Show Us Your Iray Renders. Part II

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Comments

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Blantyr said:
    rov said:
    Rendered with one of the Dutch Skies HDRI maps. Dome scaled to 10%. Bike: all Iray shaders. Biker: Apollo Maximus straight out of the box, no Iray shaders. Just added the patch to the vest texture. I really like the way Iray handles clothes. I'm still playing with skin, but in some cases the difference is so little, it's hardly worth the trouble. I've seen a lot of ways around to get a HDRI map to work really well, with seperate background renders and such. But a good map, like this one can also do the trick.
    Personally I think this is one of the things DAZ needs to work on as far as improving the 4.8 version. It seems a bit silly that you have to make sidesteps to get a HDRI lighting work and have a descent background.

    I like the render.

    How much is DAZ 4.8 the problem and how much is it the quality of the HDRI file? Either way, life could be easier.

    The attached is HDRI lighting but with the dome not rendered. The building is old style surfaces, while the mud is Iray leather.

    On your first render, one can clearly see where the 3D is and where the HDRi is. As I said earlier, the SIBL HDRi are good for lightning but as background, I find that the maps are too small.

    Problems depend on wether you want to render the HDR dome or not. For lightning a small map is enough

    I found a 8000x4000 HDRi map from outside of Pixar's building made by Dylan Sisson here .. The difference in Quality is clearly visible when rendering and allows a freedom you don't have if using just a backplate for the background. The other big difference is that just the HDR with a sphere and a cylinder already make my Graphic card's memory go up to more than 1,9 GB. I only have a GTX 750 Ti with 2GB at the moment, so that doesn't leave much space for a scene. I monitored my GPU's memory from Windows Startup to rendering. At start, Windows takes 300-400 MB. After I load the little scene in DS memory goes up to 700 MB. And finally get to 1,9MB while rendering.

    Guess I'll need 8GB for my next GPU

    PIXAR_02.jpg
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    PIXAR_01.jpg
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  • BlantyrBlantyr Posts: 90
    edited December 1969

    Blantyr said:
    rov said:
    Rendered with one of the Dutch Skies HDRI maps. Dome scaled to 10%. Bike: all Iray shaders. Biker: Apollo Maximus straight out of the box, no Iray shaders. Just added the patch to the vest texture. I really like the way Iray handles clothes. I'm still playing with skin, but in some cases the difference is so little, it's hardly worth the trouble. I've seen a lot of ways around to get a HDRI map to work really well, with seperate background renders and such. But a good map, like this one can also do the trick.
    Personally I think this is one of the things DAZ needs to work on as far as improving the 4.8 version. It seems a bit silly that you have to make sidesteps to get a HDRI lighting work and have a descent background.

    I like the render.

    How much is DAZ 4.8 the problem and how much is it the quality of the HDRI file? Either way, life could be easier.

    The attached is HDRI lighting but with the dome not rendered. The building is old style surfaces, while the mud is Iray leather.

    On your first render, one can clearly see where the 3D is and where the HDRi is. As I said earlier, the SIBL HDRi are good for lightning but as background, I find that the maps are too small.

    Problems depend on wether you want to render the HDR dome or not. For lightning a small map is enough

    I found a 8000x4000 HDRi map from outside of Pixar's building made by Dylan Sisson here .. The difference in Quality is clearly visible when rendering and allows a freedom you don't have if using just a backplate for the background. The other big difference is that just the HDR with a sphere and a cylinder already make my Graphic card's memory go up to more than 1,9 GB. I only have a GTX 750 Ti with 2GB at the moment, so that doesn't leave much space for a scene. I monitored my GPU's memory from Windows Startup to rendering. At start, Windows takes 300-400 MB. After I load the little scene in DS memory goes up to 700 MB. And finally get to 1,9MB while rendering.

    Guess I'll need 8GB for my next GPU

    Thanks for the high pixel count maps. I'll be giving them a workout.

    I'm on an iMac, which implies AMD Radeon graphics and CPU based Iray rendering. I've got a 4GHz i7 and 16G of memory though. So far I'm not feeling too bad. I haven't caught my machine without free memory yet, but am considering going to 32G just cause I can. The way the 3D graphics world is going, I'll need it sooner or later.

    There was a theory that Macs don't need expansion slots because they have thunderbolt ports. Supposedly one can add graphics processors that way? Was that a wild bogus idea or has someone actually implemented such a thing?

