Show Us Your Iray Renders. Part VI

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Comments

  • BruganBrugan Posts: 365

    Finally got around to playing with Aurora Bot from March Madness.

  • Oso3DOso3D Posts: 15,088
    edited August 2017

    I LOVE how NIK filters can change the look of an Iray render to something appropriate for a period (that, well, had cameras)

    (This was Kodak 65, which I'm not sure the provenance of, but it looks about right)

    TolerantLeft.jpg
    1080 x 1080 - 456K
    Post edited by Oso3D on
  • IldanachIldanach Posts: 217
    edited August 2017

    Trying out some Egyptian products. One shot Iray render.

    Post edited by Ildanach on
  • Bobvan said:

    Its amazing I discovered this during the Lux days prior to iray how PBR engines can breathe new life into old content.

     

    Just a render using a free HDR and spot light render time 2 to 3 minutes

    I'm curious. I remember way back when you were one of the first DAZ people to jump to only rendering with physically-based renderers. But you do a hell of a lot of frames which means quick work and reposing and many scene changes and thus you're obviously not paying a whole lot of attention to custom shaders which is one of the areas that makes a huge difference between a physically-based renderer and D|S's version of 3Delight. But you were eating the time cost even back in the days of Lux when it was really bad. Why is that? Do you find the more realistic lighting that much of an improvement? Is it easier to do simple lighting setups and not fiddle so much with fill lights, or...?

  • BobvanBobvan Posts: 2,653
    edited August 2017

    It's  all over the place. Sometimes its slow sometimes its faster even with a new beast of a machine. I use this medium more for story telling. I suppose I could watch more youtube to get into more specs. For my needs it's served me well...If Reality did not need so much workaround and was not so flawed I may have re visited it since I have a 10 core processor & all. Your right I have produced thousands of renders coming up on 8 years... I like the recent discovery of using more HRD HRDI and eviro BG opens more possibilities..

    Post edited by Bobvan on
  • SpyroRueSpyroRue Posts: 5,020

    Looks like such a sweet girl, doesn't she? Tried to tell her that skimpwear is generally frowned upon around here, but she didn't really seem to care. It's chilly onboard the space station, and when I jokingly asked if she could feel a draft, she promptly struck a pose . . . if I didn't know better, I'd say she was telling me to kiss it!

    My lunchtime DS session slated to test an HDRI turned into taking the entire afternoon off - doh! Rather than working, I chose to create morphs for a doll's body, mix/match clothing for said doll, fiddle with her hair/eyebrows/skin/lips, spend way too much time posing her, and take pictures. 5 hours later . . . I'm so ashamed! lol

    On a more serious note, Aeon Soul's design aesthetic really resonates with me. Picked up 8-10 more things from their catalog recently. Not only are their designs pure artistry, but the movement/adjustment morphs and texturing are all outstanding. To top it all off, the individual components from the sets work extremely well together.

    - Greg

    Ooooooh nice. I know that location very well too! Fond memories laugh

  • ArtiniArtini Posts: 10,342
    edited August 2017

    Since the free Octane renderer for Unity is available - https://unity.otoy.com/guides/installation/

    I have rendered free sample scene - The Forest | OctaneRender for Unity Sample Asset
    https://www.assetstore.unity3d.com/en/#!/content/96587

    with spherical camera and used the EXR render file in Daz Studio iray.

    Below is the example render of https://www.daz3d.com/fwsa-elizabeth-hd-for-victoria-8

    wearing https://www.daz3d.com/sci-fi-samurai-for-genesis-8-female-s

    image

    Elizabeth27pic03.jpg
    1600 x 1080 - 222K
    Post edited by Artini on
  • Bobvan said:

    It's  all over the place. Sometimes its slow sometimes its faster even with a new beast of a machine. I use this medium more for story telling. I suppose I could watch more youtube to get into more specs. For my needs it's served me well...If Reality did not need so much workaround and was not so flawed I may have re visited it since I have a 10 core processor & all. Your right I have produced thousands of renders coming up on 8 years... I like the recent discovery of using more HRD HRDI and eviro BG opens more possibilities..

    I wans't criticizing your work, hope it didn't come across that way. I was just curious what led you to PBR since your needs in a render are obviously very different from the typical user. Closer to animation really. Thanks for the insight.

  • BobvanBobvan Posts: 2,653
    edited August 2017
    Bobvan said:

    It's  all over the place. Sometimes its slow sometimes its faster even with a new beast of a machine. I use this medium more for story telling. I suppose I could watch more youtube to get into more specs. For my needs it's served me well...If Reality did not need so much workaround and was not so flawed I may have re visited it since I have a 10 core processor & all. Your right I have produced thousands of renders coming up on 8 years... I like the recent discovery of using more HRD HRDI and eviro BG opens more possibilities..

