Show Us Your Iray Renders. Part II

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Agreed!

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

    That is cool. As often as I've wanted something like that, It's the one emoticon that's missing here, lol.
  • kyoto kidkyoto kid Posts: 41,841
    edited April 2015

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

    ...thank you.

    Am interested in the how composition looks compared to the earlier images I posted as by default, the set is follows the American (right track) rather than UK (left track) standard for direction of train travel.

    Post edited by kyoto kid on
  • TJohnTJohn Posts: 11,339
    edited December 1969

    mjc1016 said:
    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?
    Just the Iray Base. :)

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Kyoto Kid said:
    ..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.

    Um... expletive deleted wow.

    Except for the neon (?) on the train there, I would be really hard pressed to say that was NOT a photo.

  • Scott LivingstonScott Livingston Posts: 4,348
    edited December 1969

    It's so cool to see everyone's progress and discoveries on various fronts. :)

    Here's my latest render, my first effort with the lovely Monique who I purchased earlier this month. The set is just a big primitive cube with some lights and an emitter...no HDRI or anything. I see some flaws, but overall I'm very happy with how it turned out.

    Hair is Omri Hair with modified materials based in part on Kamion99's settings. For the skin I used Monique's textures, the Iray Optimized preset, and modifications based on suggestions by various people in the forum.

    monique1a.jpg
    1000 x 1294 - 910K
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.

    Justin2.png
    988 x 1600 - 2M
  • Scott LivingstonScott Livingston Posts: 4,348
    edited December 1969

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.


    He looks great! The lighting is really nice and I think the veins came out well. He does sort of resemble a figurine, at least to me...not sure if that was at all intended, but I think it has more to do with the pose, outfit, and set, not that the skin is plastic-looking (it isn't).
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.


    He looks great! The lighting is really nice and I think the veins came out well. He does sort of resemble a figurine, at least to me...not sure if that was at all intended, but I think it has more to do with the pose, outfit, and set, not that the skin is plastic-looking (it isn't).Agreed. I have been lurking around, and it is kind unfair of me to not at least mention...

    Nice renders Everyone. :coolsmile:

    I've been working on many other things, whittling down that 'Want to get done' list of mine, lol. So I have not messed with Iray myself in a while.

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.


    He looks great! The lighting is really nice and I think the veins came out well. He does sort of resemble a figurine, at least to me...not sure if that was at all intended, but I think it has more to do with the pose, outfit, and set, not that the skin is plastic-looking (it isn't).

    Thanks Scott, I can understand your comment... its not a very naturalistic scene.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.

    I think it looks pretty good! The lighting is very real.

  • pearbearpearbear Posts: 227
    edited December 1969

    Scott and Evilded, those are both looking awesome. Scott, the hair looks particularly good... I'm going to look for the settings you mentioned.

    I've been doing a lot of experimenting and tests and wanted to try for a put-together illustration using some of what I've learned. I was particularly inspired to get back into skin settings after getting my hands on the 8000 pixel Normal maps that come with Macro Skin. I'm really liking those.

    This is a heavily tweaked skin using Macro Skin textures, some custom morphs done in Z-Brush, clothes made in Marvelous Designer, and minor clean up and bloom done post-render.

    If the bloom in Iray had a "desaturate" setting, I might be able to use it. Iray's bloom tends to be unnatural looking when shining off of colorful objects, so I did it in Photoshop. In photography, bloom is the color of the light causing it (generally white, or yellowish if from sun), rather than the color of the object it is bouncing off of. So golden sunlight hitting a man in a blue sweater should cause a purely golden bloom, not a blue one.

    gymrender.jpg
    866 x 1200 - 673K
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    WOW that is really nice .. dark foggy day really love it .. I wonder what would do to it if you get the lamp glowing slighting with light emitters
    would be really atmospherics , GOOD JOB

    Kyoto Kid said:
    ..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.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    pearbear said:
    Scott and Evilded, those are both looking awesome. Scott, the hair looks particularly good... I'm going to look for the settings you mentioned.

    I've been doing a lot of experimenting and tests and wanted to try for a put-together illustration using some of what I've learned. I was particularly inspired to get back into skin settings after getting my hands on the 8000 pixel Normal maps that come with Macro Skin. I'm really liking those.

    This is a heavily tweaked skin using Macro Skin textures, some custom morphs done in Z-Brush, clothes made in Marvelous Designer, and minor clean up and bloom done post-render.

    If the bloom in Iray had a "desaturate" setting, I might be able to use it. Iray's bloom tends to be unnatural looking when shining off of colorful objects, so I did it in Photoshop. In photography, bloom is the color of the light causing it (generally white, or yellowish if from sun), rather than the color of the object it is bouncing off of. So golden sunlight hitting a man in a blue sweater should cause a purely golden bloom, not a blue one.

    That looks incredibly real. So Macro Skin is a good buy for Iray users? I held off because I wasn't sure.