    Is it true that watching an Iray render complete is more exciting than watching paint dry?

  • 8eos88eos8 Posts: 170
    edited December 1969

    An sIBL set is meant to be plugged into a ray switch shader that can select one of the images based on whether a rendering ray is going directly to the camera or is bouncing off a scene object. Here's an example in Blender. I don't know if Studio has this kind of functionality.

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Blantyr said:

    Thanks for the high pixel count maps. I'll be giving them a workout.

    I'm on an iMac, which implies AMD Radeon graphics and CPU based Iray rendering. I've got a 4GHz i7 and 16G of memory though. So far I'm not feeling too bad. I haven't caught my machine without free memory yet, but am considering going to 32G just cause I can. The way the 3D graphics world is going, I'll need it sooner or later.

    There was a theory that Macs don't need expansion slots because they have thunderbolt ports. Supposedly one can add graphics processors that way? Was that a wild bogus idea or has someone actually implemented such a thing?

    Is it true that watching an Iray render complete is more exciting than watching paint dry?

    You're welcome. I've seen some higher res HDR on sale but I guess they wont fit my GPU"s memory

    I don't own a mac but a bit of googling and the answer is that external GPU exist but that cost a certain price; see here, here. I think I'd prefer an expansion slot. More performance, cheaper and less hassle

    For the other question, I never watched one of my painting dry and watching an Iray render (or any other renderer) completing is just boring so I do something else

  • SnowSultanSnowSultan Posts: 3,808
    edited December 1969

    I did the green channel inverting in Photoshop, I’ll have to see if there is a setting to automatically export it this way from Substance Painter.

    Those are very good tests! If you find a way to get the normal export fixed in Substance Painter, please let us know. Maybe export normally and then reload the scene, add a Normal channel, place the exported Normal map in that new channel and then use a Levels to invert the green? Or just Photoshop like you did. ;)

  • Oso3DOso3D Posts: 15,104
    edited December 1969

    I've been having great success with HDR mainly because it's always out of focus in the background. :)

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

    8eos8 said:
    An sIBL set is meant to be plugged into a ray switch shader that can select one of the images based on whether a rendering ray is going directly to the camera or is bouncing off a scene object. Here's an example in Blender. I don't know if Studio has this kind of functionality.

    To me that seems to be just a workaround to limit memory use, which was more needed a few years ago than today (the blog post is from 2012). Using the highest resolution HDR image you can find allows you to rotate the dome any way you want without changing anything else, both to change the light in the scene and to get a different background, a freedom you don't have with workarounds like that.

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Mec4D said:
    My renders for today with Iray..
    HDRI maps for lighting
    Custom material settings
    Alex L said:
    A lovely way to start the day! Darkon Cinematic Realness snatches all the trophies! ;-)
    Go Cath Go!
    The Coal Miner

    I wish I had your skill with the custom render settings!
    I love that you come in here everyday with new renders, Cath, showing us it can be done and it can be done with any figure. Are those custom settings the same, or are they tweaked for each figure? Are we looking at a new product in the making? A product with Iray shaders for Genesis/Genesis 2 Males? Alex is right, of course. It is a lovely way to start the day finding your latest renders posted here. The Coal Miner looks like the same character as your first image today. I love the black and white treatment. And like Riggswolfe, I wish I had your skill with the custom render settings, too. Maybe in another year or two, (or ten.) Anita
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks Anita

    Finally getting closer to the main base settings for the figure as it rendered good in any light situations or with any HDRI maps
    just trying to find the right balance , the rendering time was from 6 to 30 min for full HD resolution so half less as yesterday .
    I am still working on and spending just couple days with Iray did not got for waste .
    The all characters I rendered in the past days are the same with the same textures just different morphs .
    I still need to make the correct Translucent maps and when the base is done I can finally try out with the new maps I am working on and Buddy 3...
    I will post tomorrow some tests with the same scene and different hdri maps and lighting so you can see how the skin behave


    Cath

    ACross said:
    Mec4D said:
    My renders for today with Iray..
    HDRI maps for lighting
    Custom material settings
    Alex L said:
    A lovely way to start the day! Darkon Cinematic Realness snatches all the trophies! ;-)
    Go Cath Go!
    The Coal Miner

    I wish I had your skill with the custom render settings!

