Show Us Your Iray Renders. Part II

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Comments

  • scottidog2scottidog2 Posts: 319
    edited April 2015

    Musicplayer, very kind of you to show the screen grabs. Thank You.

    Post edited by scottidog2 on
  • ArtiniArtini Posts: 10,297
    edited December 1969

    Does anybody know how to improve shadows in the scene rendered with HDR environment map (Dome only)?
    I have tried to edit HDR map and put some white oval in it, but it does not seem to have any impact on the render.
    Below is my Iray render, render settings and smaller, LDR version of environment map.
    Thanks in advance for any help.

    sky17e02sc.jpg
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    PlanetX1sc08v10pic01renderSettings.jpg
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    PlanetX1sc08v10pic01.jpg
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  • ArtiniArtini Posts: 10,297
    edited April 2015

    ... I would like to have the type of shadows similar to the ones in render below. Thanks.

    PlanetX1sc08v04pic01.jpg
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    Post edited by Artini on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Suggestions:
    Change the HDR with the white oval so that the backdrop is very very very dark except for the 'sun.'
    Just put in a light source at roughly the right angle at a great distance and light the entire scene. (The HDR becomes background/ambient light)
    Don't put the map into Environment, put it in as a backdrop and use Sun node normally.

  • ArtiniArtini Posts: 10,297
    edited December 1969

    Thanks for the advices, timmins.william. I will try them now.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Playing around with a smallish file, I only got good lighting once I added gamma to like 5, or used a huge amount of contrast.

    I suspect your best bet would be reducing brightness a lot on a lossless file, then pasting in a sun, so there's a lot of contrast between the two (just adjusting contrast can do silly things to your image)

    I'm not convinced you can do all the lighting you need from a single HDR file... hmm.

  • ArtiniArtini Posts: 10,297
    edited April 2015

    After further experiments, I got some shadows, but the look of the windows glass has changed.
    Have just used regular skydome, with Iray uber shader applied, and HDR map inserted to diffuse and emission channels.
    As a luminance map, I have just created a map with all black and a small white oval (from the previous one).
    I have adjusted glossiness on the suits, so their look have changed as well.
    Renders much longer in Iray and still have some fireflies.

    PlanetX1sc08v15pic05.jpg
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    Post edited by Artini on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    I think I' e noticed problems with only one emission object lighting a scene... you might want to experiment with adding light sources to see if that might be contributing to the render time.

  • ArtiniArtini Posts: 10,297
    edited December 1969

    Ok, I will give it a try.

  • pearbearpearbear Posts: 227
    edited December 1969

    I was inspired by a discussion here a day or two ago about sunlit renders to do this pool scene. The figure is from ZBrush, clothes from Marvelous Designer, and most of the props are from DAZ's "Poolside" set. I lit with the sun and added a large photometric spotlight for a soft front fill on the figure. And I got the atmospheric haze by making heavy use of the scattered fog technique as described by jag11 here a month ago: http://www.daz3d.com/forums/discussion/53690/P960
    Wow, it's been a month since then already?!

    beach.jpg
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  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Wow, pearbear, that's nice.

    Artini... couple of things: turn off Visualise Finite Dome, that's not intended to be a final render setting.

    Have you rotated the dome to position the "sun" from the image better?

    Bring the Environment lighting Resolution up higher, and maybe boost the Environment Intensity slider.

    You might also want to adjust your tone mapping, Try Iso 200, F/stop 11, Shutter Speed 92

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Fiddling some more with hair and skin settings. I think I'm dialing in to a set of settings I'm happy with.

    My current go-to skin is:
    Base color: diffuse map
    Glossy color/translucence color: diffuse map corrected linear (in Paint.net, I run Levels .46, which seems to do the trick)
    Translucence weight .5, gloss weight 1, glossy roughness 1, glossy reflectivity 0.

    Then the 'gloss' comes from top coat with usual settings.

    This is the Eisa skin. The base model is stock Genesis 2 Female with the Victoria 6 HD details added (but not the model).

    Hair is some crazy thing I made in LAMH again. (Eventually maybe I'll make non-goofy haircuts)

    Eisa2.png
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  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Finally got a comb-back hairstyle I'm happy with, and also dialing in with appropriate skin.

    Brunette_guy.png
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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Finally got a comb-back hairstyle I'm happy with, and also dialing in with appropriate skin.

    You may be happy with the hair...but your subject doesn't look too happy with it... :lol:

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Heh heh heh... he'll wear that hair and LIKE IT!

    This woman is happier that I've finally gotten better at hairdos and pulling off redhead look. (Dark reddish-brown base, medium orange .1 translucency, straw yellow gloss)

    Redhead.png
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  • Oso3DOso3D Posts: 15,085
    edited December 1969

    And here's that crazy goldbeard dwarf from before, except I used the redhead shader from the previous image... and also used the same skin.

    So the previous woman's surfaces, entirely, slapped on this guy. Works well for redheads! For anything else I'd probably add a little more color on the channels, or maybe try using the normal diffuse map (which, for Eisa, is still pretty pale)

    Redbeard.png
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  • ZilvergrafixZilvergrafix Posts: 1,385
    edited April 2015

    I'm very lazy waiting for a render to finish, I prefer stop the process when I see something "ok" for my experiments.
    mostly of all are Skin Settings and HDRI for the illumination:

    Note: mistakes were intentional, like poked hair, hands...etcetera, non artistic renders, most are WIP, in fact, all my works are mere WIP XD

    TIP: use the metallicity parameter.

