Show Us Your Iray Renders

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  • PschelfhPschelfh Posts: 261
    edited December 1969

    Kyoto Kid said:
    My quest for human skin continues...

    ...wow, looking really good. Are you using the Iray skin shader?

    Yes, but I tweaked it a lot (mostly a good mix of translucency, SSS and glossy reflectivity).

    A lot comes from the lighting too (1 photometric, 1 mesh, 1 HDRI).

    Peter.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Kyoto Kid said:
    My quest for human skin continues...

    ...wow, looking really good. Are you using the Iray skin shader?

    Yes, but I tweaked it a lot (mostly a good mix of translucency, SSS and glossy reflectivity).

    A lot comes from the lighting too (1 photometric, 1 mesh, 1 HDRI).

    Peter.

    It turned out amazing. Really nice work.

    The G2M base translucency map is a bit lacking compared to the G2F one, looking at them both.

  • KatherineKatherine Posts: 331
    edited December 1969

    Well like everyone else, I have been getting my head better acquainted with Tone Mapping. :) Sometimes happy accidents result in some really cool images. In this one, I got my lighting set like I wanted, but it was a tad bright, so I changed the Exposure Value to darken it a bit...... Well I moved it the wrong direction and blew out the image, but LOVED how it turned out. :)


    Kat

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  • NoName99NoName99 Posts: 322
    edited December 1969

    My quest for human skin continues...


    That is really impressive, great job.

  • NoName99NoName99 Posts: 322
    edited December 1969

    dinopt said:
    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

    Render time was less than 3 minutes

    Something is off here, not quite right. I wouldnt put too much confidence just yet in the render times because right now the scenes are not lit similarly at all. The Iray version shows the key light coming from behind. The woman's front is more or less in shadow. But in the 3Delight version, there appears to be a key light placed in front of her. When benchmark testing render times and quality I think it best to leave as many parameters unchanged between the competing engines as possible. If the two renders cannot even agree on where the light is coming from, then we shouldnt compare them.

    There was a bug that caused an hdri to be rotated 35 degrees in the wrong direction. I do not know if this bug was ever fixed, but if not it would explain why the lighting looks as it does in the 3Delight version. I'd say maybe give the render another try but see if you can adjust the hdri's so that the light matches better.

    Really compelling study. Please do keep it up.

    Hey thanks for the feedback.

    I Forgot to increase the ISO to 400 on the iray render, which is why it's a little too shadowy.
    In the 3Delight render, I think I cranked the bounce lights to high which is why g2f is lit so flatly. I do like the lighting on G2M in the 3delight render though.

    I was trying to get a harsh noir-lighting look to give it a mysterious and shadowy look. So I used the back light as the main source of light in the scene. Harsh-Key Lighting using the Back Light as the Key Light.

    I agree there's something wrong with the drastic differences in render times, and I'm quite sure it's user error on my part, lol.

    I'm thinking the iray render took so long because I wasn't letting enough light into the lens, but that's a complete guess.

    I'm going to change the ISO and F-Stop settings and try again later on today.

  • JabbaJabba Posts: 1,461
    edited December 1969

    Marvelous Monique - looks like she's been working out again...

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  • Oso3DOso3D Posts: 15,100
    edited December 1969

    Or oiled up for a photo shoot... nice!

    What settings did you use for that effect? Top coat, or base?

  • namffuaknamffuak Posts: 4,470
    edited December 1969

    Jabba101 said:
    Marvelous Monique - looks like she's been working out again...

    And when you want to tone down that well-oiled look, increase the glossy roughness a bit.

  • ToyenToyen Posts: 2,049
    edited December 1969

    Latest skin test.

    I never noticed Olympias skin was so orange on the arms and so pink on the legs : D

    Whats up with the translucency maps? : ) What should they look like?

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  • Oso3DOso3D Posts: 15,100
    edited March 2015

    When I finish my current render task (nothing like being on hour one or two of a 5 hour render and realizing you need to fix something, mutter, done that like 6 times on this one project), one thing I want to try is two identical models and change the translucency color.

    I suspect you can do some subtle skin tones by changing translucency color from pinkish to more olive.