    I love that you come in here everyday with new renders, Cath, showing us it can be done and it can be done with any figure. Are those custom settings the same, or are they tweaked for each figure? Are we looking at a new product in the making? A product with Iray shaders for Genesis/Genesis 2 Males?

    Alex is right, of course. It is a lovely way to start the day finding your latest renders posted here. The Coal Miner looks like the same character as your first image today. I love the black and white treatment.

    And like Riggswolfe, I wish I had your skill with the custom render settings, too. Maybe in another year or two, (or ten.)

    Anita

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Very nice examples.. the only side effect of scaling the HDRI maps is that the sun light source create incorrect shadows angles as the sun light is no more infinite source of light shifting the shadows in the scene so each prop have different angle , for that reason I wish we could use the 2 iray dome spheres one for the diffuse light and other for reflections

    thanks for the link


    Blantyr said:
    rov said:
    Rendered with one of the Dutch Skies HDRI maps. Dome scaled to 10%. Bike: all Iray shaders. Biker: Apollo Maximus straight out of the box, no Iray shaders. Just added the patch to the vest texture. I really like the way Iray handles clothes. I'm still playing with skin, but in some cases the difference is so little, it's hardly worth the trouble. I've seen a lot of ways around to get a HDRI map to work really well, with seperate background renders and such. But a good map, like this one can also do the trick.
    Personally I think this is one of the things DAZ needs to work on as far as improving the 4.8 version. It seems a bit silly that you have to make sidesteps to get a HDRI lighting work and have a descent background.

    I like the render.

    How much is DAZ 4.8 the problem and how much is it the quality of the HDRI file? Either way, life could be easier.

    The attached is HDRI lighting but with the dome not rendered. The building is old style surfaces, while the mud is Iray leather.

    On your first render, one can clearly see where the 3D is and where the HDRi is. As I said earlier, the SIBL HDRi are good for lightning but as background, I find that the maps are too small.

    Problems depend on wether you want to render the HDR dome or not. For lightning a small map is enough

    I found a 8000x4000 HDRi map from outside of Pixar's building made by Dylan Sisson here .. The difference in Quality is clearly visible when rendering and allows a freedom you don't have if using just a backplate for the background. The other big difference is that just the HDR with a sphere and a cylinder already make my Graphic card's memory go up to more than 1,9 GB. I only have a GTX 750 Ti with 2GB at the moment, so that doesn't leave much space for a scene. I monitored my GPU's memory from Windows Startup to rendering. At start, Windows takes 300-400 MB. After I load the little scene in DS memory goes up to 700 MB. And finally get to 1,9MB while rendering.

    Guess I'll need 8GB for my next GPU

  • MusicplayerMusicplayer Posts: 515
    edited April 2015

    This is Raiya's new man in the DAZ Store called Gareth. http://www.daz3d.com/gareth-hd-for-michael-6

    Scene is lit with an HDRI called 'Sierra Madre B' and a very distant placed photometric spotlight for the eye reflection.
    Skin materials have my own custom settings.

    Credit for use of HDRI Sierra Madre B kindly given free by http://www.hdrlabs.com/sibl/archive.html

    :-)

    Gareth.png
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    Post edited by Musicplayer on
  • Oso3DOso3D Posts: 15,104
    edited December 1969

    Meh. Keep getting stuck by issues.

    Made a Satyr in Genesis, but the face is kind of meh.
    Redid it in Genesis 2 Male, but I can't make him smile because Unshaven issues ... and I can't use the skin I want because I don't have access to Michael 4 UV in G2M.

    Barking my shins every which way...

  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    I made test shots with the Dylan Sisson's HDRI maps
    the first have not as much steps as it is slightly soft box overcast weather the second one in front of the Pixar building what is fantastic ! it produce really great light and excellent shadows , one of the best I used ..

    bellow the result with different dome rotation
    I used the 8K resolution
    that are just 2 min renders with 250 samples

    HDRI_Lac_d_Annecy.jpg
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    HDRI_Luxo_Jr_Panorama.jpg
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    Post edited by MEC4D on
  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Meh. Keep getting stuck by issues.

    Made a Satyr in Genesis, but the face is kind of meh.
    Redid it in Genesis 2 Male, but I can't make him smile because Unshaven issues ... and I can't use the skin I want because I don't have access to Michael 4 UV in G2M.

    Barking my shins every which way...

