Tips & Tricks for Iray for newbies......

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  • mjc1016mjc1016 Posts: 15,001
    If you can pull it off, I highly recommend d replacing bulbs with point lights set to sphere (or cylinder) geometry. In my experience it speeds up renders.

    I've found that attaching IES profiles offer about the same speed and look better...than just bare points.

  • Thank you all. I appreciate these detailed respones but being a beginner I do not really know how to achieve these tactics. I have searched for HDRi tutorials but have not really found anything useful. Gonna just keep playing around and tyring to figure out these suggestions. Thanks again.

  • I am at a total loss. I have been experimenting with adding in a daylight background by adding in an environment map in render settings which was bringing natural winter daylight into the room. As soon as I added Iray soft lights and rendered, the sky was gone. (conversly when I have soft lights in my scene and add the winter lighting, it deletes he soft lights which is terribly frustrating) Why is there no simple explanation of how to get daylight in the sky coming into the room and augmenting it with Iray soft lights? Can somone reccoment any useful and easy to understand guides or tutorials on the basic principles of mixing natural light with interior lighting for someone who has never done so? This is not all intuitive for myself as a newb. I have gotten down the lighting using Iray soft lights, but adding in light from outside at the same time seems to be nearly impossible for me. I dont quite understand what HDRi is, what IES profiles are or how to implement them to recreate realistic (or non-realistic) lighting. Please help. 

  • mjc1016mjc1016 Posts: 15,001

    HDR = High Dynamic Range image.  It contains much more information than a jpg, png or similar image.  It can contain lighting information well beyond that is normally in a picture.  This feature allows for a renderer to use the image as an accurate light source to reproduce the exact lighting represented in that picture.  This means bright lights in the image will cast realistic shadows; light levels will be similar to what was present when it was taken and so on.

    IES Profile = measured data, in a standardized format for just about every light fixture/bulb/source currently (and for the past 50 yrs or more) manufactured.  These can be attached to photmetric and mesh lights to give them 'real world' settings.

    For the soft lights and environmet light...first make sure that you are not just using 'scene' or 'dome'...but scene and dome (it's one of the settings in the environment options in the render settings).  And if they actually replace an existing light, you may need to hold down the ctl key when loading to have the option to ADD (often the default is REPLACE)...I don't know if that is the case, with these.

    Also, it may be a case of 'overpowering'....which means tweaking light levels and/or tone mapping settings.

  • OminousAutumnOminousAutumn Posts: 401
    edited August 2015

    Your help is much appreciated. Is there any tutorials you know of that show these things with the interface of Daz?

    Post edited by OminousAutumn on
  • thank you again :)

  • OminousAutumnOminousAutumn Posts: 401
    edited August 2015

    I really enjoyed the forum you sent. My question from that is: How do you attach IES profiles to light fixures and/or primitives? You can use primitives as a light source if I understand correctly? Do you have a fav plave to download free HDR profiles from?

    Post edited by OminousAutumn on
  • mjc1016mjc1016 Posts: 15,001

    Since I don't use Iray regularly, I have to look up the procedure.  I'll be able to do it later

    Probably Openfootage or Greg Zaal's site are my favorites for HDRs.

  • ToborTobor Posts: 2,300

    How does one achieve interior global ambient lighting using Iray? I seem to recall someone saying that Uber Environment lights do not work with Iray...

     

    Depending on your definition of "global ambient light," the Iray environment dome already gives you this. If you want a flat (no shadows)  image that is entirely from indirect light, create a small (1024x1024) plain medium gray texture file. Load it as the Environment Map, then adjust the Environment Intensity to suit. A dark gray will provide less ambience, so the intensity will have to be increased to compensate. I use what roughly appreoximates an 18% reflectance card, but it's not scientific. It just looks about right on the screen. The result is what you'd expect if you took a picture of something in a light tent.

    Depending on your scene, you might need to turn the Environment Lighting Blur filter on. This compensates for environments with very low detail.

    If you need a little more variation, there are many HDR images that don't provide a bright light source in the image. These will provide a little more variation in the scene, plus more interesting reflections in eyes and shiny surfaces. Mjc has some free HDRs in his sig that fit the bill.

    With either type of HDR, you are of course free to augment this "light tent" look with other types of scene lights for visual look.

  • kyoto kidkyoto kid Posts: 41,837

    ...also one can use a photometric distant light to "create" a sun for HDRI's that don't have one. The only issue with this is shadows don't soften with distance from the ground or another object like they do with the Iray sun.

  • SzarkSzark Posts: 10,634
    edited August 2015

    Am I late to the party or am I the only one who noticed? 

    Szark said:

    Has anyone else realised that Gloss Weight and Reflection strength are not needed and has no effect when Metalicity is on at 1.00, only Roughness works?

