Show Us Your Iray Renders. Part II

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Comments

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Hey we could still see the humidity values from the past days .. every weather channel have it , now sadly nothing we can do about in Iray for now ..
    Many years ago I was asked in an interview how I see the future of rendering , I predicted real time PBR .... over decade later we got it with Octane .. on this time it was still a fantasy so who knows what we get tomorrow never say never lol

    Jimbow said:
    Mec4D said:
    I made test with the Sun Sky and set the time and space exactly as it was in my Photo Exif info
    gamma 2.2
    the blue sky from render matched the photo blue sky , if I set to gamma 1 the sky is double darker than the sky in the photo .. what make it clear ..

    Only if the atmospheric humidity was in the EXIF file and iray PBR has a setting to match.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Ah, I see, and I also see the problems you are talking about, with lighting baked into most diffuse color maps. Hmm.

    Experimenting with Skin Builder, which has an option that looks to have next to no lighting added to it, and then Skin Overlay to add details.

    I now see the potential future of skin sales for Iray, since pretty much all 3Delight skins have lighting-baked-in diffuse maps.

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    There seems to be quite a bit of confusion regarding the gamma values 0.4545, 1.0 and 2.2. Gamma 0.4545 is what all computer and video systems use for encoding images and video, i.e. the industry standard for storing images and video on electronic storage media, while gamma 2.2 is the corresponding industry standard for decoding the encoded images and videos for display on monitors/screens, resulting in an image displayed at gamma 1.0 (unless the user has chosen a different gamma value for his/her display).

    A conversion that is done automatically in the background whenever you open an image or video file for display on your monitor, or an image or video file is opened/decoded by any other software for internal use by that software, so you never see images or videos at gamma 0.4545, they're all automatically converted to gamma 1.0 unless you have changed the settings on your monitor (or it's a cheap monitor that isn't properly calibrated).

    Anyone is of course free to modify textures or whatever to whatever gamma value they want and like, but doing so has nothing to do with gamma 0.4545/2.2.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Total agree ....If we could see a renders with gamma 2.2 it will so bright as the sun coming from the window, so total agree
    there are monitors with gamma 2.2 but they cost over 30.000
    but most people mixing the monitor gamma with the image gamma what are total different things


    tomtom.w said:
    There seems to be quite a bit of confusion regarding the gamma values 0.4545, 1.0 and 2.2. Gamma 0.4545 is what all computer and video systems use for encoding images and video, i.e. the industry standard for storing images and video on electronic storage media, while gamma 2.2 is the corresponding industry standard for decoding the encoded images and videos for display on monitors/screens, resulting in an image displayed at gamma 1.0 (unless the user has chosen a different gamma value for his/her display).

    A conversion that is done automatically in the background whenever you open an image or video file for display on your monitor, or an image or video file is opened/decoded by any other software for internal use by that software, so you never see images or videos at gamma 0.4545, they're all automatically converted to gamma 1.0 unless you have changed the settings on your monitor (or it's a cheap monitor that isn't properly calibrated).

    Anyone is of course free to modify textures or whatever to whatever gamma value they want and like, but doing so has nothing to do with gamma 0.4545/2.2.

  • JimbowJimbow Posts: 557
    edited April 2015

    tomtom.w said:
    A conversion that is done automatically in the background whenever you open an image or video file for display on your monitor, or an image or video file is opened/decoded by any other software for internal use by that software, so you never see images or videos at gamma 0.4545, they're all automatically converted to gamma 1.0 unless you have changed the settings on your monitor (or it's a cheap monitor that isn't properly calibrated).

    Anyone is of course free to modify textures or whatever to whatever gamma value they want and like, but doing so has nothing to do with gamma 0.4545/2.2.

    Unless the rendering software as currently implemented isn't doing the conversion prior to rendering. It all comes down to how light is rendering. A grey ball lit by a single directional light:

    (added a Sun&Sky; version that highlights to me the linear lighting workflow of iray).

    GreyBall_SunSkyLighting_gamma.jpg
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    GreyBall_lighting_gamma.jpg
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    Post edited by Jimbow on
  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Testing Crytek Sponza Atrium http://www.crytek.com/cryengine/cryengine3/downloads

    Sunsky 10 AM ISO 800

    A bit noisy

    SPONZA03.jpg
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  • pearbearpearbear Posts: 227
    edited December 1969

    If you want to do a quick conversion of an sRGB image to Linear (which is what I need) and vice versa, a gamma correction of 2.2 or .4545 is the method. People "de-gamma" their texture maps in Modo, for instance, all the time.

    This video ("Gamma correction for texture painting in modo - the basics") explains why people sometimes need to apply gamma correction to textures: https://www.youtube.com/watch?v=80ogNEw9ktc It's not a new idea, and not my invention! You may not have come across the need to do this in your workflow, but it is a standard practice.

