Show Us Your Iray Renders

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  • Oso3DOso3D Posts: 15,095
    edited December 1969

    I've noticed that a number of haze effects can grind things to a halt. I'm finally working on a new panel for my comic and there is a complex lighting effect that would just halt after a dozen or two iterations. Took a lot of tweaking to get it to get any further.

    Specifically, highly translucent complex objects with light in/near them. GRIND

    In other news, slowly getting back into my webcomic. Decided it was a good point to start chapter 2 (both because of the story and because I'm switching to Iray). There's a chapter start pic up (warning, nudity)

    (link in sig)

  • NoName99NoName99 Posts: 322
    edited December 1969

    Kyoto Kid said:
    ...that's pretty good looking. Yeah you could use the Luminance shader on the eyes but remember to also add whatever texture map is there to the luminance channel as well.

    Does that work better than the emmitter? In 3delight renders, I usually parent 2 red colored point lights to CyberM4, I was thinking about trying that although I'm not sure what the results will be.

    I'm not familiar with the luminance shader though.

  • grinch2901grinch2901 Posts: 1,247
    edited March 2015

    Been trying to come up with likenesses of several presidents of the US for a comic idea I've had which takes place over many generations. I think the George Washington looks more like the first Doctor Who than Washington but I think the other two are close enough for comic purposes.

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    Post edited by grinch2901 on
  • RiggswolfeRiggswolfe Posts: 914
    edited December 1969

    I've been experimenting a bit with an apartment set I got over at Renderosity as well as tweaking skin using some advice in another thread. I think these two turned out alright.

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  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    dinopt said:
    Kyoto Kid said:
    ...that's pretty good looking. Yeah you could use the Luminance shader on the eyes but remember to also add whatever texture map is there to the luminance channel as well.

    Does that work better than the emmitter? In 3delight renders, I usually parent 2 red colored point lights to CyberM4, I was thinking about trying that although I'm not sure what the results will be.

    I'm not familiar with the luminance shader though.
    ...only if there is a texture file associated with the lenses for the eyes.

    For example, the headlight on the Old Thumper has a separate texture file, without it the light rendered just as a bright circle. However adding it to the channel allowed the details of the headlight lens also come render with the luminance shader. Same for the scene I did of the two girls at the bus stop, had I not loaded the texture map of the image on the monitor in the Iradiance channel, it would render as just a blank glowing square with no detail.

  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    I've been experimenting a bit with an apartment set I got over at Renderosity as well as tweaking skin using some advice in another thread. I think these two turned out alright.

    ...for a moment I thought the top one was a photo until I recognised several buildings from Stonemason's Urban Sprawl 2. The haze effect looks very good.
  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Last works...not all can be published here, hehehe...

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  • RiggswolfeRiggswolfe Posts: 914
    edited December 1969

    Kyoto Kid said:
    I've been experimenting a bit with an apartment set I got over at Renderosity as well as tweaking skin using some advice in another thread. I think these two turned out alright.

    ...for a moment I thought the top one was a photo until I recognised several buildings from Stonemason's Urban Sprawl 2. The haze effect looks very good.

    Actually the buildings are from the skydome from Dreamlight's LDPR. I put them in the dome in the environment part of the render settings and tweaked a few settings. So I can't claim any credit for them. :)

  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    ...sweet,.good to see your work again. Looks like you already have this in hand.

  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    Kyoto Kid said:
    I've been experimenting a bit with an apartment set I got over at Renderosity as well as tweaking skin using some advice in another thread. I think these two turned out alright.

    ...for a moment I thought the top one was a photo until I recognised several buildings from Stonemason's Urban Sprawl 2. The haze effect looks very good.

    Actually the buildings are from the skydome from Dreamlight's LDPR. I put them in the dome in the environment part of the render settings and tweaked a few settings. So I can't claim any credit for them. :)
    ...the glass skyscraper and highrise apartment building next to it bear a striking resemblance to two of the structures from the Stonemason set.

    Same with the building seen through the window in the interior scene. I'd attach some Screen shots but currently rendering right now.