    Post edited by Oso3D on
  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    Well like everyone else, I have been getting my head better acquainted with Tone Mapping. :) Sometimes happy accidents result in some really cool images. In this one, I got my lighting set like I wanted, but it was a tad bright, so I changed the Exposure Value to darken it a bit...... Well I moved it the wrong direction and blew out the image, but LOVED how it turned out. :)


    Kat

    Hey, what Kat said there. I mean, that's a cool "artistic license" effect for sure! Hints at serious old-age, weathered, water-colored Japanese art. And other things!

    But also, possibly an "Iray trick for dummies" ... if you then gray-scale that, then turn it all black, you basically have an outline. and some shadows... I'm a photoshop, (and Gimp,) "challenged" person, but even I can gray-scale things, and then make them all white, or all black.

    So stick that image in some Iray channel as a ...no idea what "channel" would give the best result, but something would be cool.

    Reverse Reflectance? if there is such a thing. Maybe just Gimp/PSD them together as layers and use for Diffuse/Albedo color?

    That's maybe a useful thing that artists can do without having to ask some programmer to code a custom MDL shader. Cheapo outlines...

  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    toon rendering... People want/need 3Delight to do toons? which is cool by me. Especially on my CPU only, it's actually faster than Iray. Still, I think these are "realistically plausible" toons... ;)

    I'm not up to speed with you guys yet, so yeah. wanted better shoes.

    1) trying to figure out how to make his halo glow... (don't really need anyone to repeat the advice, just need to re-RTFM the thread. it's been said before! I'm just trying to put into practice what I have read so far in this 61+ page tutorial. I'll likely have mis-forgot something else. ;) )

    2) the "glass sneakers" were just a lark... Started with Red Velvet. that was lame... to bright. my fault. Had a personal-life joke going about "just because the shoe fit's, doesn't make them Cinderella!" so yeah, glass was on my mind.

    3) The "Blue Suede Shoes" still being worked on. got the "metal" lace eyelets, the stringy-looking velcroe tie-ups, (who actually uses laces any more,) and deciding between the "Shiny Blue metallic" for the tongue vs the overly bright, "Blue silk" to do suede...

    So yeah, the point isn't what I haven't figured out yet, but what I insta-got!

    Looks like a toon render to me! I'm sitten' here with a whole little bag of M&M's, and looking at them, then back at the screen, then back down at them... He pretty much looks like that. without even trying that hard. I think toon rendering has as much to do with the model as with the shader... Could be wrong though.

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  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    you can't see the fire-fly's on the top of his head unless you look full-screen. I was actually "trying" to get that effect... The Halo should light his head, right?

    I wiki'd "halo" and "luminence"... guess what I got?

    Not very much real-world info on the actual, measureded, Luminence value of a halo... at least not in any kind of valid mathematical space that DS or Iray supports...

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

    Finished this one. I love how the dress fabric turned out.

    Render time wasn't even bad, under 2 hours and frankly it was pretty acceptable after 20 minutes. I just let it go because it was time for dinner.

    Some minor color correction and the signature, but other than that no postwork.

    Up in my gallery at a higher resolution.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    That is incredible Kamion99. Along with many other renders in the past few pages. I haven't done much with Iray the past few days, as I'm looking into Iray capable hardware.

    I do want to finish that scene with the figure looking out over the horizon. It's just that it takes so long to get anything done in CPU only mode, and my GPU is no help at all, lol.

    Excellent work everyone.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Wow, that dress fabric did turn out amazing. And the cloth sim, too, is that a DAZ dynamic or an export from MD?

  • evilded777evilded777 Posts: 2,487
    edited December 1969

    My quest for human skin continues...

    This is amazing,

    Did you use a mask to keep the eyebrows?

    I am in awe.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    Wow, that dress fabric did turn out amazing. And the cloth sim, too, is that a DAZ dynamic or an export from MD?
    looks like one of Khory's outfits I've yet to use myself.
    http://www.daz3d.com/maiden-fair-dynamic-gown
    (EDIT oops wrong one, fixed now)
    Post edited by ZarconDeeGrissom on
  • j cadej cade Posts: 2,310
    edited March 2015

    Wow, that dress fabric did turn out amazing. And the cloth sim, too, is that a DAZ dynamic or an export from MD?

