Show Us Your Iray Renders
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The guides worth the registration, and the applications are very interesting but they are not to everyone.
By the way, here is another useful link with good information: http://www.marmoset.co/toolbag/learn
Here is some of my playing about with skin and hair and lighting
Beautiful render, Slosh!
Fantastic lighting.
Slosh, looking pretty good...but somebody has to sit that girl down and explain that that shade of green nail polish and that shade of red lipstick don't mix, unless on a Christmas tree....
Also, the eyes look a little 'flat'.
Lol, I went back and forth with those fingernails, changing them about half a dozen times. But, she's a fairy, so.... :) The eyes look good to me, I'm wondering how you might suggest they look less "flat"?
Excellent pic Slosh!
Here is my humble offering. The eyes are a bit flat on this one too. Getting the eye surfaces correct is one of the new challenges that we face with the different render engine.
One of these days, between products, I will devote a couple of days to working on eyes. If I come up with something great, I'll share it here. I got really good eyes on this one, but the settings don't seem to work in other scenes.
Good to see all my lighting gurus getting their hands on Iray.
The future looks ... uhm ... bright.
:)
Not fully satisfied with this (the eyes, in particular), but for the most part I think it turned out pretty well. Genesis with M4 Elite Jeremy skin; settings based on the G2M Iray defaults. Updated version of an unfinished custom character I did a while back.
This seems to fit right here.
Haha, thanks :) There were some tips for getting good eye reflections that were posted a few pages back - use the thin water material for cornea, eye reflection, and tear surfaces, set the cornea refraction index to 1.38, and under shaping max out the cornea bulge to 1. I've been sticking with the V6 HD skin with the AoA SSS shader because I haven't been getting good results with the Iray one, it looks too plasticky to me.
My first Iray, super simple. Some shader work others don't work.
Lol, I went back and forth with those fingernails, changing them about half a dozen times. But, she's a fairy, so.... :) The eyes look good to me, I'm wondering how you might suggest they look less "flat"?
It looks to me as if there is no specular on the 'whites'....the irises and pupils are fine, but they just die off into a pinkish whiteness. Almost as if the the IOR was 1.
It looks to me as if there is no specular on the 'whites'....the irises and pupils are fine, but they just die off into a pinkish whiteness. Almost as if the the IOR was 1.IOR?
Index of Refraction
My first real try.
That is a pretty fantastic first try, Sgreco1970.
Love how the lights play off all the different materials.
Thanks! The floor texture just blows my mind. I still can't seem to get very bright results with lighting yet tho. Still learning this Iray stuff.
Thanks! The floor texture just blows my mind. I still can't seem to get very bright results with lighting yet tho. Still learning this Iray stuff. ISO400 is for indoors in photography, ISO100 is used outside more often. It's in the render tab, under "Tone Mapping". Or crank the lights way, way up.
http://www.daz3d.com/forums/viewreply/784881/
note what photographers use, lots of lumens.
Crush blacks, the higher the number, the brighter the crushing to black begins at.
Nice render and your character is quite the hottie!
Be mindful of the f/stop and shutter speed too. If you were to use ISO 400, f/2.8, and 1/60 you'd have one hell of a blown out bright image.
Be mindful of the f/stop and shutter speed too. If you were to use ISO 400, f/2.8, and 1/60 you'd have one hell of a blown out bright image.??? shutter speed? isn't "f/stop" and "focal length" for Depth of field? Pending Q in the beta thread by Khory in the F/Stop as just light level.
f/stop (aperture) is for depth of field and the amount of light getting through to the lens, focal length is just the length of the lens (wide angle, or telephoto), and shutter speed is the length of time the shutter is open (how long the lens is subject to the incoming light). Check my longer post in the beta thread.
http://www.daz3d.com/forums/discussion/54058/P60/#785374
I used another tip found in these forums for placing the objects and hdri in the desired location.
After the objects are in the scene and a hdri is loaded to the environment setting open up the "aux viewpoint" tab and change the "drawstyle" to "nvidia iray", this gives a preview of the render. Then using the preview it took only a few minutes of rotating the dome, moving the camera and objects to get scene ready for the actual render.
Lol, I went back and forth with those fingernails, changing them about half a dozen times. But, she's a fairy, so.... :) The eyes look good to me, I'm wondering how you might suggest they look less "flat"?In a physically based render engine, like photography, the eyes are one of the toughest things to get right, and it comes down to lighting placement in order to get the eye highlights correct.
f/stop (aperture) is for depth of field and the amount of light getting through to the lens, focal length is just the length of the lens (wide angle, or telephoto), and shutter speed is the length of time the shutter is open (how long the lens is subject to the incoming light). Check my longer post in the beta thread.
http://www.daz3d.com/forums/discussion/54058/P60/#785374f/stop is for both. Since 3Delight is not physically based but does have depth of field, it is in two components. The f/stop on the camera is for depth of field. The one on the tone mapper is for light. For a real camera set them the same, but it is not enforced. ;)