Show Us Your Iray Renders

1333436383950

Comments

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Fine by me!

    I'm going to try 'object with God rays coming out of it' tomorrow, kids willing. Now must sleep.

  • NoName99NoName99 Posts: 322
    edited December 1969

    tomtom.w said:
    My first attempt at a scene with an HDRI environment in DS/Iray.

    The car is painted in British Racing Green metallic, which I see as a color fit for a British car (the Car Ranger is a Range Rover lookalike).

    The BRG car paint shader for DS/Iray, and 11 more metallic or pearl colors plus near-mirror-finish car chrome, are available for free download at my Deviantart page ( http://tom2099.deviantart.com ).

    That looks amazing, great job!

  • pearbearpearbear Posts: 227
    edited December 1969

    I used the "SSS cube" technique discussed above to add atmosphere to Jack Tomalin's free Chapter House Iray scene. Thanks again to those explaining and discussing this method! Do you mind if I do a tutorial on my deviantart for it, linking your posts for proper credit?

    I'm even more madly in love with this engine knowing this is so easy - I could never get camera methods to work for me in 3Delight! I wonder if we can get thicker clouds of smoke or fog with selective mapping?

    If you have any use for my post, please feel free to link it.

    Yeah, I really feel you on the love for the new engine.

  • PschelfhPschelfh Posts: 261
    edited December 1969

    Some testing with translucent hair...

    That's a good effect. White translucency color?

    I think so, but I tweaked so much that I'm not sure anymore...

    Next test will be with the silk/velvet shaders on hair.

  • pearbearpearbear Posts: 227
    edited December 1969

    jag11 said:
    pearbear said:
    I don't think you have to have the edges offscreen, if you make it refract 1.00.

    The big things are that the light source and camera have to be outside, for the effect to work, I think.

    I'm contemplating funky ways I can get 'light streaming from an object' by modeling objects with spaces in them. So, for example, a cracked sphere emanating light... using a 'fog volume' that's a sphere with a spherical gap inside.

    I like how you're thinking!

    I've been thinking about making some custom geometry for this too, specifically a cube with a negative cube space inside it for the camera, allowing 360 degrees of fog no matter which direction the camera faces. For a cityscape project, the hole can be quite large (like a city block size at least), allowing the camera lot of room to move around. In the render I posted, I actually had two huge cubes of fog that meet each other at a 90 degree angle, essentially creating fog 180 degrees around the camera.

    Whatever the volume settings the maximum distance is limited to 100m.

    The custom geometry shape could be like a pyramid, parented to the camera, so if you turn/move the camera the fog goes with it.

    The base of the volume would also be proportional to the Focal Length.

    Or, if you honor the KISS principle, just use a cube big enough.:cheese:


    Yeah! Parenting the fog to the camera is a great idea. I think a 100m cube parented a few cm in front of the camera lens would be perfect, for simplicity and so that I could use a really wide lens if I need to. Good to know about the 100m limit, how did you find that out? It explains why the really far away buildings weren't looking much hazier than the medium distance ones in my test. Next time I'll reduce the scale of the whole scene so that it fits in a 100m cube, and thicken the fog.

  • bohemian3bohemian3 Posts: 1,035
    edited March 2015

    Here's what I'm working on.

    First off... Quick questions:

    1) Is there an official 'iRay realistic skin' thread yet? e.g. One for renders and collecting tips with regard to skin. There's a lot of great information out there, but its scattered.

    2) Anyone know of good, realistic normal maps for M6 that include fine pore detail - I think that would help with the realism, since bump maps are an illusion, whereas normal maps affect the way light bounces. The delivered normal maps work beautifully in 3Delight but really lack the fine detail I'm looking for.

    About this image:
    1) Reset all iRay to default
    2) No lights added, all lighting come from a studio HDR in this excellent kit: Studio Environment Set 1 (SES 1) kit (image of set here) at https://www.thefoundry.co.uk/products/modo/kits/studio-environment-set-1/
    3) Michael 6 (Nevio) base with delivered G2M iRay shader preset . Took out specular maps and toned done glossy strengths. Added bump map to top coat as well to try to keep detail (but still not successful). Getting realistic spec remains a chimera for me.
    4) Used a hair cap. Changed the cornea to solid glass.

