Show Us Your Iray Renders. Part II
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Is the torus a prop that you already had? Did you shade it with the Immesive Iray shader?
I had noticed the final render lighting versus the viewport issue but I really don't know what I don't know so....
There is a torus primitive available in basic DS. Create / New Primitive has a torus option.
I generally don't use the Emissive Iray shader, though you could. I generally use the Iray heavy clear glass shader then change the Emission Color. The specific Iray shader isn't important, clear glass is as good as any but no better, but it wants to be Iray. As soon as the Emission Color is non-black, the object becomes emissive, and the rest of the Emission controls show up in the Surfaces Editor.
The following example uses Tone Mapping Exposure Value 5 with a Luminance of 5000 on the torus. There is no lighting other than the torus. The Emission Color isn't a pure white, but has a violet tint.
There are other ways to get there from here.
I think you can also create old style light sources to light your viewport without effecting the Iray render.
I was briefly disappointed to discover that traditional angel halos light only the tops of their hair. I've played a bit with an angry angel lighting a scene with just her halo and a glowing sword, but haven't been able to make it work yet.
sigh i hate mesh errors :(
15000 iterations.....
Max Samples disable is 0 or ?
So here I'm testing night time lighting.....I used a Full Moon HDRI, and turned the lights into Emissive, then added a Photoreal Spotlight to light up the Droid.....Used V6 and manually fitted B.L.U. XR 512 (for Dawn) to her.....I really like how it turned out!
Me too. Very nice. :)
Belting myself down to do stuff focused on my comic (been weeks since I've updated it at all regularly).
Here's an upcoming character...
Nice setup Stevie !
I making for you iray SSS skin shader based on the maps from G2F so everyone own it by default .
I am using just 2 maps
you can see the difference and how it react to HDR maps , I did not changed the chest what is the standard G2F skin so you can see difference
The base Diffuse maps really no matter as everything is about the scatter-transmission and reflection
bellow different test with different HDRI maps for lighting
render time just 3 min on GTX 760
you can see bellow how nicely it blend with the environment without nasty grey shadows creating nice SSS on the ears opposed to the regular flat diffuse skin on the chest and arms
still W.I.P
...now that looks pretty good. End of Summer Hair?
Yep .... made use of suggested settings in the hair thread, and adjusted the colors to match.
Here some progress
you can control the SSS Translucency level for the full model with one slider at once
The set is based only on the G2F base maps as I would do slightly different the SSS translucency maps using thickness maps based on the 3D model
The same set just turned the Pixar panorama to get the sun light in front
I think not bad effect at all ?
I need still to make the top coat
I think you are doing super work on it!
Victoria Six
Mec4D, I can wait to buy your custom iRay SSS skin shader for G2F !
When will be the final product released ?
I'd guess it has to wait for Daz 4.8 to be out of beta. Mec4D, will there be a G2M version of the shader as well?
I like this one but the skin is my fav.
I will share the scene files soon via gallery no charges .. it is experimental so I hope you like it ;)
Thanks a lot
I think you are doing super work on it!
No sale for this one .. just for you all to play with , it is a shader preset so when you apply it to your genesis figure male or female all you need to do is replace the texture maps with the one of your choice , unfortunately manually but not much work.
When the Beta is done and we get the final version I will have a shader with universal maps
I need it for my upcoming Buddy 3 that is in production ;) but for now we all play with and maybe even improve the new setup
Iray does not have typical skin shader so this is sort the closed u will come to SSS-Translucency like in the old school times ;)
I'd guess it has to wait for Daz 4.8 to be out of beta. Mec4D, will there be a G2M version of the shader as well?
Played with the new skin setup and Aviatrix
I need to try tonight Victoria maps or other that have more details than the base G2F bellow
Looking forward to it. Thank you for sharing. :cheese:
That is some really lovely work Mec4D!
Always so generous Cath. Your da best my dear!
As I have joked elsewhere, I'm sure my ears are far more translucent then my thick skull :blank: :lol:
What about the wrists, thicker one way then the other, and where the bones are visible threw the surface, depends on where the camera's line of site is relative to the surface of the skin. That kind of has me thinking that an actual bone mesh is needed inside the figure, or a mesh map that can change drastically depending on the camera's line of site.
I know it is probably looking at it from a rather extreme angle (or lumens), I'm guessing it would still play to some extent under more reasonable light levels.
Nice renders everyone. I only wish my computer was not so painfully slow, it would ease the learning curve for me, lol.
Wow, a lot of nice work here.
This is my first attempt with IRay engine.
http://www.daz3d.com/gallery/images/64748/
regards murmel
...really nice. I like the hair.
...looking forward to it.
I feel I've come close but still can't seem to shake the "rubbery" look.
One thing that I think helps a bit is to create a natural scene. It's HARD to make a character portrait that holds up with the weird studio lighting. But natural shadows and diffuse lighting helps solidify that sense of realism.
I was thinking about it today, with painted translucency you get the bony effect from top or below , that why you will need a bone mesh inside for the 360 effect but hey we dont do Xrays lol
for now there are finger bones painted into maps of G2F .. ;) not by me lol
My question, a translucency map, vs viewing angle???As I have joked elsewhere, I'm sure my ears are far more translucent then my thick skull :blank: :lol:
What about the wrists, thicker one way then the other, and where the bones are visible threw the surface, depends on where the camera's line of site is relative to the surface of the skin. That kind of has me thinking that an actual bone mesh is needed inside the figure, or a mesh map that can change drastically depending on the camera's line of site.
I know it is probably looking at it from a rather extreme angle (or lumens), I'm guessing it would still play to some extent under more reasonable light levels.
Nice renders everyone. I only wish my computer was not so painfully slow, it would ease the learning curve for me, lol.
You know, I was considering some of those anatomy and skeleton packs for sale, but they say V/M4.
Anyone know if they will morph properly to Genesis or Genesis2 figures?
Dont forget there are more under skin than just bones lol , if we had it this way as fingers we would glow by the sunset like jelly beans
we would need a full anatomy model , I saw on internet guys did this already even with 3 layers of skin .. still it does not helped much