    Ds Dynamic. Setting up the simulation probably took as much time as everything else combined, but I've also used blender in the past (with wind even) and this was probably easier than that at least.

    BTW earlier you mentioned working on some translucency strength maps, is that going to be a product? And if it is, are there also going to be some specular strength maps?

    Post edited by j cade on
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Kamion99 said:
    Wow, that dress fabric did turn out amazing. And the cloth sim, too, is that a DAZ dynamic or an export from MD?

    Ds Dynamic. Setting up the simulation probably took as much time as everything else combined, but I've also used blender in the past (with wind even) and this was probably easier than that at least.

    BTW earlier you mentioned working on some translucency strength maps, is that going to be a product? And if it is, are there also going to be some specular strength maps?

    Yes, and maybe. Translucency strength can translate to general shades of skin; I need to test if gloss can or if it absolutely has to be specific to a given set of diffuse maps. I hope so, because Iray's approach to specularity is different from 3Delight's, to put it mildly.

    This is Nidale skin with FW Shaneka HD morphs. I'm experimenting with some different skin settings, discussed further in the larger size render at dA:

    http://sickleyield.deviantart.com/art/Testing-Iray-Skin-Settings-2-521510138

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  • j_koko2_f2572d4e05j_koko2_f2572d4e05 Posts: 17
    edited December 1969

    Here's my first work! I couldn't get this to resolve with Luxrender.

    WARNING: Mild Female Nudity

    http://solsticefolly.deviantart.com/art/Stereo-A-Daz-Studio-Iray-vs-Luxrender-comparison-521472127

  • SnowSultanSnowSultan Posts: 3,805
    edited December 1969

    Kamion, did you use that dress on V4 (whom it's apparently designed for) or a Genesis/Genesis 2 figure? I haven't experimented much with dynamics and don't know the clothing can be made to work with other figures.

    Great render!

  • PschelfhPschelfh Posts: 261
    edited December 1969

    My quest for human skin continues...

    This is amazing,

    Did you use a mask to keep the eyebrows?

    I am in awe.

    No, I used the 'Hector' skin as it is. I did Ctrl-click on the G2M shader and kept all texture maps (choose 'ignore').

    Peter.

    Wow, really nice render Sickleyield!

  • JabbaJabba Posts: 1,461
    edited December 1969

    Or oiled up for a photo shoot... nice!

    What settings did you use for that effect? Top coat, or base?
    Cheers... after applying the G2F skin preset (holding CTRL to keep Monique's textures), the main adjustment is to lower the Translucency Weight to make the gloss settings more dominant (the lower the translucency weight, the stronger the gloss settings become). Then it's a case of adjusting roughness to suit if necessary, but you could probably do good simply by adjusting Translucency Weight and nothing else e.g. if looking too shiny for scene, just bump the translucency up a bit.

    In my opinion, that's the best way of getting good results fast in the absence of dedicated roughness maps for the skin textures.

    namffuak said:
    Marvelous Monique - looks like she's been working out again...

    And when you want to tone down that well-oiled look, increase the glossy roughness a bit. Yes indeedy! It's all about moving them sliders, hehehe.

  • MelanieLMelanieL Posts: 7,816
    edited March 2015

    Wow, that dress fabric did turn out amazing. And the cloth sim, too, is that a DAZ dynamic or an export from MD?
    looks like one of Khory's outfits I've yet to use myself.
    http://www.daz3d.com/maiden-fair-dynamic-gown
    (EDIT oops wrong one, fixed now)
    I have that one, the sleeves are different - I'm pretty sure it's this one: http://www.daz3d.com/dynamic-ds-mucha-reverie
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  • Oso3DOso3D Posts: 15,100
    edited March 2015

    Woof. So, the advice was very helpful and I learned a lot from this one effort --

    A problem with OptiX acceleration confused me for a long time, and I had thought that transparency on hair was bugged. Learned that THAT wasn't true -- the hair isn't perfect, but it looks waaaay stonking better properly set up.