    I wans't criticizing your work, hope it didn't come across that way. I was just curious what led you to PBR since your needs in a render are obviously very different from the typical user. Closer to animation really. Thanks for the insight.

    It does not bother me it is better then some and less then others its all good. I just like the "look" of PBR rendering. I have a dedicated fan base and that's pretty cool.. As far as lighting goes iray is pretty well the way I used to light up in 3Dlight an eviro light and added spots or emiss existing lights in a set. let's face it for the most part 3Dlight as taken a backseat and Reality never gets updated. I remember you from back then as well..

    Post edited by Bobvan on
  • kyoto kidkyoto kid Posts: 41,928
    edited August 2017

    ....yeah Iray render times even on the CPU for the most part make Lux look glacially slow.  I still can't imagine keeping up with the prouction rate you have when rendering took double digit hours to even days to complete.

    Must be loving that beast you have. Someday I'll have my own again (taking a bit of saving up for though).

    Post edited by kyoto kid on
  • BobvanBobvan Posts: 2,653
    edited August 2017

    With the new machine certain situations can still take long but thats because I like to let a render run until all noise and at cartain times lines on faces seem to take a while to clear took a lot longer with the previous machine. I killed 2 laptops lux rendering and if you remember I fried my 980 in the old machine. I opened the new machine to dust it since it had been a few months seems there are filters and there was barely any and the heat synch in that thing is nuts.. I enjoy the new found using the enviro pain I bought a new note 5 last week and it takes nice crip pics so I am snapping alot of for BG

    Post edited by Bobvan on
  • kyoto kidkyoto kid Posts: 41,928

    ...yeah still muddling around designing a system with slightly older server tech. I can get two 2.66 GHz 8 core Sandy Bridge Xeons for under 360$ total,which is about what I originally paid to get my current 4 core i7 930 several years ago.  That will give me more than enough PCI lanes to drive dual 1070s..   This give me 32 processor threads for Carrara or Iray (if it the render file gets too big for the 1070s), backed up by 128 GB of 4 channel memory (albeit DDR3 1600 instead of DDR4)  so "goodbye" swap mode.

    The nice thing, I can still work in W7 Pro.so several of my peripherals (like my ergo trackball) won't need replacing and I don't have to worry about the OS robbing a sizeable portion of my VRAM, having to deal with useless annoying features like Cortana, or "force fed" updating.

  • IvyIvy Posts: 7,165

    Completely done in iRAy accept for the film editing

  • TaozTaoz Posts: 10,269
    Ivy said:

    Completely done in iRAy accept for the film editing

    Well done! Probably one of the most difficult things to animate.

  • IvyIvy Posts: 7,165

    Thank you for watching .  it was 97% hand keyframed. one keyframe at a time..lol   I had a few scenes I had some trouble with timing . But other than that  this was the results

  • TaozTaoz Posts: 10,269
    Ivy said:

    Thank you for watching .  it was 97% hand keyframed. one keyframe at a time..lol   I had a few scenes I had some trouble with timing . But other than that  this was the results

    Patience, patience... :)

  • kyoto kidkyoto kid Posts: 41,928
    edited August 2017
    Ivy said:

    Thank you for watching .  it was 97% hand keyframed. one keyframe at a time..lol   I had a few scenes I had some trouble with timing . But other than that  this was the results

    ...indeed, very well done.  I've seen a fair amount of gymnastics and true, in a few sequences there were some "floating" and hesitations, but complex and rapid moves like these are extremely difficult to animate while maintaining flow.  I particularly liked the look of concentration in the first girl's face as well as the "bounce" on the landing after the tumbling runs in the third segment.

    Then again I have difficulty with poses for static gymnastic scenes as sometimes G3 just doesn't want to bend like a gymnast does (particularly one who is double jointed).  Been working on a series of scenes with my "namesake" (who in her backstory was an aspiring gymnast, and a pretty good one at that).  Besides the bending and compression issues, the other trick is getting that long ponytail to move properly without distorting.  I may need to re-rig it myself.

    I wonder if there is an animation engine that also works with real mass and momentum.  If there is, most likely it's one of those "if you have to ask what it costs, you can't afford it" situations.