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Kyoto Kid said:
    ...sweet,.good to see your work again. Looks like you already have this in hand.

    Thanks! (dunno if it was for me?), hehe!

    The only render engine impossible for me is Vray, is the only RE that I can't hang the stuff.
    sometimes confused with so many "top coat" parameters.

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Dunno if a cropped martian is acceptable here, if not, just do the thing.

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  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    ...pretty cute.

  • kyoto kidkyoto kid Posts: 42,113
    edited March 2015

    ...OK a bit more progress. Applied the wet surface settings to other parts of the scene. Also added a bump map to the platform surface, station roof and shelter roof (none available for the roof of the train itself). Also changed texture of the train to the "Heritage" map as it just looks more "proper".

    The rails were somewhat problematic as several the track sections were instanced from the centre one so the reflection on the top of the rails tended to have a repetitive pattern. Solved it by switching the top coat mode to Fresnel, setting it's IOR to 1.3 and the anisotrophy to .3.

    As I mentioned, also created a custom map for the the train number.

    Still a WIP as I need to add some characters (including the driver) and a second train on the other track heading into the tunnel.


    Well enough for one day and evening. Need to get some rest, still a bit under the weather in RL.

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    Post edited by kyoto kid on
  • nemesis10nemesis10 Posts: 3,895
    edited December 1969

    Practicing again...

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  • JimbowJimbow Posts: 557
    edited December 1969

    One thing I've realized is that Sun just doesn't work with the haze effect

    It certainly does ;) Try reducing the sun disc size.

  • The Paper TigerThe Paper Tiger Posts: 16
    edited December 1969

    More testing with Iray :)

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  • TJohnTJohn Posts: 11,352
    edited December 1969

    Szark said:
    Well I finally got a crash or two when trying the fake volumetrics out. Wouldn't even render past 1 iteration. Tried it out on Stonemason old Warehouse and Jack's Parkside Corridor. And that was using CPU only.

    My comp just chokes on volumetrics, Pete. :lol: Runs for a while, but never progresses after a certain point, and locks up if I try to cancel the render. This must be a feature you need an Nvidia card to use.
  • SzarkSzark Posts: 10,634
    edited December 1969

    Or it could be a bug as Iray doesn't have proper volumetrics yet ad this is just a fake so it could be just too heavy computation wise.

  • JimbowJimbow Posts: 557
    edited December 1969

    Jimbow said:
    One thing I've realized is that Sun just doesn't work with the haze effect

    It certainly does ;) Try reducing the sun disc size.

    Just to elaborate, both images I've done with volumetrics (Stonemason's SciFi Bedroom and the fantasy hydra scene) use sun&sky;.

  • Peter FulfordPeter Fulford Posts: 1,325
    edited December 1969

    Kyoto Kid, your railway renders are utterly dismal.

    No, that's not an insult but a compliment upon the realism you are achieving. I've stood waiting for trains in RL scenes like that and I can assure you are capturing the miserable experience quite well. Looking at those I can feel the drizzle down the back of my neck even now.
    .

    Kyoto Kid said:

    As I mentioned, also created a custom map for the the train number.

    It's a shame nobody's created an anorak for DAZ figures - you could have a trainspotter on the platform with a notepad, checking to see if you've got the number right.

    .

  • Oso3DOso3D Posts: 15,095
    edited December 1969

    Jimbow said:
    One thing I've realized is that Sun just doesn't work with the haze effect

    It certainly does ;) Try reducing the sun disc size.

    Dang it, someone already pointed that out and I forgot. Thanks. ;)

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

    Kyoto Kid said:
    OK kind of a silly question for those from the UK. When I was researching Thumpers on the Net. I noticed in most photos the train with the cab facing the camera was on the opposite track from where it loads in the Old Railway set. is this the case throughout the country? If so then the signals and speed signs would also be facing the wrong directions.

    Trains in the UK run on the left-hand track on dual-track lines (with AFAIK only one exception to that rule), whereas trains in the US generally run on the right-hand track on dual-track lines.