    Render took 6 minutes - untouched on the left. Quick 30 sec Postwork on right:
    1) bloom - dup layers, gaussion blur 2.0 radius - 50% screen mode layer mode and painted in mask to highlight a few areas
    2) pop highlights - Select color range - highlights, copy and paste in new layer - divide mode - 8% opacity
    3) Photo Filter - Cooling Filter 80

    M6-iRay.jpg
    1891 x 706 - 310K
    modostudio1.jpg
    550 x 293 - 47K
    Post edited by bohemian3 on
  • jag11jag11 Posts: 885
    edited December 1969

    pearbear said:

    Yeah! Parenting the fog to the camera is a great idea. I think a 100m cube parented a few cm in front of the camera lens would be perfect, for simplicity and so that I could use a really wide lens if I need to. Good to know about the 100m limit, how did you find that out? It explains why the really far away buildings weren't looking much hazier than the medium distance ones in my test. Next time I'll reduce the scale of the whole scene so that it fits in a 100m cube, and thicken the fog.

    The Parameter Settings(icon cog) for the Scattering Measurement Distance it's maxed to 10000.0 and the DAZ Studio units are centimeters. Ditched two ceros.

    Then I experimented with the value, created a large(ok!, it was huge) cube and started to play with the values.

    Actually this distance parameter it's like a visibility distance. If you set a distance of 20m, the SSS Amount operates at that distance.

    Just keep in mind:
    - Scattering Measurement Distance is visibility distance, where the effect is more pronounced.
    - SSS Amount, 0 turns the effect off.
    - Less is more, less distance gets you a SSS Amount more pronounced.

    I only hope not to confuse you.

  • tomtom.wtomtom.w Posts: 140
    edited March 2015

    For those who want to try HDR studio lighting without having to buy an expensive set of studio HDR-mats there are three free packs of such mats available on Deviantart:

    http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522
    http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406
    http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728

    I've tried them, and they work very well, most of the mats even include a properly lit white studio backdrop, so all you have to do is add your models and whatever props you want to use in your studio shoots. You can also add a background image of your own choice (in the DS environment tab) to the setup, without having to add extra lights to the scene, as I did in the picture below (which is my Deviantart-avatar).

    Deviantart-avatar.png
    720 x 480 - 502K
    Post edited by tomtom.w on
  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,908
    edited December 1969

    I used the "SSS cube" technique discussed above to add atmosphere to Jack Tomalin's free Chapter House Iray scene. Thanks again to those explaining and discussing this method! Do you mind if I do a tutorial on my deviantart for it, linking your posts for proper credit?

    I'm even more madly in love with this engine knowing this is so easy - I could never get camera methods to work for me in 3Delight! I wonder if we can get thicker clouds of smoke or fog with selective mapping?

    Very cool!

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    bohemian3, Iray skin thread, yes.
    http://www.daz3d.com/forums/discussion/54239/

    Post edited by ZarconDeeGrissom on
  • edited March 2015

    pearbear said:
    I had to try out what timmins suggested - using the volume sss technique for distance haze. Almost every cityscape/landscape piece I do involves rendering a z-depth pass and compositing it on in Photoshop to get an atmospheric haze effect. Until now! This is soooo superior looking to me. No worrying about trans maps messing up the z-depth pass... and the color is correct to the lighting situation. I'm really happy about this.

    I'm loving how every day I check in on these forums and see a new technique that someone has figured out, it's a very exciting time.


    To have the same "yellowish" image, you can try the SS haze settings in Environment tab.
    In this video this guy explain all the settings for the sun. One or two options are only for Cinema4D but the rest are same
    https://vimeo.com/73285033
    Post edited by thomasbrandy2875019177 on
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Thanks, guys! The tutorial is up now. Silly me, I scattered in the wrong direction. Probably why I didn't get those nice defined rays.

    http://sickleyield.deviantart.com/journal/Tutorial-Creating-Dust-And-Atmosphere-in-Iray-522291773

  • KeironKeiron Posts: 419
    edited December 1969

    "Sometimes women just glow"

    Perfectly_Pretty.jpg
    786 x 751 - 104K
  • KatherineKatherine Posts: 331
    edited December 1969

    tomtom.w said:
    My first attempt at a scene with an HDRI environment in DS/Iray.