    Post edited by kyoto kid on
  • FSMCDesignsFSMCDesigns Posts: 12,845
    Ivy said:

    Completely done in iRAy accept for the film editing

    Nicely done Ivy. One day I need to attempt a real animation project

  • IvyIvy Posts: 7,165
    edited August 2017

    Thank you guys for watching and the nice comments

    @kyoto kid

    Because I had planned on hand key framing this animation right from the start. I wanted to give g3 a real honest try in animation.  But I did not get through th third scene in the second set,&  I had nothing but troubles . the bends would break.  G3 would not hold its pose on the timeline  every time i would add or remove a keyframe the g3 character would jump across the scene  .  when I tried to move the axes point when using g3 in the uneven bars  the axes point would never stay true for some reason even making the axes point the hands it still would wonderer off track. it didn;t with Genesis 2. and unlike the hand controls i use for Genesis 2 .. unforunetly they do not work the same for genesis 3 , though slosh handy dandy tool scripts is a good work around . . So my conclusion. after seriously really trying very hard to make genesis 3 work in this animation and having such a hard time with it.  I will properly never want tot work with g3 in animation again it was just so much work  the last scene i used a Genesis 2 character and the only issues i was having was with my timing.    I really wish I knew how i can make g3 work because i love the greek anadromous look of v8 has.  but if i can't get it to do what I want. then no sense frustrating the shit out of myself with it.

    Post edited by Ivy on
  • algovincianalgovincian Posts: 2,667
    SpyroRue said:

    Looks like such a sweet girl, doesn't she? Tried to tell her that skimpwear is generally frowned upon around here, but she didn't really seem to care. It's chilly onboard the space station, and when I jokingly asked if she could feel a draft, she promptly struck a pose . . . if I didn't know better, I'd say she was telling me to kiss it!

    My lunchtime DS session slated to test an HDRI turned into taking the entire afternoon off - doh! Rather than working, I chose to create morphs for a doll's body, mix/match clothing for said doll, fiddle with her hair/eyebrows/skin/lips, spend way too much time posing her, and take pictures. 5 hours later . . . I'm so ashamed! lol

    On a more serious note, Aeon Soul's design aesthetic really resonates with me. Picked up 8-10 more things from their catalog recently. Not only are their designs pure artistry, but the movement/adjustment morphs and texturing are all outstanding. To top it all off, the individual components from the sets work extremely well together.

    - Greg

    Ooooooh nice. I know that location very well too! Fond memories laugh

    Thanks @SpyroRue - was wondering if anybody would recognize it lol

    - Greg

  • FSMCDesignsFSMCDesigns Posts: 12,845
    edited August 2017

    Still trying my luck with an underwater scene. used a fog cube to try and make it murky. not what I was going for 100%, but I still liked it anyway.

     

    sharks.jpg
    1920 x 1080 - 3M
    Post edited by Chohole on
  • nonesuch00nonesuch00 Posts: 18,762
    edited August 2017
    kyoto kid said:
    Ivy said:

    Thank you for watching .  it was 97% hand keyframed. one keyframe at a time..lol   I had a few scenes I had some trouble with timing . But other than that  this was the results

    ...indeed, very well done.  I've seen a fair amount of gymnastics and true, in a few sequences there were some "floating" and hesitations, but complex and rapid moves like these are extremely difficult to animate while maintaining flow.  I particularly liked the look of concentration in the first girl's face as well as the "bounce" on the landing after the tumbling runs in the third segment.

    Then again I have difficulty with poses for static gymnastic scenes as sometimes G3 just doesn't want to bend like a gymnast does (particularly one who is double jointed).  Been working on a series of scenes with my "namesake" (who in her backstory was an aspiring gymnast, and a pretty good one at that).  Besides the bending and compression issues, the other trick is getting that long ponytail to move properly without distorting.  I may need to re-rig it myself.

    I wonder if there is an animation engine that also works with real mass and momentum.  If there is, most likely it's one of those "if you have to ask what it costs, you can't afford it" situations.

    You can do that in Unity - what you want to to combine traditional animation with rag-doll physics.

    Nice job with the animations Ivy

    Post edited by nonesuch00 on
  • nonesuch00nonesuch00 Posts: 18,762

    Still trying my luck with an underwater scene. used a fog cube to try and make it murky. not what I was going for 100%, but I still liked it anyway.

     

    Looks good

  • Still trying my luck with an underwater scene. used a fog cube to try and make it murky. not what I was going for 100%, but I still liked it anyway.

     

    It looks great. A little DOF might help with the murky feeling.

  • kyoto kidkyoto kid Posts: 41,928
    edited August 2017
    @ Ivy: ...yeah. Supposedly the changes to G3's geometry and polygon density were supposed to better lend itself to games and animations. Is it any wonder I am not about to jump on the G8 bandwagon? Still a great job given the tremendous difficulty you faced. Just picked up Zev0's Bend Control to see if that might help. On the phone app hence no paragraph breaks.
    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,928
    edited August 2017
    kyoto kid said:
    Ivy said:

    Thank you for watching .  it was 97% hand keyframed. one keyframe at a time..lol   I had a few scenes I had some trouble with timing . But other than that  this was the results

    ...indeed, very well done.  I've seen a fair amount of gymnastics and true, in a few sequences there were some "floating" and hesitations, but complex and rapid moves like these are extremely difficult to animate while maintaining flow.  I particularly liked the look of concentration in the first girl's face as well as the "bounce" on the landing after the tumbling runs in the third segment.

