Show Us Your Iray Renders. Part II
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Comments
...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.
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. :)
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.
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.
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).
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.
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.
I think it looks pretty good! The lighting is very real.
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.
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
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.)
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 :-)
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/
Pearbear, any simple tips on how to do something like your sweat with specularity?
I'm not sure where I'd even begin.
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
...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.
...I think you just sold me on this. Been waiting to see how it looked in Iray.
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
...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.
...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.
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
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 ..
...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.
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.
...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
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).
That looks really good. What hair is that? I don't think I've seen it before.
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.