    This little piece of train spotter porn, a 1936 British documentary about a postal express train, clearly shows the train running on the left: https://www.youtube.com/watch?v=FkLoDg7e_ns .

    Post edited by tomtom.w on
  • SpyroRueSpyroRue Posts: 5,020
    edited March 2015

    How do you get HD morphs to work in Iray? I attempted to raise the Render subdivision of the Genesis 2 figure to get the morphs to show and when I hit render it just freezes and crashes. :S Am not sure if its the right way to do it lol

    EDIT: Never mind, I worked it out. It needs to be set Render SubD to 3, unnecessary to go higher in most cases (which I set too high initially). Once I did it correctly, google then decided to show me DAZ_Spooky's answer, which was buried in this thread LOL!

    Post edited by SpyroRue on
  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    Kyoto Kid, your railway renders are utterly dismal.

    No, that's not an insult but a compliment upon the realism you are achieving. I've stood waiting for trains in RL scenes like that and I can assure you are capturing the miserable experience quite well. Looking at those I can feel the drizzle down the back of my neck even now.
    .

    Kyoto Kid said:

    As I mentioned, also created a custom map for the the train number.

    It's a shame nobody's created an anorak for DAZ figures - you could have a trainspotter on the platform with a notepad, checking to see if you've got the number right.

    .
    ...thank you. Living here in Portland OR, I have a lot of "experience" with such conditions as well.

    Think I have a proper brolly prop somewhere.

  • RarethRareth Posts: 1,462
    edited December 1969

    Wow you folks are amazing, some real quality renders with what is essentially a Beta product. I can only imagine what images will be produced in the future.

    meanwhile, I did some testing with IBL using some HDRI images that came with Bryce.

    Iray-IBL-test.jpg
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  • ThatGuyThatGuy Posts: 797
    edited December 1969

    Another IRAY render with Lee 6 HD.

    I'm really liking IRAY over 3Delight. This was rendered with the camera headlamp OFF, using one of sIBL environment light.

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  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    tomtom.w said:
    Kyoto Kid said:
    OK kind of a silly question for those from the UK. When I was researching Thumpers on the Net. I noticed in most photos the train with the cab facing the camera was on the opposite track from where it loads in the Old Railway set. is this the case throughout the country? If so then the signals and speed signs would also be facing the wrong directions.

    Trains in the UK run on the left-hand track on dual-track lines (with AFAIK only one exception to that rule), whereas trains in the US generally run on the right-hand track on dual-track lines.

    This little piece of train spotter porn, a 1936 British documentary about a postal express train, clearly shows the train running on the left: https://www.youtube.com/watch?v=FkLoDg7e_ns .
    ...quite entertaining. Documentaries are so droll these days.

    Bugger so the set is wrong and everything is on the "American" side, just like with Urban Sprawl 2 where all the traffic controls and signage were set up for traffic on the left hand side even though it was a US styled metropolis. Agh, having to switch things around will unbalance the whole scene as the train will block most of the view. It would also require more figures as they would need to be on the platform where the camera is. I'd also have to move the signals and signage to the the side of the tracks.

  • kyoto kidkyoto kid Posts: 42,113
    edited December 1969

    Rareth said:
    Wow you folks are amazing, some real quality renders with what is essentially a Beta product. I can only imagine what images will be produced in the future.

    meanwhile, I did some testing with IBL using some HDRI images that came with Bryce.


    ...that looks really good.

    ...hmmm...never thought to use Bryce IBLs.

  • jag11jag11 Posts: 885
    edited December 1969

    I was lost in Excel, but now I'm back to my true passion. I see you've been busy polishing your great skills.

    This is a study a did of the hair, although you can improve the appearance of hair there is not much you can do unless we move on toward volumes. As Iray is a PBR engine if we want realistic renders, we really need volumes with characteristics of the hair, I mean proper IOR, scattering, etc.

    Here's the study:

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    02_HairWithDefaultIrayShaders.png
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This discussion has been closed.