Show Us Your Iray Renders

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Comments

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    barbult said:
    I'm happy with the way this one came out. This was my test of a Geometry Shell with Iray. I used FWF Janna skin with the G2F Optimized Iray shader preset. Then I used Bellatrix at .4 opacity on a Geometry Shell on the skin and lips only. I applied the G2F Optimized Iray shader preset to that, too. On the cornea, eye reflection and tear, I tried the Thin Water Iray preset as suggested in the forum. The lighting is HDRI from the HDR Pro Sets Urban Storm and a photometric spot in Dome and Scene Environment Mode.

    She reminds me a little of my neighbor down the street. I've only used geometry shells for the hair, using the render suggestions found on the forum. There is so much to learn.
  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Gogger said:
    Slowly, but surely I am figuring out the Iray lighting. My first attempt at this scene took only about five minutes to render but was dark and needed help in Photoshop (I can't stand dark, muddy renders where you can't tell what's going on - bleh!). Then, while fiddling around I found this setting and while the render took an hour and 20 minutes, it looked WAYYYYY better straight out of the render oven.

    Improve the overall light brightness in your scene by going to Render: Render Settings: Environment: Environment Intensity: and I put mine at 3.15 (7 was way overblown, but still a little interesting for glaring bright sunshine). I like this setting. And more importantly, so do the little chicks!

    The dark image here was with whatever the default Environment Intensity setting was. The brighter one was with it set to 3.15.

    The difference between the two renders is amazing. Thank you for sharing this. I've been curious about all the Environment settings, but reluctant to play too much as renders take so long using CPU only.

    Very nice scene, too. Especially the chicks. They make the image look so real.

  • TotteTotte Posts: 14,689
    edited December 1969

    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    MDO2010, yes the Docks do look good. I am impressed. Especially if all you did was Ctrl-click the Iray shader with 'minimal' adjustment. I haven’t a clue how all the fields work yet, I'm just blindly throwing dials. It's like me with 3delight almost a year ago, lol. It will take some time for me to understand what Sickleyield is saying in her tutorials. There’s a lot too this stuff.
    http://sickleyield.deviantart.com/journal/Iray-Surfaces-And-What-They-Mean-519346747

    8eos8, incredible. Is questionable as it sounds, I'm seeing less plastic, and more skin. The eyes are realy nice as well.

    timmins.william, Glowing eyes, hmm. The expression looks familiar, like someone's avatar.

    Kamion99, yes, quite 'Glammor' looking, well done. The simple lights really do it I think.

    Barbult, the render looks good, even if I have to go look some stuff up to understand what your saying. I'm having dificulty seeing this in my minds eye of what your doing with Janna and Bellatrix and that “Geometry Shell“ thing.

    Gogger, That dose look good, tho now I'm curious if adjusting the ISO from 100 (default) up to 400 would have done the same thing or not. Also there is that 'Crush Blacks' that is by default at 0.2, rather then at 0.0 for a more realistic low-light level response at the bottom end, of sorts.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Totte said:
    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

    I remember the Lux rendered version and yeah it was very grainy, this is way better. I would be using Lux ever again now.
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Szark said:
    Totte said:
    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

    I remember the Lux rendered version and yeah it was very grainy, this is way better. I would be using Lux ever again now.I know almost nothing about Lux still. Dose Luxrender not have any noise filters for this stuff?
  • SzarkSzark Posts: 10,634
    edited December 1969

    Szark said:
    Totte said:
    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

    I remember the Lux rendered version and yeah it was very grainy, this is way better. I would be using Lux ever again now.
    I know almost nothing about Lux still. Dose Luxrender not have any noise filters for this stuff?yes it does but Totte's scene had a lot of glossy and reflective materials. one of the most noise making issues with Lux.
  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Totte said:
    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

    This image is really cool, on so many levels. I kept looking at it, and finding more levels of complexity. Very impressive.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Szark said:
    Szark said:
    Totte said:
    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

    I remember the Lux rendered version and yeah it was very grainy, this is way better. I would be using Lux ever again now.
    I know almost nothing about Lux still. Dose Luxrender not have any noise filters for this stuff?yes it does but Totte's scene had a lot of glossy and reflective materials. one of the most noise making issues with Lux. Sounds like all the stuff she is wearing, lol. Not just fireflies, I've noticed grainy noise in allot of test renders from lux, and not even doing over 500 iterations in the view-port (spot-render) is much cleaner looking then some lux stuff I've seen.

