Show Us Your Iray Renders. Part VI
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Just playing around. Poor render hit the cutoff limit of 5000 iterations, and was only 25% converged. Still thought it looked pretty. (Guess a lot of DoF really kills things.)
Nice. Love the poses in your renders.
Thank you! :D And yeah, she uses three different character's HD Details: Top Model's body and head HD details, Gwennili's head HD details, and Rune 7's body HD details.
Thank you, kyoto kid! :)
I love the "photo shoot" type renders. I watched my grandparents take photos in their studio (they where photographers for over 40 years) - so I think that rubbed off on me in liking the studio photo shoot look when it comes to rendering.
...for proofing characters in Iray, I have a photo studio setup I created as a scene subset.
@srinity, Laverne looks really good. I think the DOF works well with this image.
If you'd like more control on how long your Iray images render, in Render-Settings->Progressive Rendering, set the Quality toggle to OFF, Max Time to 0 (zero) and Max Samples to whatever you want. With the above image, had you used these settings and it stopped at 5K samples, you could have increased Max Samples to 10K, (without closing the render window,) and resumed the render. (Took me months to get up the courage to turn Quality to Off, as no one was talking about it, and I wasn't sure what would happen. lol)
What did you use, if you don't mind me asking? :)
Thank you! :) That's nice of you to say!
Agreed very nice Deva!
...I have a freebie with a floor and backdrop that can take any texture you wish to use. Two "ghost light" planes to the sides, one Photometric spot and a neutral ambient HDRI freebie that Mec4D offered a while back (don't think it is available anymore). I usually use it for "proofing" characters before merging them into scenes. I also adjust the different lighting elements based on the camera position and pose.
Here is a sample of how it looks.
First go at an 'inset' piece to tell a 'story'. (Be careful around those campfires ;))
Can anyone recommend some good fire resources?
That's a great idea! :D Having a scene and "photo shoot" set-up to adjust your characters so that there is consistency across all your characters. So many characters look so odd when you put them together depending on the PA and what lighting and scene settings they used to set up the characters skin settings. Having a "staging room" type of scene to adjust the characters so that they all look good/natural together in your scenes is a great idea. :)
Plus I just love the idea of setting up a real looking photo studio. I've been eyeing Zeddicuss's Photo Studio bundle, but I've been curious to see if I can set up something like that myself (just because it would be good for me to learn how to do stuff like that).
Thank you for letting me know your set-up. I'm going to have to see if I can set up something like that!
@Divamakeup "I'm going to have to see if I can set up something like that! "
Plane Primitives make great walls and floors.
Put a null at the zero point, parent a camera to the null. Put a spotlight about 30 degrees off from the camera and parent it to the nul as well.
Save as a scene and you've got a basic set. Add your character and move the null where you want. I recommend a character's eye. This should get you started.
..you are welcome.
Tried to verify where I DL'd the backdrop from however can't seem to find it either at ShareCG or Rendo. Also my download history only goes back to March for some reason. Now searching though my archives to find the original .zip as I don't delete those (going to take some time as turns out the name on the extracted folder is not the same as the name of the prop).
ETA: Found it, here's the link:
http://www.sharecg.com/v/44013/browse/5/3D-Model/StudioLightTips
I like it because it is a flat backdrop that curves to a floor which looks like what is often used in a photo studio. As long as you just use a texture file it looks great. it can also be scaled to fit your needs.
Thank you for the responce! I guessed so.
Thank you for the tips - I appreciate it! :) I've been experimenting with primitives but I think I want something that has a bit more realism. But then again maybe textures and normal maps could provide that with a primitive. Or I might have to see if I can model something with some depth.
Thanks for the camera and spot light tips too! :) So far I've only delved into characters so the environment creation is something I need to learn and it's always good to get tips for cameras and lighting. Thanks!
Thank you for the link! Something like that would be perfect. Too bad it's usage rights is labeled as "All Rights Reserved". I try not to download anything that isn't usable in commercial renders (that way I don't accidendtly forget that I can't and use a restricted item in a promo render). I'll have to see if I can model something like that. :)
Thank you for looking for it - I'm sorry you went through so much trouble. :( I appreciate the effort though, that was nice of you!
Yeah, it's a bit harder to get some of the more realistic face and body details without HD, IMO. Though often you can fudge it a little with Normal maps and Displacement maps. :)
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I have yet to turn off my air conditioning...But yeah, the shaders are outstanding and the composition is very uncomfortable!
I am very influenced by photographers, for both their composition and lighting techniques...Rendering is the closest thing to photography's development after all!
@takezo_3001 ".Rendering is the closest thing to photography's development after all!"
Which is exactly why this dedicated amateur photographer loves Daz Studio AND Iray. As an amateur, it's hard to get people to sit for portraits. Family have typically gotten tired of posing long ago, and one can only shoot so many photos of a teddy bear
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..outside of using a modelling programme not sure how to curve a plane primitive like that (and my modelling skills are well, nothing to write home about).
As I only use it for proofs and non commercial purposes the restriction isn't an issue.
...what a little cutie.
Just modelled some very basic Cyclorama's for funsies. Unlimited rights, but you have to Texture or surface it yourself if you don't want a dull white color.
I can't seem to upload files here, so I put them on Thingiverse: https://www.thingiverse.com/thing:2911847
Nice! Just wonder, the collar has thickness and looks good right above the shoulders, but the rest of it has paper thin edges. Is that a property with the clothing (doesn't make sense) or the way DS handles it ?
Is she too tall for a highschool girl?
Oh wonderful! Thank you so much! That's really cool of you to do this and share it with us! :)
I had friends in highschool that ranged for 4'3" to 7'2" (and funnilly enough, those 2 extremes dated all 4 years) so I'm inclined to say, no, she's not :)
Playing around with my iridescent shaders.
In this image, there are existing Bump and Cutout maps, and the eyelashes/eye moisture is untouched. Other than that, all surfaces use my Iridescent shaders.
Morph is Jordynne at about 50%, gem hair, one piece swimsuit (I hid the straps). Lighting is https://www.daz3d.com/painter-s-lights , which I use very often.
Not at all some of the girls in my High School were over six foot tall