    The car is painted in British Racing Green metallic, which I see as a color fit for a British car (the Car Ranger is a Range Rover lookalike).

    The BRG car paint shader for DS/Iray, and 11 more metallic or pearl colors plus near-mirror-finish car chrome, are available for free download at my Deviantart page ( http://tom2099.deviantart.com ).

    Nicely done!

    Kat

  • SickleYieldSickleYield Posts: 7,649
    edited March 2015

    Yep, this is much better with scattering going the right way!

    I've put up a test scene using the Park Side Lobby and a shader preset for atmosphere cubes in the zip as an adjunct to the tutorial. These scenes are slowed by all this SSS, but they do benefit greatly from having OptiX Acceleration turned on in my Render Settings, at least for my hardware (two GTX 980's and two GTX 740's, CPU turned off).

    http://sickleyield.deviantart.com/art/Freebie-Iray-Godray-Testing-Scene-522302957

    You don't have to have a Sun/Sky setup, you can use an HDR and spotlights as in my second scene in the Park Side Lobby hallway.

    ParkSideTest.jpg
    500 x 650 - 208K
    IrayGodraysTest2.jpg
    1000 x 1300 - 897K
    Post edited by SickleYield on
  • BTLProdBTLProd Posts: 114
    edited December 1969

    I guess it is time to get into the game. LOL

    Click for full size or see it in my DAZ Gallery. https://www.daz3d.com/gallery/#images/62395/

    LYChristina-BTLProd.png
    1000 x 1618 - 2M
  • ScarletX1969ScarletX1969 Posts: 587
    edited December 1969

    Not as elaborate as some, but I'm happy with this. It'll be my first promo for my characters. I think I'm gonna use IRAY from now on.

    She_Returns.jpg
    1280 x 1280 - 651K
  • jag11jag11 Posts: 885
    edited December 1969

    Yep, this is much better with scattering going the right way!

    I've put up a test scene using the Park Side Lobby and a shader preset for atmosphere cubes in the zip as an adjunct to the tutorial. These scenes are slowed by all this SSS, but they do benefit greatly from having OptiX Acceleration turned on in my Render Settings, at least for my hardware (two GTX 980's and two GTX 740's, CPU turned off).

    http://sickleyield.deviantart.com/art/Freebie-Iray-Godray-Testing-Scene-522302957

    You don't have to have a Sun/Sky setup, you can use an HDR and spotlights as in my second scene in the Park Side Lobby hallway.

    Bravo!

    IMHO I think test2 lacks a dove somewhere, isn't it?

  • Ralf1958Ralf1958 Posts: 688
    edited December 1969

    I have a question. Olympia and Sebastian have both dark tanned Skin. Is there a simple way to make them look a Little less tanned? With those new Iray shaders I am getting lost.
    Thanks for your help.

  • jag11jag11 Posts: 885
    edited December 1969

    A WIP, I'll have to wait to get home to finish this in a real computer, stopped it at 7% at very low resolution.

    SmokingRapture.png
    500 x 250 - 301K
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    ralf said:
    I have a question. Olympia and Sebastian have both dark tanned Skin. Is there a simple way to make them look a Little less tanned? With those new Iray shaders I am getting lost.
    Thanks for your help.

    Get rid of any map in the Translucency Color or SSS Color channels.

    And to the last poster, lol, yes, there probably should be some kind of birds in there. :D

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Workflow: DAZ Studio 4.8 Beta > Iray > Paint Shop Pro

    I thought I'd show a testrender made with freeware HDRi studio lighting that I found on Deviantart. The image was lit only by the HDRi map, and the only post-rendering work I've done on it is cleaning up the border between the white and the grey in the background. The HDRi dome was rotated a bit so that I wouldn't get a background that was totally white or totally grey, and the car stands on a simple 10x10m plane with a brushed aluminum shader added to it, both to give reflections and to make it blend in seamlessly with the white and grey background.

