Show Us Your Iray Renders. Part II
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
The headlamp is at least useful when you have no light in the scene (just HDR or sun/sky light) and that you are in texture shaded mode in the viewport. It helps not being in the dark when trying to setup a scene. without having to throw in an UE light when working with Iray
I have used it once with a slight offset above the lens to get a simulated flash bulb effect.
The headlamp is at least useful when you have no light in the scene (just HDR or sun/sky light) and that you are in texture shaded mode in the viewport. It helps not being in the dark when trying to setup a scene. without having to throw in an UE light when working with Iray
I have used it once with a slight offset above the lens to get a simulated flash bulb effect.
I find sometimes that a little light when using HDRI is well suited from the Camera headlamp. I always read in the forums how people said to turn it off, but a professional photographer on deviantart.com said it was beneficial as a sort of rim light. He said that professional photographers get strange looks when they are seen using flash bulbs for outdoor photography, but they do so because it enhances the final subject, and apparently this is what the camera headlamp also does in Iray renders.
:-)
You know, everytime I try to use the headlamp I get shadows on my people's faces below their eyes that I think may be their eyelashes but nothing I do fixes it. Yet the rest of you seem to be able to use headlamps just fine!
I have had the same problem in some of my renders where the eyelashes are shadowed across the eyes. I now use photometric spotlights or HDRI instead, and only use the headlamp at low light intensity settings. I have also changed the characters pose to try and remove the problem. At 100% light intensity the camera headlamp created good shadows, but then gave me the eyelashes shadow problem.
Hope this helps. :-)
Minor background character for upcoming webcomic stuff.
Basically, dragonfly faerie.
Sorta.
Exo & hammerhead alien morphs, Medolian skin texture modified a bunch, dragonfly universal V4 wing thing modified a bunch.
Carnation is from Xfrog free samples.
I have had the same problem in some of my renders where the eyelashes are shadowed across the eyes. I now use photometric spotlights or HDRI instead, and only use the headlamp at low light intensity settings. I have also changed the characters pose to try and remove the problem. At 100% light intensity the camera headlamp created good shadows, but then gave me the eyelashes shadow problem.
Hope this helps. :-)
I may experiment as I read the same thing you did on DeviantArt and thought "Hmmm, that's worth trying".
...hmmm, I had no trouble getting a reflection on a single render pass using the Iray "Glass- Thin Clear" shader with default values (save for a slight colour change).
The headlamp is at least useful when you have no light in the scene (just HDR or sun/sky light) and that you are in texture shaded mode in the viewport. It helps not being in the dark when trying to setup a scene. without having to throw in an UE light when working with Iray
...or an AoA Advanced Ambient.
Real glass has a thickness, so you need to add thickness to your CG windows for iray.
At left is a thin cube which has thickness, and to the right is a primitive plane which has no thickness. Both objects use the same default preset (Glass - solid - clear).
Ahhhh, so that's the trick! Thank you Jimbow!:)
That's pretty much the same for any PBR renderer. No thickness = plastic wrap, instead of glass.
So I really don't know when to stop with "test renders" halfway through I get distracted by some idea and it ends up ridiculously involved.
That said I love the pose.
The chaise is from here http://www.blendswap.com/blends/view/77004 and it is fantastic.
Also the fabric on the chase is using the totally bazaar presets, which only required minimal tweaking. (The wood on the chaise on the other hand I had to uv so I could bake the vertex paint from blender)
Postwork was also done primarily in blender, as blenders method for sun rays is the easiest IMO
The render only took an hour and a half, but I am starting to hit my computer's capabilities.
One great thing I have noticed about Iray's SSS is that unlike 3delight (or blender for that matter) When the skin intersects with itself the SSS isn't multiplied which sometimes has lead to glowing creases in my renders.
I'm going to fiddle some more before I stick it at full size in my gallery.
Geez, Kamion, that's gorgeous
Amusingly, I'm like 'yeah, a woman, ok' and really keen on how nice the architecture and room turned out.
Kudos, Kumion. ;)
This is a valid point in that there is no 'auto' settings for the most part at this time for these types of settings. One pretty much needs to have an understanding of the fundamentals of ISO, f/stop, aperture, lighting principles (as they apply irl cameras) etc... to take advantage of the render engine. It can be easy for those of us who have spent the (not insignificant) time already learning this to treat it lightly. With that in mind, I apologize for any wording that comes off as less then friendly in previous statements. It's a common reaction "I put in the work, you should too" which is not very friendly.
