Show Us Your Iray Renders. Part VI
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I suggest starting a seperate thread for that. If there is not one already
...my little one off in her own world.
awe
Thats is sweet,
...thank you.
Took over 11,100 iterations. Proabably could have stopped it at 5,000 - 7,000 but figured I'd let it go until I woke up this morning.
So I often grump about image maps being often unnecessary. Here's an example.
There are no image maps used at all, just mostly my procedurals. I keep hoping some PAs really go nuts with this kind of thing, because the technology can be driven a lot further... guess I'll have to do it myself.
Everything in the image is one of my presets, not even tweaked at all, with the exception of the glass (which is just standard Iray thin glass) and lights, which are Iray Emissive.
Texture maps and procedurals both are not a perfect solution for every situation. While I favor seemless tiles for certain surfaces on my vehicles, I know that a seemless lether texture or procedural shader will not put stitching where I would need it to make a seat look like a seat. They both have their place but one will not replace the other.
Another Girl\Guy7 render with The New Adventure (get it? TnA?) clothes.
Right, thus my saying they are _often_ unnecessary.
And it can also be situational; that leather stitching might be vital for a close up shot but wasted on medium to long shots where you'd never see it. It also rather depends on the approach taken to modeling; a lot of content relies on image maps to 'fake' surface detail, so you are obviously going to need maps when otherwise the wall is perfectly flat and featureless (although it's possible to have some procedural detail that can work for walls).
Some content artists put more detail into the mesh, so less detail is necessary driven from maps.
Here's a close-up of the figure from previous. I tweaked it a little, but the skin is mostly my 'alien flesh' preset.
Exile has a lot of really fine HD detail, which helps a lot with something procedural.
Another no-map render (except for eyelashes)
I love working with models that have lots of HD detail.
looks good Will
Unfortunately it renders really slowly. Not QUITE as slow as CPU Iray, but...
Need to poke at the shaders and see if I can optimize them better. ;) Kind of defeats the purpose of no-map.
Darn, it looks really good & I would be doing CPU only
The metals work without much fuss, and are fun to use. Skin is a lot more finicky, but even then, you can just plop it down most of the time.
I'm going to try WTP3 more thoroughly this week. I'm sort of tired of toons so I will play with your shaders for a while.
Happy Easter!
This one looks much better then the first. The first looking more like an old bryce render.
Have you tried testing either under the Pixar HDRI's from the beach that was posted a week ago or so? I found them to give very good lighting.
Fun render. Happy easter to yuo too.
I need to develop some better/more complex ground shaders. Some of them look good, some meh.
And no, using HDRIs would sort of work against the entire point of 'no map'. ;)
And that first, the lighting was experimenting with enhancing standard sun/sky with clouds. People can always use HDRIs, of course, but I keep experimenting with other methods.
Most of my cloud experiments haven't been great; procedural noise is cool for wispy thin clouds, but most clouds have a dimension and shape that's hard to replicate like this.
(Although amusingly I keep looking at clouds and at least half the time they look like badly done renders... in real life...)
Love this one, looks amazing!
Still continuing my obsession with trying to get skin looking as realstic as possible, one of these days I may finally try to do something that's actually artistic... one day
Btw how do you get the image to appear full sized in a post? I can't seem to work it out, which shows I have as little technical ability as artistic!
I haven't done any modeling/rendering in a long time - been doing some photography. so just stopped by the forum to see what was going on.
This is a beautiful portrait - excellent example of short side/ butterfly lighting.
Illustrates the "light illuminates, shadows define" principle of portraiture. And also shows how highlights in the eyes bring the artwork to life.
Well done! I wish all of my portrait photos looked this good ....
A biking trip not ending the best way possible.
man, that is just wrong pushing that poor kid off their bike and trying to take their lunch money!! LOL
Nice render.
...aww.
Good night
"night-night, Daddy..."
Sweet.
I really like this one! Nice. :) Happy Easter!
This was a little experiment I did in Iray. I've become obsessed with just what one can and can't do with tone mapping inside DS and no postwork. I really like how this one turned out straight out of DS.
Red Rabbit

Gallery Link
Nice look
I've like Jessica Rabbit for a long time, very good. The Jessica Rabbit look was why I 1st bought The Girl. If you have seen it the original had a Jessica Rabbit type dress, hair, gloves and such.