  • pearbearpearbear Posts: 227
    edited April 2015

    That looks incredibly real. So Macro Skin is a good buy for Iray users? I held off because I wasn't sure.

    Thanks! It was worth it to me, mainly because I've been waiting for a long time for someone to release high resolution Normal maps for DAZ figures. The ones in Macro Skin are really good. The torso and limb maps are each 8000 pixels, and the face is a 4000 pixel Normal map. So I'm not using any bump maps in that render, just the Macro Skin Normal maps. I made custom spec maps, trying to get a mottled sweaty skin look.

    I'm hoping that 8000 pixel maps become more of a regular thing in the DAZ store - that's when you've got enough microbump detail for the skin to really start looking real, in my opinion.

    edit - I added a close up. I think the texture the Normal maps give the hands look especially good here. (I have HD Vascularity morphs turned up in the hands too.)

    gymrender_close.jpg
    1759 x 1070 - 2M
    Post edited by pearbear on
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    You can see my last one in my DAZ gallery : http://www.daz3d.com/gallery/#images/65409/
    hair with Zbrush
    I tried the Back-scatter for the shirt
    Used also the HDRI Castle free map for lighting

    Post edited by MEC4D on
  • AlexLOAlexLO Posts: 193
    edited December 1969

    Mec4D said:
    You can see my last one in my DAZ gallery : http://www.daz3d.com/gallery/#images/65409/
    hair with Zbrush
    I tried the Back-scatter for the shirt
    Used also the HDRI Castle free map for lighting

    How was your trip to the islands? Did you climb up to get any coconuts on those trees? Who's the handsome guy you took of picture of? Inquiring minds want to know! LOL :-)

  • AlexLOAlexLO Posts: 193
    edited April 2015

    My latest portrait / skin study is in the gallery, please stop by and let me know what you think.

    On the road to Sparta, we now know who was at the end of "The Passage"
    http://www.daz3d.com/gallery/#images/65410/

    The-Passage-iray-rendo-thumb.jpg
    300 x 200 - 23K
    Post edited by AlexLO on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Pearbear, any simple tips on how to do something like your sweat with specularity?

    I'm not sure where I'd even begin.

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

    Kyoto Kid said:
    ..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.

    Um... expletive deleted wow.

    Except for the neon (?) on the train there, I would be really hard pressed to say that was NOT a photo.
    ...ah, the red header lights. Still need to adjust the intensity of those. Just wanted to see if the positioning of the trains looked good

  • kyoto kidkyoto kid Posts: 41,841
    edited April 2015

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.


    ...lighting and pose look really good. Skin looks a bit pale, but in Iray it seems totake a lot of work to get just right. Still struggling with skin myself.

    Mec4D is on the right track.

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

    pearbear said:
    Scott and Evilded, those are both looking awesome. Scott, the hair looks particularly good... I'm going to look for the settings you mentioned.

    I've been doing a lot of experimenting and tests and wanted to try for a put-together illustration using some of what I've learned. I was particularly inspired to get back into skin settings after getting my hands on the 8000 pixel Normal maps that come with Macro Skin. I'm really liking those.

    This is a heavily tweaked skin using Macro Skin textures, some custom morphs done in Z-Brush, clothes made in Marvelous Designer, and minor clean up and bloom done post-render.

    If the bloom in Iray had a "desaturate" setting, I might be able to use it. Iray's bloom tends to be unnatural looking when shining off of colorful objects, so I did it in Photoshop. In photography, bloom is the color of the light causing it (generally white, or yellowish if from sun), rather than the color of the object it is bouncing off of. So golden sunlight hitting a man in a blue sweater should cause a purely golden bloom, not a blue one.


    ...I think you just sold me on this. Been waiting to see how it looked in Iray.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The Highlight Burner remove a lot of the red tones from the render , make sure you set it off when create skin
    It is under the Tone Mapping menu , the skin can turn quick into chicken breast


    Kyoto Kid said:
    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.


    ...lighting and pose look really good. Skin looks a bit pale, but in Iray it seems totake a lot of work to get just right. Still struggling with skin myself.

    Mec4D is on the right track.

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

    Mec4D said:
    WOW that is really nice .. dark foggy day really love it .. I wonder what would do to it if you get the lamp glowing slighting with light emitters
    would be really atmospherics , GOOD JOB

    Kyoto Kid said:
    ..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.


    ...thank you.

    Do you mean the lights on the platform? I already have applied the emissive shader to them using the default luminance I did try setting the units to Watts but the surrounding glow was too "noisy" even in the finished render. I beleive it may have to do with the fact I added a bit of refractive roughness to the cube to get the "misty" look.