     

    Post edited by Szark on
  • ToborTobor Posts: 2,300

    Doesn't this setting have to with the ratio adjustment selection at the top? Choices are PBR Metalicity/Roughness, PBR Specular/Glossiness, and Weighted. I haven't played much with the variations, but I assumed these choices then affected the others. The 0 and 1 is a ratio; glossiness is a trait of metalic or other shiny objects, and dialed to Roughness, there's no glossiness to adjust.

  • SzarkSzark Posts: 10,634

    it is only available under PBR Metalicity/Roughness and I would have thought dialing it in fully (at 1.00) would remove the channels that don't have na effect like other functions do so I was surprised to find this out. But yes if you know about PBR mats then I suppose it will not be a surprise. :)

  • PendraiaPendraia Posts: 3,598
    edited September 2015
    Khory said:

    The easist way to adjust tonality for skins is to make an adjustment in the SSS Reflectance Tint under Translucence Color when the base is set to scatter and transmit.

    Hi Khory, I've been playing with this to see what various colours do in this box. Would I be right in thinking that lighter colours would work best? Even a pale beige I used resulted in quite a bright texture.

     

    Post edited by Pendraia on
  • FishtalesFishtales Posts: 6,208
    edited September 2015

    I don't know how many times I have read through this but it is still gobbledygook smiley

    May be of use to somebody who understands it.

    http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html

    Post edited by Fishtales on
  • Link doesn't work for me, are you sure the format is correct?

  • FishtalesFishtales Posts: 6,208

    Link doesn't work for me, are you sure the format is correct?

    Try it now.

  • Perfect - Thanks

  • SzarkSzark Posts: 10,634
    Pendraia said:
    Khory said:

    The easist way to adjust tonality for skins is to make an adjustment in the SSS Reflectance Tint under Translucence Color when the base is set to scatter and transmit.

    Hi Khory, I've been playing with this to see what various colours do in this box. Would I be right in thinking that lighter colours would work best? Even a pale beige I used resulted in quite a bright texture.

     

    Yeah very saturated colours go a long way.

  • PendraiaPendraia Posts: 3,598

    Thanks Szark...

  • SzarkSzark Posts: 10,634

    my pleasure

  • kyoto kidkyoto kid Posts: 41,837
    Fishtales said:

    I don't know how many times I have read through this but it is still gobbledygook smiley

    May be of use to somebody who understands it.

    http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html

    ...until it started talking in code, I pretty much had a decent grasp on what it was saying.

  • KhoryKhory Posts: 3,854
    Pendraia said:
    Khory said:

    The easist way to adjust tonality for skins is to make an adjustment in the SSS Reflectance Tint under Translucence Color when the base is set to scatter and transmit.

    Hi Khory, I've been playing with this to see what various colours do in this box. Would I be right in thinking that lighter colours would work best? Even a pale beige I used resulted in quite a bright texture.

     

    As said, a lighter touch with the color is best. You also want to out your color theory notes when your working with this. If your skin tone is too red then you want to pick a color with a greenish tone to pull some of that ruddyness out. If skin is to yellow you would go for something that has a bit of purple to it and so on.

  • SzarkSzark Posts: 10,634

    yeah I use a diffuse and translucency colour 223, 255, 255 or thereabouts if the maps are too red and then add it back in with the SSS colour.

  • PendraiaPendraia Posts: 3,598
    Khory said:
    Pendraia said:
    Khory said:

    The easist way to adjust tonality for skins is to make an adjustment in the SSS Reflectance Tint under Translucence Color when the base is set to scatter and transmit.

    Hi Khory, I've been playing with this to see what various colours do in this box. Would I be right in thinking that lighter colours would work best? Even a pale beige I used resulted in quite a bright texture.

     

    As said, a lighter touch with the color is best. You also want to out your color theory notes when your working with this. If your skin tone is too red then you want to pick a color with a greenish tone to pull some of that ruddyness out. If skin is to yellow you would go for something that has a bit of purple to it and so on.

    Thanks Khory...I did manage to get some that were beginning to approach what I wanted but they will still need a bit of work. I originally started playing with it as I was experimenting with what the different surface options do. I'm still trying to understand all the different surfaces. 

  • PendraiaPendraia Posts: 3,598
    edited September 2015
    Szark said:

    yeah I use a diffuse and translucency colour 223, 255, 255 or thereabouts if the maps are too red and then add it back in with the SSS colour.

    Good thoughts Szark...I did try going darker with Translucency but I haven't messed with the diffuse settings yet. 

    Hope this works...trying to attach an image.

    Translucency is R 64 G 0 B0    SSS Reflectance Tint R 128 G122 B110

    Please ignore the lips as the only section I've worked on is the face surface so the lips look strange.

    Edited to add image...thanks Szark!

     

    Darker skin tones trans and reflectance a copy.jpg
    500 x 500 - 118K
    Post edited by Pendraia on
  • SzarkSzark Posts: 10,634

    Try jpeg for attachments Pen

  • PendraiaPendraia Posts: 3,598

    Aah...thanks Szark.

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