Show Us Your Iray Renders
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Dance of fLight
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.
Not exactly... it's all dependent on lighting in the scene. If doing a candle lit scene it would still be too dark.
What settings for the hair?
Where's the shadows?
There should be a pretty strong one stretching from the dancer toward the viewer...if the light source includes the sun, shown in the background...
Awesome render!! Very well done. :)
Kat
Well done! This looks spectacular. :)
Kat
Still playing around with PBR textures - this is untouched render using custom maps on the material ball...
What settings for the hair?
Nothing special, just applied the Iray Uber Base and some translucency to the top strands.
Awesome! Hope you share (would make a great product) :)
Kat
Impressive! Rendered in Iray?
While I'm annoyed that procedural dirt shaders won't work in Iray, it DOES come with a lot of textures that can be used.
I suspect such shaders (gore, too) will work great in thin films and top coats.
Playing with the Cthulhu. :)
Whew. After hitting a strange unknown bug (that turned out to be 'don't use OptiX acceleration'), FINALLY got this done.
This is a test of the two main characters from my webcomic, sisters Emily and Luy Siljean, lounging in their apartment.
Where's the shadows?
There should be a pretty strong one stretching from the dancer toward the viewer...if the light source includes the sun, shown in the background...
Good Question.
I will try to find out. :)
I found a fantastic PDF about Iray materials, it's very enlightening, now I understand several aspects of this new "challenge" . The PDF file is included in this small zip file from nvidia :
ftp://ftp.nvidia-arc.com/pub/iray_material_plugin_1.5_Max2014.zip
Very cute... And would Emily and Luy be biological sisters? (chuckle)
Very cute... And would Emily and Luy be biological sisters? (chuckle)
Product of the same lab maybe
Read my webcomic and find out! Eventually!
(Since it really hasn't been explained in detail yet)
Just decided to do a crazy mashup image.
I like the Ra's palace thing, though the textures are a little limited (as you can see from the foreground, the edges don't mesh, but whatever)
This uses a jpg for the environment map which doesn't have a lot of dynamic range for lighting the model. (Also there seems to be something funny going on with gamma correction when the env map is a jpg, not sure if it's a bug or what but the image gets really washed out) If you use the .exr file instead for lighting it will look quite different, as in the 1st pic here. Just using an exr gives you kind of a blurry background though, so for the 2nd one, what I did is I hid everything in the scene and set the env map to the jpg, set the tone mapping gamma to 0.7 so it would match the levels of the 1st pic (I tried different values until it looked about right) and rendered it, then used that render for the backdrop image in the Environment tab and set the env map back to the exr file and the gamma back to 2.2. Hope that all made sense :) and it's a bit tedious to do, so hopefully the full release will have direct support for sIBL format...
As for the shadows, we'd need to set up a distant light source to match where the sun is in the skydome, but I haven't figured out how to do that yet. *shrug*
This uses a jpg for the environment map which doesn't have a lot of dynamic range for lighting the model. (Also there seems to be something funny going on with gamma correction when the env map is a jpg, not sure if it's a bug or what but the image gets really washed out) If you use the .exr file instead for lighting it will look quite different, as in the 1st pic here. Just using an exr gives you kind of a blurry background though, so for the 2nd one, what I did is I hid everything in the scene and set the env map to the jpg, set the tone mapping gamma to 0.7 so it would match the levels of the 1st pic (I tried different values until it looked about right) and rendered it, then used that render for the backdrop image in the Environment tab and set the env map back to the exr file and the gamma back to 2.2. Hope that all made sense :) and it's a bit tedious to do, so hopefully the full release will have direct support for sIBL format...
As for the shadows, we'd need to set up a distant light source to match where the sun is in the skydome, but I haven't figured out how to do that yet. *shrug*
- Create a new DistantLight, then view the scene through that DistantLight as you would through a camera.
- In the Scene tab, select your figure.
- Back in the main viewport, click on the "+" icon (in a "box" below the magnifying glass icon.)
- Now use the Cube to move around the figure until you are looking at her back.
- Adjust placement until the light is just a little higher than the ground plane.
- Go back to your camera view.
- In the Lights tab, select your DistantLight and set "Visible in Render" and "Visible" both to Off.
- Go to Environment in your Render Settings.
- Look for SS Sun Node and select your DistantLight.
- You can also try setting SS Scale Physical Sun to off, see how that affects your scene.
If the angle of the shadow appears off, try adjusting your DistantLight as you did initially.