    Lighting! While blu-ish institutional lighting might make thematic sense, it looks like crap, so ... art wins! Also added a soft box low down to add crucial lighting elements.

    Some of the comments about eyes made me fix a few problems (I hadn't noticed the gray base color on corneas, and I upped the reflective elements on cornea/sclera). Tweaked skin a little -- I hadn't realized I had a proper translucence map, so I bumped translucence from .5 to 1 (which AVERAGES to about .5, but more interestingly).

    Finally, I kept running into problems with the outpost model -- it's Base resolution, and I was getting shadow checkerboards in the background. Grrr.

    SO then I thought... well, duh, blur it with Depth of Field! And not only did that fix the problem, it ALSO made for a much better-looking image.

    Weirdly, the render hung at about 2400 iterations/4 hours... but it looks darn good at that point, so I'll take it.

    The blue image is the 'before.' I went with a dark cream color on the walls to help with contrast.

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  • Dumor3DDumor3D Posts: 1,316
    edited December 1969

    Woof. So, the advice was very helpful and I learned a lot from this one effort --

    A problem with OptiX acceleration confused me for a long time, and I had thought that transparency on hair was bugged. Learned that THAT wasn't true -- the hair isn't perfect, but it looks waaaay stonking better properly set up.

    Lighting! While blu-ish institutional lighting might make thematic sense, it looks like crap, so ... art wins! Also added a soft box low down to add crucial lighting elements.

    Some of the comments about eyes made me fix a few problems (I hadn't noticed the gray base color on corneas, and I upped the reflective elements on cornea/sclera). Tweaked skin a little -- I hadn't realized I had a proper translucence map, so I bumped translucence from .5 to 1 (which AVERAGES to about .5, but more interestingly).

    Finally, I kept running into problems with the outpost model -- it's Base resolution, and I was getting shadow checkerboards in the background. Grrr.

    SO then I thought... well, duh, blur it with Depth of Field! And not only did that fix the problem, it ALSO made for a much better-looking image.

    Weirdly, the render hung at about 2400 iterations/4 hours... but it looks darn good at that point, so I'll take it.

    The blue image is the 'before.' I went with a dark cream color on the walls to help with contrast.


    Timmins... Under Parameters, don't be afraid to up the "Render SubD" to level 2 or 3. That will smooth most things. I have gone to 4 on some things without it being too heavy and even 5, but that does start to slow things down a bit. Iray basically eats hi rez mesh alive. It is handled extremely good.

    You light... you mention blueish. What is your light source? If it is not a HDR, adjust the Temperature of the light. 6500 is basically neutral daylight. 2900 or so, indoor lights, 9000 or so, blue night sky light.

    Here's more on what that light temp scale.
    http://en.wikipedia.org/wiki/Color_temperature

  • Oso3DOso3D Posts: 15,100
    edited December 1969

    I'm aware of temp scale, the problem was that I was using the default texture as emission color, and also picked a high temp that I thought was 'appropriate.' But it made for terrible lighting, so I scrapped it and used a more standard neutral 4000. I also changed some of the backdrop coloring.

    As for SubD... yeeeah. On that model (scifi Outpost freebie), upping SubD to 3 locks my computer up. I've found I need to be VERY sparing with subd.

  • Dumor3DDumor3D Posts: 1,316
    edited December 1969

    I'm aware of temp scale, the problem was that I was using the default texture as emission color, and also picked a high temp that I thought was 'appropriate.' But it made for terrible lighting, so I scrapped it and used a more standard neutral 4000. I also changed some of the backdrop coloring.

    As for SubD... yeeeah. On that model (scifi Outpost freebie), upping SubD to 3 locks my computer up. I've found I need to be VERY sparing with subd.

    Ahhh... OK... And was that SubD or Render SubD? Either could do that, but Render SubD should be more friendly. It will take longer to send the scene to the rendering device and if those capabilities are a bit limited, it could be the proverbial straw that broke the camel's back. :) And of course, it depends on the mesh level of the base model. If it is low poly, it should hurt much. If it is hi poly, it can add up pretty fast.

This discussion has been closed.