Show Us Your Iray Renders. Part II

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Comments

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    FINALLY updated my webcomic. A bunch of new renders on the new page. ;)

    (link in my sig)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    FINALLY updated my webcomic. A bunch of new renders on the new page. ;)

    (link in my sig)

    nice, good story as well. Curious, how many of the pages/renders are with Iray, or is it all of the pages.
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Only Chapter Two (the splash page and the following two pages) are in Iray.

    Iray for Studio was announced pretty much right around the time the story was ready for a chapter break, so hey. Though updates have been limited over the last month of getting up to speed and familiarizing myself.

  • kyoto kidkyoto kid Posts: 41,841
    edited December 1969

    ...I'll still be using 3DL for my story as I want a more "storybook" look to the illustrations.

  • j cadej cade Posts: 2,310
    edited December 1969

    So, I've overhauled my skin settings. I'll probably still use the other ones as they are more magazine/photography looking; these new ones are my preferred painterly look. (the light setup helps here).

    Ignore the hair, it needs some work. Its only there because I don't like rendering bald ladies.

    Neither renders are fully cooked, I canceled the renders after a half hour for each of them.

    I really like this lighting setup. It uses the sun sky and 3 spotlights I wiggle around based on the pose.


    .

    rembrant-skin1.png
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    rembrant-skin2.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited April 2015

    Kamion99 said:
    So, I've overhauled my skin settings. I'll probably still use the other ones as they are more magazine/photography looking; these new ones are my preferred painterly look. (the light setup helps here).

    Ignore the hair, it needs some work. Its only there because I don't like rendering bald ladies.

    Neither renders are fully cooked, I canceled the renders after a half hour for each of them.

    I really like this lighting setup. It uses the sun sky and 3 spotlights I wiggle around based on the pose.
    .

    NICE! Yea, I've read and watched several photography vids talking about using small 'Accent' (or whatever there called) lights, like the spotlights in your renders, and my test-chamber, lol.

    A spotlight twenty feet away at only 10% intensity in 3delight, shouldn't do a heck of a lot of anything, tho it dose do an amazing amount of adding that little bit of texture detail. Especially in 3delight, using Just Soft boxes just doesn't do it, it tends to drown out any detail of texture, lol.

    The same applies to photography, indoors or outside.

    3delight_Wachiwi2_000LiotardTest002023c20_TestChamberLights_As_Accent_Lights.jpg
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    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    A spotlight twenty feet away at only 10% intensity in 3delight, shouldn't do a heck of a lot of anything, tho it dose do an amazing amount of adding that little bit of texture detail. Especially in 3delight, using Just Soft boxes just doesn't do it, it tends to drown out any detail of texture, lol.

    In 3Delight it's mostly because Uber Environment doesn't add any specular, it's only ambient and shadows. AoA Ambient lights do add specular by default (you can turn it off) but it's always added like you have a specular only light attached to the camera, and it's very high specular if you use an AoA Ambient at 100%, I usually turn the specular off for it 'cause I want the highlights to be in logical places for the lighting situation which is almost never pointing straight out of the face of the viewer/camera. In either case I use it at lower strength and add regular lights that calculate proper spectacularity, or if I'm using a strong image map for the ambient I'll add a specular only light in correct orientation to where the light source is on the image. Iray does calculate specular when using an HDRI so the results are better without having to fake it.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Fisty said:
    A spotlight twenty feet away at only 10% intensity in 3delight, shouldn't do a heck of a lot of anything, tho it dose do an amazing amount of adding that little bit of texture detail. Especially in 3delight, using Just Soft boxes just doesn't do it, it tends to drown out any detail of texture, lol.

    In 3Delight it's mostly because Uber Environment doesn't add any specular, it's only ambient and shadows. AoA Ambient lights do add specular by default (you can turn it off) but it's always added like you have a specular only light attached to the camera, and it's very high specular if you use an AoA Ambient at 100%, I usually turn the specular off for it 'cause I want the highlights to be in logical places for the lighting situation which is almost never pointing straight out of the face of the viewer/camera. In either case I use it at lower strength and add regular lights that calculate proper spectacularity, or if I'm using a strong image map for the ambient I'll add a specular only light in correct orientation to where the light source is on the image. Iray does calculate specular when using an HDRI so the results are better without having to fake it.Lots of info to put on sticky-notes here, lol. thanks.
    Also, by it's nature, soft-boxes, whether they be panel lights, or spotlights with shadows set to soft (Done with the 'Geometry setting' in Iray), by there very nature, do not cast well defined shadows on tiny little bumps of a surface with bump/displacement. it takes a bit of harsh light to do that.