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    Post edited by Zilvergrafix on
  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    Using the skin settings I discussed in my earlier post, this is Logan http://www.daz3d.com/logan

    The scene is lit with an HDRI called Zion Sunsetpeek, kindly made available for free from http://www.hdrlabs.com/sibl/archive.html

    :-)

    Logan.png
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  • evilded777evilded777 Posts: 2,482
    edited December 1969

    A hint on hair: Anisotropy.

    Add about .13 anistropy and .25 anisotropy rotations

  • rovrov Posts: 46
    edited December 1969

    Playing with skin settings on a nice and sunny day :-)
    In order to get the sweaty/oiled/tanned look:
    Translucency weight of 0.4 with HSV 8/180/220
    glossy layered weight of 0.5
    glossy white color
    glossy reflectivity1
    Glossy roughness 0.7
    Top coat weight 1
    Top coat roughness 0.4
    Top coat layering mode fresnel
    Top coat IOR 1.4
    Transmitted color HSV 207/62/171 no changes to the measurement distances.
    SSS amount 0.4
    SSS direction -0.5

    The water surface is thin water IRay setting with glossy color and bump adjustments (on Sultan Pool bumpmap)
    HDRI lighting with 0.2 headlamp fill

    lady-in-pool.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Rendering previews for my Unshaven 2 set for G2M
    clothing and hair I made with Zbrush

    UNSHAVEN_PROMO_DOUBLE2.jpg
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  • rovrov Posts: 46
    edited December 1969

    Mec4D said:
    Rendering previews for my Unshaven 2 set for G2M
    clothing and hair I made with Zbrush

    This is looking awesome!
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks a lot .. 35 style a lot of rendering today lol
    bellow the infamous Copstache


    rov said:
    Mec4D said:
    Rendering previews for my Unshaven 2 set for G2M
    clothing and hair I made with Zbrush

    This is looking awesome!
    COPSTACHE.jpg
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  • TJohnTJohn Posts: 11,339
    edited December 1969

    @Mec4D
    Here, just take my money. :lol:

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    LOL that's funny John
    Going to add also a scalp hair with some styles to match the unshaven .
    It render so cool with Iray so I am adding some extra hair shaders with different colors

    tjohn said:
    @Mec4D
    Here, just take my money. :lol:
  • tl155180tl155180 Posts: 994
    edited April 2015

    pearbear said:
    I was inspired by a discussion here a day or two ago about sunlit renders to do this pool scene. The figure is from ZBrush, clothes from Marvelous Designer, and most of the props are from DAZ's "Poolside" set. I lit with the sun and added a large photometric spotlight for a soft front fill on the figure. And I got the atmospheric haze by making heavy use of the scattered fog technique as described by jag11 here a month ago: http://www.daz3d.com/forums/discussion/53690/P960
    Wow, it's been a month since then already?!

    Thats another really great image pearbear :) I don't think it looks nearly as realistic as your previous images though, a bit more cartoony perhaps, but I think thats down to the quality of the Iray sun-sky. From my perspective the Iray sun just doesn't quite look right. I find it has a slight tendency to make characters look a bit plastic. Don't know why - perhaps it makes them appear too smooth. Its still a gorgeous pic though!

    Thanks a lot .. 35 style a lot of rendering today lol
    bellow the infamous Copstache

    Nice portrait! He looks just like Dorian from Dragon Age 3 (only better quality, of course). Very realistic. Which model is this?

    Post edited by tl155180 on
  • 8eos88eos8 Posts: 170
    edited December 1969

    My current go-to skin is:
    Base color: diffuse map
    Glossy color/translucence color: diffuse map corrected linear (in Paint.net, I run Levels .46, which seems to do the trick)

    You only corrected the glossy/translucence maps, but not the base one? Or did I read that wrong?

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks, it is Giannie head 0.74% and Michael 6 head 0.49%
    textures are from my old Hunk Megapack for M4 using M4 UVs on G2M
    I have also Dorian's beard style in the set


    tl155180 said:

    Mec4D said:
    Thanks a lot .. 35 style a lot of rendering today lol
    bellow the infamous Copstache

    Nice portrait! He looks just like Dorian from Dragon Age 3 (only better quality, of course). Very realistic. Which model is this?

  • tl155180tl155180 Posts: 994
    edited December 1969

    Mec4D said:
    Thanks, it is Giannie head 0.74% and Michael 6 head 0.49%
    textures are from my old Hunk Megapack for M4 using M4 UVs on G2M
    I have also Dorian's beard style in the set


    tl155180 said:

    Mec4D said:
    Thanks a lot .. 35 style a lot of rendering today lol
    bellow the infamous Copstache

    Nice portrait! He looks just like Dorian from Dragon Age 3 (only better quality, of course). Very realistic. Which model is this?

    Wow, really?! I figured it must have been one of the newer HD sets from the quality. Thats really impressive!

    If you decide to produce some Iray skin textures for the market after full release, I think I'll definitely be snapping them up :)

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    8eos8 said:
    You only corrected the glossy/translucence maps, but not the base one? Or did I read that wrong?

    Correct. I found that translucence effectively really darkens the diffuse map, but it looks normal in base color. So using the standard map in diffuse map and corrected in translucence (and glossy) helps keep the original skin tone.

    I found if I used a corrected diffuse map, the resulting skin would get REALLY pale and washed out the less translucence I applied.

    Mec4d: Nice. I was thinking that it'd be cool to have something like Unshaven beard for the scalp. It's fun making hairstyles, sure, but something faster and 'lighter' load for Iray would be good.

This discussion has been closed.