    Time: 2 hours 8.9 seconds, 2424 iterations, 58.564s init, 7141.828s render.
    I decided that chrome on the staffs didn't quite work with this scene. And yes, I keep fussing with the pose, trying to make it a tad more natural. (EDIT) Decided to attach what the staffs originally looked like in 3delight, before the conversion. I'm much happier with the rest of the outfit, the staffs have a glowing stripe in the maps, so more complicated. "O" in this render, the "Base Color" is just red.

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    Bracer_Iray_002.png
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    Post edited by ZarconDeeGrissom on
  • TotteTotte Posts: 14,689
    edited December 1969

    ACross said:
    Totte said:
    This one took like 12000 seconds (I set the timeout time there and quality to 2) and it could really have run longer. But this set I tried in LuxRender having renders going 40 hours still looking very grainy.

    Made this one for the PC Monthly content btw.

    This image is really cool, on so many levels. I kept looking at it, and finding more levels of complexity. Very impressive.
    Thanks!

    It's the kind of image I've wanted to do when that set first came out burt as mentioned earlier, LuxRender wasn't up to the task, to have so many light sources in combination with reflections and reflective materials.

  • j cadej cade Posts: 2,310
    edited December 1969

    barbult said:
    I'm happy with the way this one came out. This was my test of a Geometry Shell with Iray. I used FWF Janna skin with the G2F Optimized Iray shader preset. Then I used Bellatrix at .4 opacity on a Geometry Shell on the skin and lips only. I applied the G2F Optimized Iray shader preset to that, too. On the cornea, eye reflection and tear, I tried the Thin Water Iray preset as suggested in the forum. The lighting is HDRI from the HDR Pro Sets Urban Storm and a photometric spot in Dome and Scene Environment Mode.

    I never thought of combining textures via geometry shell. That is genius. She looks very realistically in her 60's, which is incredibly difficult to achieve.


    Slowly, but surely I am figuring out the Iray lighting. My first attempt at this scene took only about five minutes to render but was dark and needed help in Photoshop (I can't stand dark, muddy renders where you can't tell what's going on - bleh!). Then, while fiddling around I found this setting and while the render took an hour and 20 minutes, it looked WAYYYYY better straight out of the render oven.

    Improve the overall light brightness in your scene by going to Render: Render Settings: Environment: Environment Intensity: and I put mine at 3.15 (7 was way overblown, but still a little interesting for glaring bright sunshine). I like this setting. And more importantly, so do the little chicks!

    The dark image here was with whatever the default Environment Intensity setting was. The brighter one was with it set to 3.15.


    That second one looks scarily like a photo. Like, I'm pretty sure I've been there and taken that photo.

  • IppotamusIppotamus Posts: 1,580
    edited December 1969

    This one is a mixed bag.
    I will probably save it in postwork. But it worth looking at it raw for a moment.

    The skin came out pretty well.
    I used the base g2f shader and applied while ignoring the mats.

    The pistol came out very nicely with a mixture of several metals applied, also ignoring mats.

    The hair is nothing special.
    It doesn't look bad for a PC club special.

    -

    The two biggest problems were the HDR and the textures.

    I used the Factory Catwalk from HDR labs. It is a weird image. The red section looks great. But opposite of it is a very bright spot. So my moody red imagined image did not really take shape. A poor choice of images on my part.

    Another problem I had was with the new Dragontech Ninja outfit I purchased. It did not look good in Iray at all. I will probably end up returning it. I switched to another. But it looks rather flat as well compared to 3Delight. I tried searching for others who may have talked about flat looking textures. But finding information is becoming increasingly difficult in these monster threads. :/ I triple officially hate this forum software. Kill it, please. It is for the best.

    So, yay skin and props. My best attempt on that.
    I will be positive in the end. :)

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  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited December 1969

    ACross said:
    The docks render is stunning. Did the ducks come with it? lol They look so real. Tweaking the shaders can be time consuming. I have no doubt you'll get what you want, though.

