Show Us Your Iray Renders

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    MBusch said:
    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.

    ??? Looks like allot of other sites that just are not worth the hassle. Are those guides, any where else?
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  • MBuschMBusch Posts: 547
    edited March 2015

    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

    Post edited by MBusch on
  • SloshSlosh Posts: 2,391
    edited December 1969

    Here is some of my playing about with skin and hair and lighting

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  • IppotamusIppotamus Posts: 1,580
    edited December 1969

    Slosh said:
    Here is some of my playing about with skin and hair and lighting

    Beautiful render, Slosh!
    Fantastic lighting.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    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'.

  • SloshSlosh Posts: 2,391
    edited December 1969

    mjc1016 said:
    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"?

  • DestinysGardenDestinysGarden Posts: 2,553
    edited March 2015

    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.

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    Post edited by DestinysGarden on
  • SloshSlosh Posts: 2,391
    edited December 1969

    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.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    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.
    melting... "O" yes agreed, nice renders.
  • IppotamusIppotamus Posts: 1,580
    edited December 1969

    Good to see all my lighting gurus getting their hands on Iray.
    The future looks ... uhm ... bright.
    :)

  • Scott LivingstonScott Livingston Posts: 4,348
    edited December 1969

    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.

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  • GoggerGogger Posts: 2,485
    edited December 1969

    This seems to fit right here.

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  • 8eos88eos8 Posts: 170
    edited December 1969

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

    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.

  • almahiedraalmahiedra Posts: 1,365
    edited December 1969

    My first Iray, super simple. Some shader work others don't work.

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Slosh said:
    mjc1016 said:
    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"?

    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.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    mjc1016 said:
    Slosh said:
    mjc1016 said:
    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"?

    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?

  • Robert FreiseRobert Freise Posts: 4,574
    edited December 1969

    Index of Refraction

  • AdemnusAdemnus Posts: 744
    edited December 1969

    My first real try.

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  • IppotamusIppotamus Posts: 1,580
    edited December 1969

    That is a pretty fantastic first try, Sgreco1970.
    Love how the lights play off all the different materials.

  • AdemnusAdemnus Posts: 744
    edited December 1969

    Ippotamus said:
    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.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Ippotamus said:
    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. 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.

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    Post edited by ZarconDeeGrissom on
  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Nice render and your character is quite the hottie!

    Erdehel said:
    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.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    [ISO400 is for indoors in photography, ISO100 is used outside more often.

    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.
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Vaskania said:
    [ISO400 is for indoors in photography, ISO100 is used outside more often.

    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.
    Post edited by ZarconDeeGrissom on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited March 2015

    Vaskania said:
    [ISO400 is for indoors in photography, ISO100 is used outside more often.

    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

    Post edited by Lissa_xyz on
  • SzarkSzark Posts: 10,634
    edited December 1969

    Slosh said:
    Here is some of my playing about with skin and hair and lighting
    Awesome Slosh. I like how her bum shows weight and love the lighting, yeah even the green finger nails. Nice work there
  • StalestStalest Posts: 879
    edited December 1969

    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.

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  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Slosh said:
    mjc1016 said:
    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"?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.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    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.
    Eye surfaces are, in a PBR simple. Eye Reflection, which is a simulation of the thin water surface on the eye, and tear use the thin water preset. The Cornea, start with the thin water preset and set the refraction to 1.37-1.38. Everything else, like the real world, is light placement. :)
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Vaskania said:
    Vaskania said:
    [ISO400 is for indoors in photography, ISO100 is used outside more often.

    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/#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. ;)

This discussion has been closed.