Having said that, 'auto' settings which would give the full spectrum of possibilities that one can achieve with all of the settings available would require a pretty extensive ai along with an interface as yet not developed or conceived of. Our eyes do so much as far as adjusting for available light levels, quickly focusing on different points in space, etc... to try to do that with automatic settings... it would take a lot of work. When one doesn't know all of the manual things that go into something, it's easy to think it could be automated when in fact it would be very hard.
Finally, ... very few people want what they would get 'irl.' We want to sculpt our environment. To drop certain areas into deeper shadows, put more light on certain areas, expand the color range in some areas, compress it in others... Very rarely is 'real life' the artistic piece we are hoping for. Trying to incorporate all of these decisions into the above mentioned ai would indeed create a 'make art' button.
I hate it when my 3D models show up drunk for a shoot. :)
well its not exactly candle light but..
So is the rest of that set...and best of all...it's CC-0!
http://www.daz3d.com/forums/viewreply/799833/
The biggest issue, is that even with a map in the color channel to control the color of the gloss, there is No maps at all to control where Velvet and Gloss is on the body. So the dark spots between the scales end up rather dull.
I ended up opening the mats in IrfanView, and applying a bit of contrast, and "Sharpen" to them. And messing with using Bump and Spec maps in the "Strength" slots. Later on I doubled the dimensions of the maps, and did it all over again. Considerable help from Rogerbee on that.
ok, here a little something for today
Found some model did not know (or forgot ) I had it in my library lol
HDRI Pixar Campus for lighting
just 356 samples for testing , render 34 min .. not going that fast this time
did not changed the materials
OK, where is the color???? or the leaf opacity maps for that matter, lol.
(EDIT)
Oh, this is fun, I must select each one, and apply the mats individually, great.
(EDIT2)
That dose look allot better, I had looked for some of that stuff, a year ago, and gave up on the set after not finding any of it. Thanks Mec4D.
Real glass has a thickness, so you need to add thickness to your CG windows for iray.
At left is a thin cube which has thickness, and to the right is a primitive plane which has no thickness. Both objects use the same default preset (Glass - solid - clear).
That's also possible without thickness. Metalicity > 0 and lower refraction weight
I use the thin glass for Corneas and I get always reflection in, also used for outside windows and got very strong reflections
change the glossy specular to white to get stronger effect
That's also possible without thickness. Metalicity > 0 and lower refraction weight
It wouldn't act as a rim light as rim lights are from behind and the headlamp is from front. It could be used as a 'fill light' in some instances possibly. That is what a flash is used for in outdoor photography. I think the confusion comes from the fact that when there is bright back lighting that would create a good rim light, the front of someone would be in shadow and the flash helps give 'fill light' to the area that would be in shadow.
I see you found more elements than me lol
adding the materials individually was a pain in the butt
I am going to add rest of it and render overnight with higher pixel samples
for the leafs you can use slightly light green translucency but it may take longer to render .
Scaling the finite sphere will produce more accurate intense light and make it more colorful
I don't recall there being vines in that set??? "O" right in front of my face, lol.OK, where is the color???? or the leaf opacity maps for that matter, lol.
(EDIT)
Oh, this is fun, I must select each one, and apply the mats individually, great.
(EDIT2)
That dose look allot better, I had looked for some of that stuff, a year ago, and gave up on the set after not finding any of it. Thanks Mec4D.
I like to try to use models that are 'not typical' (heavier, older, not white, etc). So I thought 'you don't often have female protagonists over 40s/50s in fantasy.'
So I did that.
Although as I developed the scene, it turns out you can't see her all that clearly. Ah well.
(another creative use of a dynamic sheet. I love playing with it)
Still Athena Sleeps
I haven't used it because of that issue I mentioned but I have seen others who have used it to great effect.
I have used it with HDR lighting and IBL lighting, just as a little fill light, set at 0.2 or 0.5 to make a character come out a little bit more. Do the nudity I can't show it here onfortunately.
This is absolutely gorgeous!
Again, there's some great looking stuff going on here. This is my take on skin again, using my stone age buddies. Rendered at gamma 1 with customised textures changed to gamma 2.2 in PS. I've dumped the head hair for now while I customise in Softimage. Both figures have internal bodies that block the SSS transmission where (kind of) appropriate, but theoretically allow light to wrap around through the soft tissue. Though subtle, it did make a difference, but I'll also be trying out SSS transparency maps.