    LOL. No the ducks didn't come with it. Those are by Noggins http://www.daz3d.com/noggin-s-duck-mallard. I actually used a little bit of of the Iray metallic channel in their shader and I think it came out looking fantastic.

    MDO2010, yes the Docks do look good. I am impressed. Especially if all you did was Ctrl-click the Iray shader with 'minimal' adjustment. .

    More or less. I control-clicked the Iray material preset on all the surfaces except the metal and glass. Metal, I control-clicked the Iray iron preset and glass I just plain applied the thin glass preset. On almost all the surfaces except things that I thought should be shiny I reduced the Glossy Weight, increased the Roughness (I forget which one, I don't have Studio open right now) and increased the bump a bit. Which sounds like more than"minimal" now that I list it out, but It took me all of 10 minutes total to adjust all the textures. :)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Ippotamus, to the best of my knowledge all of the products sold currently are for 3delight. Iray is in beta, and even the PA's are getting to grips with the surfaces this instant. Everything you see so far, has been adjusted, as MDO2010 did with that docks scene.

    I myself am also trying to get surfaces converted over. Iray and 3delight do NOT speak the same language regarding how surfaces react to light. so the maps, dial settings, everything is quite different.

    Here is a closer look of what I was working on. As you can plainly see. the skin surface is way off. I have yet to get to that, as I'm still working on the outfit.

    P.S. Thanks for the filler info MDO2010.

    TOTW_lisaW002_018c05_Render_2.jpg
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    Post edited by ZarconDeeGrissom on
  • IppotamusIppotamus Posts: 1,580
    edited March 2015

    Thank you, zarcondeegrissom. :)

    Yes, I understand. I hope my statement wasn't taken as anger against the releases or creators or anyone.
    Nothing could be farther from the truth.
    I have done some renders in Luxus and know all too well the dance of textures and materials.
    I also know how much I personally hate that dance. :)

    I should probably just stop purchasing new things for a while until the system catches up with what is now happening, as I have little interest in rendering with 3Delight at the moment.
    That would be the sane thing to do.
    *nods*

    Post edited by Ippotamus on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    One thing I've experimented with, with actual hairs (LAMH) is using top coat. Still experimenting, but I tried essentially a refractive/transparent layer for whiskers, and then a lower weight version of top coat for fur.

    I'm not sure how much of an effect it has, but I'm really eager to see what sorts of shaders people end up designing with stuff like thin film and top coat, once the really skilled folks figure it out.

  • DamselDamsel Posts: 389
    edited December 1969

    Jimbow said:
    I really like Iray in Daz Studio. It's just a pity there's no way to render out to high dynamic range like exr so it could be used for film work and the like (at least not that I can see). Anyway, here's my test using G2M, Real Hairy, G1 beard and Viking Hair. IBL lighting (Dome + Scene), with an added photometric light using an IES file (blue light). Gamma 1 (I suggest you use the Tonemapping settings, especially shutter speed, etc, and set the lights properly). Glossy backscattering used to bring the lighting around a bit, and a blurred set of textures with some punchy red in cheek areas, etc, for the translucency colouring. Rendered against zero alpha, and added the grey background in Photoshop.

    Jimbow, that render is amazing! The bump, the muscle and displacement and bodyhair--WOW!!

  • SnowSultanSnowSultan Posts: 3,773
    edited December 1969

    Kamion99 said:
    So I have got my skin and hair settings pretty set. This is as close as I've ever gotten to a click and render (admittedly with material and shader presets I made myself).

    The skin is pretty close to the Daz shader preset, the main difference is that there are no textures in the main specular and the secondary spec is controlled by a mix of the texture and fresnel.

    The lighting is also dead simple 2 of the photometric spotlights and a tiny plain blueish texture plugged into the environment map.

    I'm still working on my hair preset, in particular getting the translucency to be not white and stronger on the edges, some of it may be an artifact of transmapped hair in general, but I'm hopping not.


    That's one of the most impressive renders I've seen with Iray yet, especially with no postwork. It really looks like it's been through Photoshop.

