, but somehow it's not 'alive'. I know the character is concentrating, so maybe he lacks better expression, and his eyes lack any reflections and so they appear 'dead'.
I do feel I got better realism results with using HDRI environments, so will have to try this same scene with that lighting environment and compare results.
However, people are saying that the Sun-Sky environment can produce some very realistic renders. Maybe I am doing something wrong, so any advice from people achieving photorealistic renders using the Sun-Sky Environment would be most appreciated.
Cheers. :-)
You sure?!? (Okay, rethorical question. Of course you are). :lol:
NNooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
I had that on "Scatter Only". :down:
Pro is, after changing that to "Scatter & Transmit", Victoria's skin doesn't get the "boiled-lobster-look" anymore.
Con is, it now turns out yellowish instead... :red:
Sun-Sky lighting, no dome, no plane.
Here´s my latest one - http://toyen-art.deviantart.com/art/Olympia-Posing-Iray-530596163
Im sending a link because although no nipples are involved I still didnt know whether I could post it here or not.
As a comparison to my previous render ( post #1367) I removed the Sun-Sky environment, and keeping everything the same except for giving Kim a concentrating expression and an eye reflection, I added an HDRI environment called 'Basketball Court' kindly provided for free use by http://www.hdrlabs.com/sibl/archive.html
What a difference. I think Kim now looks so more realistic. Now, if I could somehow get the shadows like in my first image, and the realistic look of this second render, all in one render, then it would be quite something.
:-)
But you loosed also the dark edges around the model when you render and her nose is blending without edge on the nostrils
the transmit will show off more the real base color kn place of translucent balloon if you know what I mean, yes you called it red lobster lol
all settings I wrote about depends of the right color textures , where you have no yellowish red colors as it will affect everything , your diffuse textures are the upper dermal layer what is the layer before the top coat but your problem are the the textures to much discolorations
You sure?!? (Okay, rethorical question. Of course you are). :lol:
NNooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
I had that on "Scatter Only". :down:
Pro is, after changing that to "Scatter & Transmit", Victoria's skin doesn't get the "boiled-lobster-look" anymore.
Con is, it now turns out yellowish instead... :red:
Sun-Sky lighting, no dome, no plane.
...looks great. love the full portrait.
Single pass render with only the text for post-work. I give you, the "Hole".
Out of the box textures. Using the 4 point light set from Design Anvil Free Iray Lights
I fiddled with skin tones some but not happy with them. I will be happy to buy yours, MEC4D, when they come out. You are doing some really awesome renders with what you have done so far.
I love playing with HDR maps. This one is the Chelsea Stairs from sIBL Archives. I used the small HDR map that is meant for diffuse lighting. Nothing is as good as the Pixar Campus though.
I used the ground plane in the environment and everything is floating even though I put them on the floor.
Nice one ! I see you too discovered the power of bloom effect .. looking really cool nice atmosphere
Thanks !.. Nicely done , the only thing are the reflections would be good if you used some roughness to sand it down .. nice composition in overall , the clothing looks perfect too nice choice
A quick IRay render of my new Arctic Fox model (Red Fox available too). Cheers
My new The Dragon Rider ... tried the new Lens thickness mm settings under camera also iray bloom filter for the atmosphere
That's with the hair exported to OBJ? You've done a much better job of preserving its fineness than a lot of OBJ exports of hair from various applications.