    P.S. I had a "net" to run at 7:30 local, didn't intend to leave y'all hanging, sorry.
    http://www.scares.arrl-nh.org/calendar.html
    I am so delinquent on making a schedule, :red: lol.

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

    Jennyver said:
    sigh i hate mesh errors :(
    15000 iterations.....

    Max Samples disable is 0 or ?

    I tried setting Max Samples to 0 before, but it just closed the render without doing anything.

    Go into Parameter Settings for Max Samples and uncheck "Use Limits" and then you set the value as high as you want.

    You can disable Max Time, though. Go into the Parameter Settings and either set the minimum value to -1 or uncheck "Use Limits." (I prefer changing the minimum myself.)

  • jag11jag11 Posts: 885
    edited December 1969

    Still not getting there but trying...

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    StaciaNight.png
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  • j cadej cade Posts: 2,310
    edited December 1969

    NICE! Yea, I've read and watched several photography vids talking about using small 'Accent' (or whatever there called) lights, like the spotlights in your renders, and my test-chamber, lol.

    A spotlight twenty feet away at only 10% intensity in 3delight, shouldn't do a heck of a lot of anything, tho it dose do an amazing amount of adding that little bit of texture detail. Especially in 3delight, using Just Soft boxes just doesn't do it, it tends to drown out any detail of texture, lol.

    The same applies to photography, indoors or outside.

    I wouldnt call my spotlights accents, kind of the inverse actually. 95% percent of the light in the scene is the spotlights. The sun-sky strength is only at .06. you see that green background? That's the sun-sky with some arcane settings (between the haze slider making things yellow and the blue-red tint slider you can make pretty much any color)

    Essentially I'm using the sun-sky as low ambient lighting so that I don't have to enclose the scene to get light from every direction.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Some more PHOTOREALISTIC models!

    It could almost be a photograph!


    (Created the hair, starting to get the hang of density maps and other stuff, and increasingly happy I bought LAMH -- I was worried Iray would doom it, but not so much)

    Goldbeard2.png
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  • Oso3DOso3D Posts: 15,085
    edited April 2015

    I was gratified to find that this portrait only took 10 minutes to render. Huh.

    Hair is 120k hairs, eyebrows are 2k (I bumped it up from 1k, since the blonde doesn't show as clearly).

    I actually played with a density map for the hairline, and I'm pleasantly surprised to find it not so scary. I'm rapidly becoming a LAMH fan... ironically driven by Iray.

    I don't know how often I'm going to use LAMH for eyebrows, since that limits my options, but the range of hair options is really making me happy.
    Granted, stuff like braids and whatnot... yeeeah.

    In this portrait, I also use Unshaven beard, although the larger hairs don't show well compared to the other hairs, this close.
    (Which doesn't make Unshaven useless, by any means -- being able to quickly generate hundreds of different facial hair styles is awesome)

    Blondie.png
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    Post edited by Oso3D on
  • tl155180tl155180 Posts: 994
    edited December 1969

    jag11 said:
    Still not getting there but trying...

    That day-time image is really nice jag11. How did you set up the lighting for that?

    I'm trying to work out how people are managing to get such light shadows with so much softness in their images, but I can't figure it out.

  • 8eos88eos8 Posts: 170
    edited April 2015

    Just playing around here with some recent purchases. This is using the Pixar HDRI recommended by Mec4D and others. I converted the building's materials to UberBase, and then for the doorknobs and hinges I simply set Metallicity at 1 since they were already texture-mapped. For the marble surfaces I added some translucency and SSS and set "Base Color Effect" to "Scatter & Transmit".

    door2.jpg
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    Post edited by 8eos8 on
  • TJohnTJohn Posts: 11,339
    edited April 2015

    Belle Six

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    Post edited by TJohn on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    So subdivide it , that what you have to do for closer up render and the standard from far away.
    If you make hair so tiny they will looks like a powder brush from far away and render forever to clean up lol
    Think smart ! ;)

    In this portrait, I also use Unshaven beard, although the larger hairs don't show well compared to the other hairs, this close.
    (Which doesn't make Unshaven useless, by any means -- being able to quickly generate hundreds of different facial hair styles is awesome)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Too cute John ! lovely

    tjohn said:
    Belle Six
  • jag11jag11 Posts: 885
    edited December 1969

    tl155180 said:
    jag11 said:
    Still not getting there but trying...

    That day-time image is really nice jag11. How did you set up the lighting for that?