    The car is a freeware model of a 1966 Shelby Cobra 427, intended for Poser, a model that is good for being freeware but still nowhere near the quality of a professional 3d-model, as is painfully evident if you look closer at it (the car is also oversize, 8-9in too high to the top of the windshield according to Decan Andersen's excellent ruler prop, so I reduced the scale of it to 83% in the Parameters tab, which made it almost exactly to scale). The paint is a "custom" non-metallic DS/Iray car paint shader preset that I made for it, with a version of Rosso Corsa (Italian Racing Red) that was used by Alfa Romeo on their race cars during the 1930s, a shade of red that is lighter/brighter than Ferrari Red, and IMHO looks better than Ferrari Red. And the girl is there only to add a bit of DAZ to the image...

    Shelby_Cobra_427_-_HDR_studio_lighting_test_(Zbyg_studio020)_(mod).png
    1280 x 720 - 737K
  • CypherFOXCypherFOX Posts: 3,401
    edited December 1969

    Greetings,
    Oh wow...those volume renders are getting amazing... All we need now is to add a little bit of perlin noise to the SSS levels throughout the volume, to create a bit of variety in the dust.

    -- Morgan

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Cypherfox said:
    Greetings,
    Oh wow...those volume renders are getting amazing... All we need now is to add a little bit of perlin noise to the SSS levels throughout the volume, to create a bit of variety in the dust.

    -- Morgan

    Sounds like a job for someone's first Shader Mixer Iray project. I'd buy it.

  • HoMartHoMart Posts: 488
    edited December 1969

    Maybe someone can help me with this one.
    Iray stopped rendering before the grain was gone.
    It stopped after 2.5 Hours, also the timelimit was extended to 4 hours.
    Max samples was also not reached

    Suite_2101-Iray-03.jpg
    960 x 1280 - 1M
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Maybe someone can help me with this one.
    Iray stopped rendering before the grain was gone.
    It stopped after 2.5 Hours, also the timelimit was extended to 4 hours.
    Max samples was also not reached

    Did you set max convergence to 99%? Sometimes convergence will stop it early too. You might also try setting quality to 2 or 3 if you want it to render almost forever but have a good chance of it looking good when you're ready to stop it.

  • HoMartHoMart Posts: 488
    edited December 1969

    Thanks SickleYield for the fast reply!

    max convergence was set to 95% or maybe 98%, not sure right now.
    Quality was 10.

    Maybe I´ll try a *overnight* with 100% and see how far its in the morning.

  • Oso3DOso3D Posts: 15,097
    edited March 2015

    Ok, the skin effects aren't as dramatic as some, but I was really curious to see what I could do with G2F, Skin Overlay, and dynamic clothing.

    I've been working on more persons of color, mainly because it's more challenging to work with and puts the system through its paces more.

    So in this shot we have Tank shirt and Fantasy robe freebie from Optitex's site. And now that I have a better hang of how to drape properly... pretty happy with it.

    I've been struggling with using displacement maps (they don't play nice with translucency), so I used the maps from Skin Overlay to create simple displacement maps for eyebrows and pubes only. This avoids the surface intersect errors that otherwise cause problems.

    Edit; Aaaand forgot to attach... here we go. ;)

    (I think I probably need to lighten this more)

    Maya.jpg
    1619 x 1549 - 689K
    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,097
    edited March 2015

    Experimenting with godrays. While way faster than I'd expect... it definitely works my machine.

    Normally I get ~10 iterations a minute for a decent scene.

    I currently have a scene with a sphere with a gap in it (which is a complex object, because doing 3d boolean in Carrara, you end up with a fairly vertex-heavy object), a point source, and a simple torus around it.

    I'm getting 1-2 iterations a minute. Wowzers.

    And now I'm kicking myself. I should probably just stack simple objects...

    Post edited by Oso3D on
  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    Thanks, guys! The tutorial is up now. Silly me, I scattered in the wrong direction. Probably why I didn't get those nice defined rays.

    http://sickleyield.deviantart.com/journal/Tutorial-Creating-Dust-And-Atmosphere-in-Iray-522291773


    ...sweet, and thank you for making it a written, rather than video tutorial.
This discussion has been closed.