    Might not be worth the investment if Mec4d's G2M version of Unshaven is coming out in a month or so, but Unshaven works correctly with Smile Delight for G2M. I apply M5BeardBase to the G2M figure with "Fit to," figure Genesis, type Full-Body. (Full-Body was recommended in a post I read about using Unshaven on G2M.) I've also tried it with Short Hair and gotten the same results.

    I tried using "Apply To" with first Gianni and then the base G2M. With Gianni, the beard was just below his neck. It went to the right place with G2M. But the beard doesn't work with Smile Delight, either.

    I'm still pretty new to DAZ, and I may have used Apply To when I meant Fit To. I apologize.

    With Fit To, some morphs work and some don't. Most don't, in fact. But all the Smile Delight morphs work. And for me, if I change the expression and the beard doesn't follow, changing the Fit To target to None, and then changing it back to the figure applied the changes. I understand that wasn't working for you, and I just don't know enough about this whole process to venture a guess as to why.

    The attached image is Genesis 2 Male with the Unshaven beard "Curly" and the Scream morph, (autoconverted iray shaders.) The beard only followed the face by using the trick above of setting Fit To to None and then setting it again to G2M.

    m5beard-scream-morph.png
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  • Oso3DOso3D Posts: 15,104
    edited December 1969

    I have too many morphs it doesn't work with, including simply opening the mouth, so I'll be waiting for the G2 version. ;)

    (I'm also hoping Mec4D considers making it work with both G2M and F, for the heck of it...)

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    I have too many morphs it doesn't work with, including simply opening the mouth, so I'll be waiting for the G2 version. ;)

    (I'm also hoping Mec4D considers making it work with both G2M and F, for the heck of it...)

    I understand. And I tried Unshaven with G2F. It will "Fit To" but doesn't have a Type. I can give her a beard, but it won't follow any of the morphs I tried.

    So, yeah, it would be fun if the new product will work with G2F, too. That would be especially good for non-human characters, like Dwarfs, for example. :)

  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    Well not possible to make one beard for different figure setup, so G2M and G2F need separate setup, it will be to huge as all morphs need to be made separately including separate weight maps
    different shapes no problem but it have to follow expression morphs what are pose morphs ..to complicated to explain but all the core need a lot of work and u not going to see it on sliders lol just the different style types.
    It is going on be good and so much better


    ACross said:
    I have too many morphs it doesn't work with, including simply opening the mouth, so I'll be waiting for the G2 version. ;)

    (I'm also hoping Mec4D considers making it work with both G2M and F, for the heck of it...)

    I understand. And I tried Unshaven with G2F. It will "Fit To" but doesn't have a Type. I can give her a beard, but it won't follow any of the morphs I tried.

    So, yeah, it would be fun if the new product will work with G2F, too. That would be especially good for non-human characters, like Dwarfs, for example. :)

    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    BTW my another tests from this evening, one with studio light from HDR studio (different angles of lighting) and one with the other I used in last renders with the panoramas .
    Also using the Bloom Filter enable under Iray settings for the effect

    Hit for the better resolution ..I am obsessed with DS Iray already lol Forget Octane !!! lol

    LIGHT_STUDIO_INDOOR_IRAY.jpg
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    Darkon3__Iray_2015.jpg
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    Post edited by MEC4D on
  • Zev0Zev0 Posts: 7,123
    edited April 2015

    ACross said:
    I have too many morphs it doesn't work with, including simply opening the mouth, so I'll be waiting for the G2 version. ;)

    (I'm also hoping Mec4D considers making it work with both G2M and F, for the heck of it...)

    I understand. And I tried Unshaven with G2F. It will "Fit To" but doesn't have a Type. I can give her a beard, but it won't follow any of the morphs I tried.

    So, yeah, it would be fun if the new product will work with G2F, too. That would be especially good for non-human characters, like Dwarfs, for example. :)

    it should work:) All that needs to happen is all morphs dialled\currently used on the figure need to have auto-follow ticked. Then load the beard and it will follow. Here is Aiko6 with the G1 unshaven beard, and follows everything i currently have dialled in.

    Capture.JPG
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    Post edited by Zev0 on
  • Oso3DOso3D Posts: 15,104
    edited April 2015

    Doesn't work for me, Zev0. :/

    Which was obnoxious after I had spent an afternoon setting all those dials auto-follow.