    I'm trying to work out how people are managing to get such light shadows with so much softness in their images, but I can't figure it out.

    In the render settings tab I'm using mostly defaults. Under Environment>Dome>Sun-Sky->Direction:
    SS Latitude: 40.76
    SS Longitud: -111.90
    SS Day: 21/03/2015
    SS Hour: 09:00:00 A.M.

    If you want even more softer shadows or no shadows, just lower the hour.

    Yep, the Lat/Long correspond to Cancun, it was a fortunate mistake 'cause I missed about 1600 miles.:)

  • tl155180tl155180 Posts: 994
    edited December 1969

    jag11 said:
    tl155180 said:
    jag11 said:
    Still not getting there but trying...

    That day-time image is really nice jag11. How did you set up the lighting for that?

    I'm trying to work out how people are managing to get such light shadows with so much softness in their images, but I can't figure it out.

    In the render settings tab I'm using mostly defaults. Under Environment>Dome>Sun-Sky->Direction:
    SS Latitude: 40.76
    SS Longitud: -111.90
    SS Day: 21/03/2015
    SS Hour: 09:00:00 A.M.

    If you want even more softer shadows or no shadows, just lower the hour.

    Yep, the Lat/Long correspond to Cancun, it was a fortunate mistake 'cause I missed about 1600 miles.:)

    Oh right - thats a far simpler explanation than I was expecting, thanks :) The scene I'm working on is set at roughly mid-day, so I can't really use that approach, but its good to know how it was done. Appreciated.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I played with some hair in Zbrush and beards and new SSS
    check in my gallery : http://www.daz3d.com/gallery/#images/65356/

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Thanks for the SubD tip, Mec4d... for some reason it just didn't occur to me that the beard could use some. Duh.

    Looking much better... also narrowing down on a blonde hair I like. (I was inspired by using a gold shader, and reminded that blonde, brown, and black hair have rather different characteristics that are well-served by taking different approaches to them)

    I still don't know why the ear looks weird like that. Hrm.

    Blondie2.png
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  • kyoto kidkyoto kid Posts: 41,841
    edited December 1969

    tjohn said:
    Belle Six

    ...what a cutie. Like the look of the sweater.


    Experimented with Belle as the base for the teen version of my Leela character and she looks so much closer to the original concept.

  • TJohnTJohn Posts: 11,339
    edited December 1969

    Mec4D said:
    Too cute John ! lovely

    tjohn said:
    Belle Six

    Thank you!
  • TJohnTJohn Posts: 11,339
    edited December 1969

    Kyoto Kid said:
    tjohn said:
    Belle Six

    ...what a cutie. Like the look of the sweater.


    Experimented with Belle as the base for the teen version of my Leela character and she looks so much closer to the original concept.
    I was thinking while I was rendering that my Belle would knock on your door and ask if Leela could come out and play. :lol:
    Thanks! That's the Genesis Fifties Everyday outfit she's wearing. The hat/hair came together in Eloiny Hair PLUS

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    tjohn said:
    The hat/hair came together in Eloiny Hair PLUS

    I picked that up during MM and thought it would look pretty good...and well, it does.

    Did you do anything special or just use the standard Iray materials/Iray Uber?

  • kyoto kidkyoto kid Posts: 41,841
    edited December 1969

    tjohn said:
    Kyoto Kid said:
    tjohn said:
    Belle Six

    ...what a cutie. Like the look of the sweater.


    Experimented with Belle as the base for the teen version of my Leela character and she looks so much closer to the original concept.


    I was thinking while I was rendering that my Belle would knock on your door and ask if Leela could come out and play. :lol:
    Thanks! That's the Genesis Fifties Everyday outfit she's wearing. The hat/hair came together in Eloiny Hair PLUS
    ..she has to go check with mum first.
    momma_Im_holme_soft_shadow.png
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  • kyoto kidkyoto kid Posts: 41,841
    edited December 1969

    ..OK messing with the train station scene. Put the trains on the correct tracks for the UK.

    Test render (cancelled after 1h 10m) just to check the scene balance. Moved signal and speed sign to opposite side (unfortunately behind the train at the station proper). Still need to add the characters.

    Swindon_Station_reversed_track_test.png
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  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Good fog effects, but the wet ground shader really sells it as a damp, foggy day.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Agreed!

    And as for my experiments, here's three haircolors with the same guy. Eyebrows and hair are LAMH, body hair is Real Hairy, and mustache is Unshaven Beard (with proper SubD)

    Threehair.png
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This discussion has been closed.