Show Us Your Iray Renders

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  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Two meshlight and playing with bloom
    What is "Bloom"? "O" stupid question. Cool render.
    http://en.wikipedia.org/wiki/Bloom_(shader_effect)

    Sometimes a picture is worth 1000 words

    bloom.jpg
    1510 x 754 - 185K
  • SzarkSzark Posts: 10,634
    edited December 1969

    Szark said:
    What a cool addition and here is what I came up with in a few hours. Lit only with a an indoor HDRI.

    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.

  • Zev0Zev0 Posts: 7,121
    edited December 1969

    Two meshlight and playing with bloom
    What is "Bloom"? "O" stupid question. Cool render.
    http://en.wikipedia.org/wiki/Bloom_(shader_effect)

    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.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Time to fix that double stupid moment of mine, lol.

    Zev0 said:
    Two meshlight and playing with bloom
    What is "Bloom"? "O" stupid question. Cool render.
    http://en.wikipedia.org/wiki/Bloom_(shader_effect)
    Just copy and past the link text, the “(” and “)” keep getting removed.

    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.

    Post edited by ZarconDeeGrissom on
  • Zev0Zev0 Posts: 7,121
    edited March 2015

    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)

    Post edited by Zev0 on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Zev0 said:
    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)
    Agreed, I have no idea how to mimic any of the stuff from this 3delight render.

    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.

    LucemSignifer_LisaW_NotGood02004cL1_ps001.jpg
    2000 x 1500 - 2M
    Post edited by ZarconDeeGrissom on
  • Zev0Zev0 Posts: 7,121
    edited December 1969

    Hmm..I'll ask the Daz devs if effects like this can be split up on selected items.

  • Cris PalominoCris Palomino Posts: 12,440
    edited March 2015

    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.

    top-of-the-world-ds-iray.jpg
    1000 x 650 - 143K
    Post edited by Cris Palomino on
  • Bluebird 3DBluebird 3D Posts: 995
    edited December 1969

    Here is the DS promo for my It Takes Character product on the left and the conversion to Iray on the right.

    Great comparison! This demonstrates why I've always favored render engines based on real world lighting and camera rules.

    ~Bluebird

  • Rashad CarterRashad Carter Posts: 1,830
    edited December 1969

    Zev0 said:
    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)

    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.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Here is the DS promo for my It Takes Character product on the left and the conversion to Iray on the right.

    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/

    Post edited by ZarconDeeGrissom on
  • TJohnTJohn Posts: 11,339
    edited March 2015

    All cpu (no GC on my comp) - 3.5 hrs. Light bulbs converted to mesh lights, 1 distant light linked to the Sun.

    Envy_The_Dead.jpg
    1400 x 1500 - 468K
    Post edited by TJohn on
  • PulpArtstPulpArtst Posts: 88
    edited December 1969

    5 Hours CPU only on an i7.

    Room.jpg
    1500 x 1200 - 357K
  • Twilight76Twilight76 Posts: 318
    edited December 1969

    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

    Relaxing_on_the_Couch.jpg
    1920 x 1080 - 339K
  • Dumor3DDumor3D Posts: 1,316
    edited December 1969

    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.

  • SpitSpit Posts: 2,342
    edited December 1969

    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.

    Yes, it's a great comparison. My personal preference is for something in between though.

  • SpitSpit Posts: 2,342
    edited December 1969

    Zev0 said:
    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)
    Agreed, I have no idea how to mimic any of the stuff from this 3delight render.

    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.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited March 2015

    Zev0 said:
    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)
    Agreed, I have no idea how to mimic any of the stuff from this 3delight render.

    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.

    Post edited by DAZ_Spooky on
  • Richard HaseltineRichard Haseltine Posts: 107,898
    edited December 1969

    Zev0 said:
    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)
    Agreed, I have no idea how to mimic any of the stuff from this 3delight render.

    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.

    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.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Zev0 said:
    Ah ok, but unless I can only get bloom on a selected light, this effect is blooming useless to me:)
    Agreed, I have no idea how to mimic any of the stuff from this 3delight render.

    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.

    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.

  • ValandarValandar Posts: 1,417
    edited December 1969

    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).

    mountainscale2.jpg
    600 x 900 - 222K
  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 1969

    Valandar said:
    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.
    Iray-2Hrs.jpg
    1200 x 1200 - 420K
  • KatherineKatherine Posts: 330
    edited December 1969

    Hellboy said:
    Victoria 6
    No postwork except from lose hair strands.

    Wow! Very nice! :)

    Kat

  • KatherineKatherine Posts: 330
    edited December 1969

    Spit said:
    Wow. I'm almost afraid to post in this thread. Just a couple of days of playing and, well, wow.

    Just a couple words I'll offer to StoryPilot:

    The snake says "Um, never mind?"

    Nothing of wisdom or technique to offer here. I'm struggling and need a paradigm shift before I even know what to aim for.


    I like this! I just got the mushrooms. :) You did well.

    Kat

  • KatherineKatherine Posts: 330
    edited December 1969

    Ippotamus said:
    Nothing special beyond being my first Iray render taken to completion.
    Used the dome and scene with a jpeg in the mat.

    Applied the Iray Base shader to everything.
    Used the water shader in the first cup applied to a cone primitive.

    Used a single photometric spot for shadows.
    Of course I forgot to actually turn on the shadows for about an hour. :/

    Let me see, anything else?
    Really fast render with only CPU.
    It took just under an hour or so.

    I applied a pretty strong DOF via the camera, but I don't really see its effect in this image.
    I might have to see if I am missing something in that regard.

    Overall a simple test image.

    Very nice:)

    Kat

  • KatherineKatherine Posts: 330
    edited December 1969

    I feel like I'm at the bottom of the class LOL I also forgot to turn off the headlamp. :-/ There's a lot to remember!

    FM's Road to Hell, Electromancy using emission, Olympia HD, a tif plugged into the environment.

    Love what you did with emission!

    Kat

  • KatherineKatherine Posts: 330
    edited December 1969

    tjohn said:
    All cpu (no GC on my comp) - 3.5 hrs. Light bulbs converted to mesh lights, 1 distant light linked to the Sun.

    Good job! :)

    Kat

  • KatherineKatherine Posts: 330
    edited December 1969

    JartStar said:
    5 Hours CPU only on an i7.

    Fantastic!

    Kat

  • KatherineKatherine Posts: 330
    edited December 1969

    Valandar said:
    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).

    Look impressive. Glad to see you in here. :)

    Kat

  • JimbowJimbow Posts: 557
    edited December 1969

    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.

This discussion has been closed.