Show Us Your Iray Renders
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http://en.wikipedia.org/wiki/Bloom_(shader_effect)
Sometimes a picture is worth 1000 words
that's pretty nice.
I mean, obviously the model is nice, and the textures that came with, and sure, it's a little too "bright" on the top...
But really dude, I have seen people spend honest "hours" getting a render that close to looking decent. I actually want to go buy that model after seeing your render! Which I suppose is the evil-intent of DAZ, but to be honest, I'm ok with that. ;)
you are looking good dude! Thanks yeah a little too bright on top, true. I think I have a handle on lighting and more on surface settings. Trying out a few more surfaces and mesh lights as I type. It does help learning a bit about Luxus and Blender Cycles but still one hell of a learning curve.
Sometimes a picture is worth 1000 words
Nice. Problem is its blooming everything in the scene. I only want it to bloom on specific lights. There needs to be a individual item bloom option. If there is, I can't find it lol.
Time to fix that double stupid moment of mine, lol.
Sometimes a picture is worth 1000 words
Nice. Problem is its blooming everything in the scene. I only want it to bloom on specific lights. There needs to be a individual item bloom option. If there is, I can't find it lol. That is more like a global effect on the camera only. Unlike the 'Glow' effect in the shader builder tab thing.
Takeo.Kensei, thanks for the screen-cap, far better then my busted link, lol. It shows quite well what it dose as well.
Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)
There is a transparent plane between the camera and the staff. Using two D-forms to deform it, to create that gravity-well effect at the ends.
One sphere behind each end of the staff, using the 'Glow' effect set to black to create that gravity-well black-out effect.
One sphere in-front of each end of the staff, using the 'Glow' effect set to cyan to create that Bloom effect.
Hmm..I'll ask the Daz devs if effects like this can be split up on selected items.
Here is the DS promo for my It Takes Character product on the left and the conversion to Iray on the right. No postwork, except for hair whisps and hair correction (due to geometry stretching) in PS, on either.
Great comparison! This demonstrates why I've always favored render engines based on real world lighting and camera rules.
~Bluebird
If I'm not mistaken, bloom is similar to lens flare in that it occurs within the medium of the camera lens itself, not within the 3d world as such. Any light source that is bright enough will cause blooming if the camera lens is covered with a substance for example. It's almost like if there is condensation on the lens, blurring brighter light sources and even bright reflections. So yes, it is a global property for sure.
One consideration is providing a sense of atmosphere. In Iray as with Octane, there is no atmospheric haze at the moment. Adding some Bloom can help to give the false impression that there is some degree of moisture in the atmosphere glossing over the camera lens.
Great comparison! This demonstrates why I've always favored render engines based on real world lighting and camera rules.
~BluebirdI'm not really convinced either way, they both have there strengths and weaknesses. Looking way back at my first attempt with TOTW, was rather lacking. No lights other then the sky-dome, And I notice a tad more color in the clouds then in the promo, tho not as much 'Saturation' and brightness as the Iray comparison. Impressive comparison all around Cris Palomino.
http://www.daz3d.com/forums/viewreply/656960/
More TOTW 3delight renders (Don't go if you are not fond of heights)
http://www.daz3d.com/forums/viewreply/656330/
All cpu (no GC on my comp) - 3.5 hrs. Light bulbs converted to mesh lights, 1 distant light linked to the Sun.
5 Hours CPU only on an i7.
ok, the error with the pillows is gone.
Convert to SubD -> 3 solved the Problem with the mesh.
It's a lot to learn with the Dome / Lights
Gosh... for only 3 or 4 days since release, there are a TON of awesome results already in this thread! Way to go People and DAZ for doing something so huge that is working so great with so little effort!
Bloom:
Bloom is generally considered a flaw in camera lens. Lens manufacturers go to a lot of trouble and expense to reduce this. However, some photographers use this intentionally to create 'artistic' photos. So, to me, the way it is done makes complete sense as this is a lens effect at the camera, not on the objects.
However, it could be cool if there was an effect like this that could be assigned to the objects instead of just the camera. :)
I'm really enjoying the camera settings available and that the actually work. Film speed for instance... If you scene is generally overall too dark, just up the film speed... generally too bright... set it lower.... just like a real camera! A photo-studio book suddenly is a good study guide for DAZ Studio.
Yes, it's a great comparison. My personal preference is for something in between though.
There is a transparent plane between the camera and the staff. Using two D-forms to deform it, to create that gravity-well effect at the ends.
One sphere behind each end of the staff, using the 'Glow' effect set to black to create that gravity-well black-out effect.
One sphere in-front of each end of the staff, using the 'Glow' effect set to cyan to create that Bloom effect.
Clever! Figuring out stuff like that is part of the fun with 'biased' renderers.
BTW, I've never ever ever managed glow like that in 3Delight...do you have a link for a how-to? There are little fireflys I'd like to glow without postwork.
There is a transparent plane between the camera and the staff. Using two D-forms to deform it, to create that gravity-well effect at the ends.
One sphere behind each end of the staff, using the 'Glow' effect set to black to create that gravity-well black-out effect.
One sphere in-front of each end of the staff, using the 'Glow' effect set to cyan to create that Bloom effect.
For the gravity effect you could try a glass sphere, on each end, crank up the refraction and turn down the glossy, so it doesn't reflect or have highlights.
You can also create bloom effects using some of the same cheats that have been used in Carrara, DS and Poser for years. Planes with FX on them and trans maps.
For the gravity effect you could try a glass sphere, on each end, crank up the refraction and turn down the glossy, so it doesn't reflect or have highlights.
You can also create bloom effects using some of the same cheats that have been used in Carrara, DS and Poser for years. Planes with FX on them and trans maps.
I was going to say that, though given the way that Iray works I was thinking an onion-skin approach of concentric layers might work better.
For the gravity effect you could try a glass sphere, on each end, crank up the refraction and turn down the glossy, so it doesn't reflect or have highlights.
You can also create bloom effects using some of the same cheats that have been used in Carrara, DS and Poser for years. Planes with FX on them and trans maps.
I was going to say that, though given the way that Iray works I was thinking an onion-skin approach of concentric layers might work better.Quite possibly.
With respects to metal, here's a little experiment I just ran...
Most of the maps were baked of an actual model I made of about 900 "Mountain Pattern" scales, giving me an accurate Normal map, height map, curvature map, and ambient occlusion, which I then turned around and used to make the textures shown below.
Results: Metalness color does nothing - only the intensity matters.
Diffuse roughness: Color does nothing - dark intensities blur reflections into soft and finally satiny highlights
Albedo/Diffuse: For all intents and purposes, the color of the metal. Unlike 3Delight, reflections are (except for emissive items) subtracted from this base color, so reducing the metalness actually makes the percieved shade LIGHTER, not darker.
I now know what I need to know for my future projects, yay! :D
((One distant light, and a "photo studio" HDR, for lighting. Sphere is a default primitive from DS with 36 segments, floor is from the SciFi Construction Set with an iRay plastic shader on it).
Damn Valandar that's good!!!
I'm playing with the Emissive shaders at the moment better than DS point lights that's for sure.
Wow! Very nice! :)
Kat
I like this! I just got the mushrooms. :) You did well.
Kat
Very nice:)
Kat
Love what you did with emission!
Kat
Good job! :)
Kat
Fantastic!
Kat
Look impressive. Glad to see you in here. :)
Kat
Interesting iray tip from büro bewegt:
Quicktip: rendering even faster in iray
http://buerobewegt.com/quicktip-rendering-even-faster-in-iray/
From 20 minutes to 3 minutes for the same apparent quality in one case.