    Then again I have difficulty with poses for static gymnastic scenes as sometimes G3 just doesn't want to bend like a gymnast does (particularly one who is double jointed).  Been working on a series of scenes with my "namesake" (who in her backstory was an aspiring gymnast, and a pretty good one at that).  Besides the bending and compression issues, the other trick is getting that long ponytail to move properly without distorting.  I may need to re-rig it myself.

    I wonder if there is an animation engine that also works with real mass and momentum.  If there is, most likely it's one of those "if you have to ask what it costs, you can't afford it" situations.

    You can do that in Unity - what you want to to combine traditional animation with rag-doll physics.

    Nice job with the animations Ivy

    ...don't have the Unity engine. Don't you have to decimate figures before working with them?
    Post edited by kyoto kid on
  • nonesuch00nonesuch00 Posts: 18,762
    kyoto kid said:
    kyoto kid said:
    Ivy said:

    Thank you for watching .  it was 97% hand keyframed. one keyframe at a time..lol   I had a few scenes I had some trouble with timing . But other than that  this was the results

    ...indeed, very well done.  I've seen a fair amount of gymnastics and true, in a few sequences there were some "floating" and hesitations, but complex and rapid moves like these are extremely difficult to animate while maintaining flow.  I particularly liked the look of concentration in the first girl's face as well as the "bounce" on the landing after the tumbling runs in the third segment.

    Then again I have difficulty with poses for static gymnastic scenes as sometimes G3 just doesn't want to bend like a gymnast does (particularly one who is double jointed).  Been working on a series of scenes with my "namesake" (who in her backstory was an aspiring gymnast, and a pretty good one at that).  Besides the bending and compression issues, the other trick is getting that long ponytail to move properly without distorting.  I may need to re-rig it myself.

    I wonder if there is an animation engine that also works with real mass and momentum.  If there is, most likely it's one of those "if you have to ask what it costs, you can't afford it" situations.

    You can do that in Unity - what you want to to combine traditional animation with rag-doll physics.

    Nice job with the animations Ivy

     

    ...don't have the Unity engine. Don't you have to decimate figures before working with them?

    No, not the new DAZ Genesis or any Genesis figures but the old highpoly figures yes, but then if you are only animating one figure in a scene even V4/M4 work. Export at base resolution & don't decimate. There is a package product in Unity called Final IK that will apply rag-doll physics to animations to give the animations that little bit extra 'jostle' and 'gravity' and so on that makes that much easier. If you export ALL the morphs & such though that will make the figure models very big sizewise despite being low poly.

    Also, Blender does ragdoll physics and you can Google either Blender + ragdoll physics or Unity + ragdoll physics.  

    If you want to try out Octane renderer (and you probably don't yet) you need Unity 2017.1p4 release version (which happens to also be the current version) & to download the Octane plugin via the OToy blog instructions. 

  • kyoto kidkyoto kid Posts: 41,928
    ...so for Genesis decimation is not required then. OK so that is good. Yeah more prone to work with Unity instead of Blender as the UI is similar to Daz's. Yeah, not even interested in messing with Octane as I never will be able to afford it.
  • nonesuch00nonesuch00 Posts: 18,762
    edited August 2017
    kyoto kid said:
    ...so for Genesis decimation is not required then. OK so that is good. Yeah more prone to work with Unity instead of Blender as the UI is similar to Daz's. Yeah, not even interested in messing with Octane as I never will be able to afford it.

    Octane in Unity is free. Right now is is just a renderer but eventually it will be extended into a 'realtime' game engine renderer, sort of like the upcoming Blender eevee 'realtime' renderer. 'Realtime' isn't really the right word, it's more like a 'much-faster' biased but still plausibly close to realistically rendered rendering engine. 

    Post edited by nonesuch00 on
  • DustRiderDustRider Posts: 2,888
    kyoto kid said:
    ...so for Genesis decimation is not required then. OK so that is good. Yeah more prone to work with Unity instead of Blender as the UI is similar to Daz's. Yeah, not even interested in messing with Octane as I never will be able to afford it.

    Octane in Unity is free. Right now is is just a renderer but eventually it will be extended into a 'realtime' game engine renderer, sort of like the upcoming Blender eevee 'realtime' renderer. 'Realtime' isn't really the right word, it's more like a 'much-faster' biased but still plausibly close to realistically rendered rendering engine. 

    The "realtime" renderer will not doubt be Brigade, which sounds like it will be realtime at  about 30-60 frames per second (depending on the scene).

This discussion has been closed.