(This is the only way I've been successful, so far, controlling the location of the sun!)
This is me playing with my new translucency strength maps I'm working on. This is RawArt's Dokkalfar skin (the morph is my own, dialed from several but mostly Lee characters and my fantasy morphs).
I'm still not sure what to do about backfacing polys with transmitted color, as you can see on the hair there.
spot render the hair with adjusted light/setting and blend in post
I found an easier way :D
(though this only works if the sun is in the scene and you've already rendered a backdrop)
- Add a null object and put it where the sun is on the backdrop
- Set the SS Sun Node to the null object
I looked through the sun-sky docs and after some fiddling, I got this 1st image using SS Blue-Red Tint=0.4 and SS RGB Unit Conversion=0.318, which gives the shadow and about the right color and amount of lighting for the figure for this scene. But it looks like in sun-sky mode it won't use an environment map anymore, so the environmental reflections on her skin and dress are lost. So then I took this image and used it as a backdrop for the final render in Dome and Scene mode. Now the orange reflections are back and there's a proper shadow too. *whew*
Kind of wondering if it'd be easier to use a dome, sphere, or plane environment map as an emitter and tweak it directly.
I rendered out the same scene with iray and 3delight for comparisons
I like Gen2Female much better in the Iray Render.
Gen2Male somehow looks better in the 3Delight render.
No Postwork other than adding the BG and Text.
Iray:
HDRI Environment map
Draw Dome - Off
Added 3 PhotoPoint Lights to Gen2F for Rim Lighting
Replaced all shaders to Iray Uber Base
Render Time was over 30 minutes, I walked away from my desk so I'm not sure the total time.
3 Delight:
1 Spotlight set to 500% as The Backlight(Main LightSource) to match the one in the BG with Ray Traced Shadows.
1 Distant Light set to 50% as a Rear Bounce light
2 Distant Lights set to 20% as front bounce lights
Uberbase2 > occlusion w/soft shadows - Intensity at 40% - Shading Rate 2
AoA Shaders on G2F & G2M
Render time was less than 3 minutes
I keep bouncing back and forth between things I want to adjust. This image is the result of testing for better eyes and skin.
If you only apply the Iray Uber Base and G2F or G2M specific mat shaders, the irises will be too dark while the Sclera may be too white. From what I've seen the mat for the Sclera appears washed out with Iray. To fix the problem with the Sclera, I loaded a different mat, using a brown eye from Stephanie 6.
I discovered Cornea and EyeReflection use a Base Color of 50% gray. Even Thin Walled, the two shades of gray together were enough to make the irises much darker. I played around with making the Base Color white, as well as removing first one, then the other, and then both using the Cutout Opacity setting. This image has both removed. There are no highlights in the eyes, but those could be added in post.
One of the many links shared in this and other Iray threads goes to a very informative article on basic PBR theory: http://www.marmoset.co/toolbag/learn/pbr-theory. After reading that article and the follow up it links to, I was ready to tackle the "shiny" and "plastic" look of this figure's skin.
I increased the Glossy Roughness from 0.40 to 0.60 and decreased Translucency Weight from 0.50 to 0.40. The skin looked better, more like skin, but too pale. So I gave my girl a digital tan by changing the Base Color of all skin surfaces from white to a light tan. (211,172,147) and an even light shade for the lips (241,196,168).
One other thing I learned… trying to decrease the render time, I hid the cyclorama and added a photo backdrop via the Environment Tab. I was very surprised to find it increased the render time by more than 50%. This scene has been rendering, CPU Only, in about 40 minutes. With the back drop, it took 1 hour 8 minutes. So much for that idea! :ohh:
EDIT: I've been rendering my test scenes to 50% convergence.
I found an easier way :D
(though this only works if the sun is in the scene and you've already rendered a backdrop)
- Add a null object and put it where the sun is on the backdrop
- Set the SS Sun Node to the null object
I looked through the sun-sky docs and after some fiddling, I got this 1st image using SS Blue-Red Tint=0.4 and SS RGB Unit Conversion=0.318, which gives the shadow and about the right color and amount of lighting for the figure for this scene. But it looks like in sun-sky mode it won't use an environment map anymore, so the environmental reflections on her skin and dress are lost. So then I took this image and used it as a backdrop for the final render in Dome and Scene mode. Now the orange reflections are back and there's a proper shadow too. *whew*
That looks really good. Two thumbs up!