    (As an aside, is there a way to set parameters on multiple items simultaneously? Particularly auto-follow?)

    Post edited by Oso3D on
  • Zev0Zev0 Posts: 7,123
    edited December 1969

    Hmmmm...strange..

  • Oso3DOso3D Posts: 15,104
    edited April 2015

    I'll try to nail down repro steps once I finish what was supposed to be a quick hour project and has taken ALL FLIPPIN DAY (as it turns out, my Iray-d Wildmane hair is causing things to choke)

    ((One thing I'm finding is that a lot of trans-heavy hair just... does poorly in Iray. I suspect it's that 'multiple intersecting transmapped layers' bug))

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,104
    edited April 2015

    Really unhappy with this one, but I've spent so much time on it I may as well send it up.

    Problems included:
    Oh cool, this skin looks nicely gritty... ugh, it's Michael 4 UV map, and I don't have that to bang into G2M. Sigh. Fine. I'll use another skin.

    Better not make him smile, because that's Unshaven beard (the horse is nothing more than a stain at this point)

    2-3 hours of 'why does this render keep halting?' answered by 'oh frak me, it's the Wildmane hair. Can I tweak this to render with this hair?' (nope)

    Ugh. This hair clips.


    Anyway, there it is.

    Oh, the caption:
    "Chupacabra?? Tell me more..."

    Satyr.png
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    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,104
    edited December 1969

    Quick beard problems repro:
    Make a G2M.
    Set Head/Expressions/Happy to Auto-follow.
    Attach a beard, Genesis/Full-Body
    Set FullBeard to 100%

    Observe area around mouth.

  • 8eos88eos8 Posts: 170
    edited December 1969

    Here's a couple I did tonight.

    studio-alessa.jpg
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    studio-kyokyo.jpg
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  • Oso3DOso3D Posts: 15,104
    edited December 1969

    One problem I'm finding is that I have a lot of cheap hair that looked fine in 3Delight but is struggling in Iray. Starting to poke at LAMH some. ;)

  • JackFosterJackFoster Posts: 143
    edited December 1969

    Quick beard problems repro:
    Make a G2M.
    Set Head/Expressions/Happy to Auto-follow.
    Attach a beard, Genesis/Full-Body
    Set FullBeard to 100%

    Observe area around mouth.

    The problem is that you're setting the wrong thing to Auto-follow. You have to set the Base Figure/Pose Controls/Head/Expressions/Happy to Auto-follow. All the dials on the head are just clones of the base figure morphs. They aren't morphs themselves.

  • JackFosterJackFoster Posts: 143
    edited December 1969

    And here's a quick way to set Auto-follow on everything in the head section.

    First, with the body selected, right click on Head in the properties window and click on Edit Mode, as in the first image.

    Then, click on the first property in the list, which is probably Brow Down. After that, scroll all the way down to the last property (probably W) and shift-click on it. That should select all the properties for the head.

    Lastly, all you have to do is right-click on one of the properties and go to Auto-Follow: Enable Auto-Follow on Selected Properties, as shown in the second image.

    These instructions are for PC, but it will work on a Mac too so long as you replace shift-clicking for whatever that is on a Mac.

    After you've done that, assuming you've made no changes whatsoever to the morphs on the base figure, you can go to "File: Save As: Support Asset: Save Modified Assets..." to make sure Auto-Follow is enabled for these morphs on every G2M figure you use in the future.

    AutoFollow2.jpg
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    EditMode.jpg
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  • jag11jag11 Posts: 885
    edited December 1969

    One problem I'm finding is that I have a lot of cheap hair that looked fine in 3Delight but is struggling in Iray. Starting to poke at LAMH some. ;)


    I have also bought hair but all of them are build as planes and that's the reason they don't look natural in Iray. To tender realistic hair it's gotta be compose as volume, because we want light respond to the physical properties of hair, proper refraction, proper dispersion and proper scattering.

    In 3deligt they look amazing but in Iray apply different rules and therefore a new solution.

    I tested some lashes out as volume and I was pretty happy with the results.

    Hth

  • Oso3DOso3D Posts: 15,104
    edited December 1969

    Hot damn, Jwood, that worked!

    I could have sworn I switched auto-follow on everything in the base, but clearly in the hour or two of clicking I got confused. And thank you for Edit Mode info. Whew.

    Ooo k, nevermind, Unshaven works fine. ;)

This discussion has been closed.