    I live in Portland OR and we get a lot of days like this here so I have good examples to draw from.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    It create a blue effect bloom because of the level of brightens , setting down the color level will eliminate it
    in PBR everything need to have the right values anything that go out the range will be calculates by the bloom effect as light , light reflection or emitter . I noticed it in the first week when something was to bight in the scene

    pearbear said:

    If the bloom in Iray had a "desaturate" setting, I might be able to use it. Iray's bloom tends to be unnatural looking when shining off of colorful objects, so I did it in Photoshop. In photography, bloom is the color of the light causing it (generally white, or yellowish if from sun), rather than the color of the object it is bouncing off of. So golden sunlight hitting a man in a blue sweater should cause a purely golden bloom, not a blue one.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Yes ... if I did not know better it would past as a photo on the first look ...
    maybe you can try with photo metric light and the right profile for this light type
    it is good the way it look anyway, just was curious ..

    Kyoto Kid said:
    Mec4D said:
    WOW that is really nice .. dark foggy day really love it .. I wonder what would do to it if you get the lamp glowing slighting with light emitters
    would be really atmospherics , GOOD JOB

    Kyoto Kid said:
    ..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.


    ...thank you.

    Do you mean the lights on the platform? I already have applied the emissive shader to them using the default luminance I did try setting the units to Watts but the surrounding glow was too "noisy" even in the finished render. I beleive it may have to do with the fact I added a bit of refractive roughness to the cube to get the "misty" look.

    I live in Portland OR and we get a lot of days like this here so I have good examples to draw from.

  • pearbearpearbear Posts: 227
    edited December 1969

    Pearbear, any simple tips on how to do something like your sweat with specularity?

    I'm not sure where I'd even begin.

    I'll do my best! I approached the specularity of the skin here as a two layered concept (dry skin as the first layer, oil and sweat as the second), using the metallicity/roughness Iray shader as a start.

    After getting a good dry skin look in the first layer, I used the Top Coat settings to make the sweat. I painted a grayscale map for Top Coat Weight in Photoshop. I studied pictures of sweaty people, and saw that when sweat is running down the body, the dripping rivulets leave a very glossy trail with the surrounding skin having a lesser, more mottled shine. So on my map, I painted a very dark gray over the whole thing to represent the least amount of Top Coat Weight I wanted. I used some grungy photoshop brushes to build up lighter areas, keeping it random looking and mottled, and getting it lighter where there would be the most sweat shine, such as the chest and shoulders. Lastly for the map painting, I used my lightest gray to paint some individual rivulets of sweat running down the body. That's where it will look glossiest and the most amount of Top Coat Weight will be applied.

    Next, I set Top Coat Weight to 1.00, Top Coat Color to 1.00, 1.00, 1.00, and Top Coat Roughness to 0.20 and left the rest of the settings as is. The map didn't look perfect on the first try, so there was some trial and error as I did a test render, adjusted the map in Photoshop, and tried it again, 4 or 5 times back and forth and with different lighting conditions until I was happy enough. Once I got the map looking good enough, I also applied it to Top Coat Bump at .50 to add more depth to the sweat's specular highlights. A cool thing about Top Coat is that it adds whatever bump or Normal map you put in Top Coat Bump to the normal or bump map in your base skin layer. The Skin Macro normal maps provided great detailed surface bumps in the base layer for the sweat to sit on top of.

    In the future, I may try adding a more 3D sweat droplet effect with a specially painted bump or normal map in the Top Coat Bump. I experimented with it a bit already, and had somewhat promising results but decided it was a complicated job for another day.

    The main advice I have is to study high resolution pictures of sweaty fitness models and try to figure out what kind of map you could paint to achieve that effect. Painting the map is easy, even something random and sloppy will break up the speculars nicely. It was mostly a matter of adjusting the dark and light levels of the map in Photoshop via trial and error to get the amount of shine I wanted, and I think there's still a lot of room for improvement in what I've done.

  • kyoto kidkyoto kid Posts: 41,841
    edited April 2015

    ...running another test with the lights set to Watts, intensity at 100w and it seems to be rendering a bit "cleaner" . So far am seeing an effect I like that lends to an even more realistic look as the lights are reflecting in wet surface of the near platform.and on the rails from the opposite one.

    Also toned down the rear header lamp of the train on the far track

    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    I'm not sure my painterly skills are up to that, but it's worth a shot.

    I've been thinking of doing something similar with blood spatter (or mud, or whatever).

  • JackFosterJackFoster Posts: 143
    edited December 1969

    Well... I'm starting to think that the long hours of testing and not being satisfied are starting to pay off.

    Comments? Any and all appreciated.

    That looks really good. What hair is that? I don't think I've seen it before.

  • pearbearpearbear Posts: 227
    edited December 1969

    I'm not sure my painterly skills are up to that, but it's worth a shot.

    I've been thinking of doing something similar with blood spatter (or mud, or whatever).

    Give it a shot for sure, I think you'll be surprised at how easy it is. A Top Coat Weight map for sweat is probably even easier than blood or mud, since you only see it where the light is glinting off, so as long as it's kinda random with a few rivulets it'll add a nice element to your render. Also, for your blood or mud maps, finding some nice splatter shaped Photoshop brushes online will be a big help.

This discussion has been closed.