    I have had absolutely no luck with the optimized DAZ Studio skin shader. The specular and translucency settings make any textures I use look like dark plastic (no specular maps used and I've tried various types of lighting). I went into Iray very confused about lighting but it's materials that are turning out to be the most challenging part of it for me.

  • MarcosDKMarcosDK Posts: 120
    edited December 1969

    I cried for Octane but... welcome Iray :)

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  • TJohnTJohn Posts: 11,339
    edited December 1969

    Lighting is Environment Map only.

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  • barbultbarbult Posts: 26,205
    edited December 1969

    This uses the new Hot Dog Cart and the Iray shader presets for it that Hole posted to ShareCG. The lighting is just Sun-Sky Only.

    Lemonade_and_Hot_Dog_Cart.jpg
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  • TJohnTJohn Posts: 11,339
    edited December 1969

    barbult said:
    This uses the new Hot Dog Cart and the Iray shader presets for it that Hole posted to ShareCG. The lighting is just Sun-Sky Only.

    Great!
    "This is MY corner!" :lol:
  • barbultbarbult Posts: 26,205
    edited December 1969

    Thanks, tjohn. I had fun with that one. You understood it perfectly. :-)

  • rovrov Posts: 46
    edited December 1969

    ACross said:
    Kamion99 said:
    So I have got my skin and hair settings pretty set. This is as close as I've ever gotten to a click and render (admittedly with material and shader presets I made myself).

    The skin is pretty close to the Daz shader preset, the main difference is that there are no textures in the main specular and the secondary spec is controlled by a mix of the texture and fresnel.

    The lighting is also dead simple 2 of the photometric spotlights and a tiny plain blueish texture plugged into the environment map.

    I'm still working on my hair preset, in particular getting the translucency to be not white and stronger on the edges, some of it may be an artifact of transmapped hair in general, but I'm hopping not.

    Very pretty. I love the look of the skin on her back, the way the light reflects off of it.

    This looks like a high-end professional portrait, not a render.

    I agree, the lighting on her back is awesome! It's those little details.

  • FinnGrimsonFinnGrimson Posts: 7
    edited December 1969

    tjohn said:
    Lighting is Environment Map only.

    Very nice. I love that car.

  • FinnGrimsonFinnGrimson Posts: 7
    edited December 1969

    barbult said:
    This uses the new Hot Dog Cart and the Iray shader presets for it that Hole posted to ShareCG. The lighting is just Sun-Sky Only.

    So cool ! I love how he is squirting ketchup at her! That's great.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    I'm a huge fan of 'action scenes,' where there is implied story.

  • ErdehelErdehel Posts: 386
    edited December 1969

    My first complex scene rendered with Iray lights and shaders. I am still learning how to use Iray at its full potential. I am particularly pleased with the glasses and the beer in the glass on the bar.

    Still much to learn I guess.

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  • Cris PalominoCris Palomino Posts: 12,455
    edited December 1969

    Kamion99 said:
    So I have got my skin and hair settings pretty set. This is as close as I've ever gotten to a click and render (admittedly with material and shader presets I made myself).

    The skin is pretty close to the Daz shader preset, the main difference is that there are no textures in the main specular and the secondary spec is controlled by a mix of the texture and fresnel.

    The lighting is also dead simple 2 of the photometric spotlights and a tiny plain blueish texture plugged into the environment map.

    I'm still working on my hair preset, in particular getting the translucency to be not white and stronger on the edges, some of it may be an artifact of transmapped hair in general, but I'm hopping not.

    Kamion, which shader are you using? The iray shader doesn't contain specular sliders. Did you use something other than the iray or are you calling something else as specular?

  • MBuschMBusch Posts: 547
    edited December 1969

    To those people who would like to get a better knowledge about shaders and materials in a Physically Based Rendering engine as Iray, I would like to point 2 free guides from Allegorithmic maker of Substance Designer, Substance Painter, and Bitmap2Material.

    Volume 1: The Theory of Physically Based Rendering focuses on the theory of physically-based rendering and shading.

    Volume 2: Practical Guidelines for PBR Texturing discuss the practical application of authoring PBR textures and provides a set of guidelines that are based on the foundations established in Volume One.

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