  • Pennes From HeavenPennes From Heaven Posts: 174
    edited December 1969

    These are 2 of my human iray experiments. I couldn't seem to get all the noise out of the shadows on the skin.
    I converted all textures over to iray in each of them, environment and one distant Photometric light for rim lighting. Colors really pop and most shadows are great, just that annoying noise on the skin.

    IrayExampleG2.jpg
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    IrayExample.jpg
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  • JimbowJimbow Posts: 557
    edited December 1969

    pearbear said:
    If you want to do a quick conversion of an sRGB image to Linear (which is what I need) and vice versa, a gamma correction of 2.2 or .4545 is the method. People "de-gamma" their texture maps in Modo, for instance, all the time.

    This video ("Gamma correction for texture painting in modo - the basics") explains why people sometimes need to apply gamma correction to textures: https://www.youtube.com/watch?v=80ogNEw9ktc It's not a new idea, and not my invention! You may not have come across the need to do this in your workflow, but it is a standard practice.

    Thanks for that. What he says at 02:29 I think applies to iray. Also, this link is useful:

    http://blog.irayrender.com/post/76948894710/compositing-with-light-path-expressions

    Linear space: Turn off the tonemapper before rendering

    Before you render your images, make sure that no tonemapping is applied since we want our rendering in linear space. However, turning off the tonemapping completely might result in extremely dark or extremely bright pictures that are more prone to showing fireflies. The trick is to leave the tonemapper on with its parameters set so that it outputs an image in linear space with an optimal brightness that allows the firefly filter to work optimally.

    First make the tonemapper linear by setting it to the following values:

    Burn Highlights: 1.0
    Crush Blacks: 0.0
    White point: 1.0, 1.0, 1.0
    Vignetting: 0.0
    Saturation: 1.0
    Gamma: 1.0

    Which are the values I've been using.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks for the link I was looking for this model, I saw it used by real time rendering by Nvidia dude


    Testing Crytek Sponza Atrium http://www.crytek.com/cryengine/cryengine3/downloads

    Sunsky 10 AM ISO 800

    A bit noisy

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I made the test I was talking about putting the photo exif info into the environment and the model match the photo as you see
    what would not working if I rendered with gamma 1


    Jimbow said:
    tomtom.w said:
    A conversion that is done automatically in the background whenever you open an image or video file for display on your monitor, or an image or video file is opened/decoded by any other software for internal use by that software, so you never see images or videos at gamma 0.4545, they're all automatically converted to gamma 1.0 unless you have changed the settings on your monitor (or it's a cheap monitor that isn't properly calibrated).

    Anyone is of course free to modify textures or whatever to whatever gamma value they want and like, but doing so has nothing to do with gamma 0.4545/2.2.

    Unless the rendering software as currently implemented isn't doing the conversion prior to rendering. It all comes down to how light is rendering. A grey ball lit by a single directional light:

    (added a Sun&Sky; version that highlights to me the linear lighting workflow of iray).

    NYNY_IRAY_2015.jpg
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  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Any easy solution for translucency and Inner Mouth casting shadows?

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    YOU MEAN you get shadows on the face from inner mouth ? how the heck you managed that ?

    Any easy solution for translucency and Inner Mouth casting shadows?
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Mec4D said:
    YOU MEAN you get shadows on the face from inner mouth ? how the heck you managed that ?

    Any easy solution for translucency and Inner Mouth casting shadows?
    SSS set wrong and a point light in the mouth? (Sorry I couldn't resist.)
  • pearbearpearbear Posts: 227
    edited December 1969

    Any easy solution for translucency and Inner Mouth casting shadows?

    What are your scattering and transmission settings? I haven't had the issue you're describing, it sounds like light might be passing all the way through your figure rather than just a few mm.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    LMAO !!!

    Mec4D said:
    YOU MEAN you get shadows on the face from inner mouth ? how the heck you managed that ?

    Any easy solution for translucency and Inner Mouth casting shadows?
    SSS set wrong and a point light in the mouth? (Sorry I couldn't resist.)
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Jim, I was thinking what is going on then set correctly the Latitude Longitude and the time to 6 pm on June
    well it works nice for the sunset all colors etc, I believe you set your environment time wrong since your light was coming from east on 6 pm and not west


    Jimbow said:
    And this one uses the old BBC test card, but the 50% matte grey ball and colour saturation in the lighting and sky says it all to my eye.

    june25.jpg
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  • JimbowJimbow Posts: 557
    edited December 1969

    Cath, I just used the default settings for the time of day and date. 10th of March, 18:30.

    Mec4D said:
    Jim, I was thinking what is going on then set correctly the Latitude Longitude and the time to 6 pm on June
    well it works nice for the sunset all colors etc, I believe you set your environment time wrong since your light was coming from east on 6 pm and not west


    Jimbow said:
    And this one uses the old BBC test card, but the 50% matte grey ball and colour saturation in the lighting and sky says it all to my eye.

  • JimbowJimbow Posts: 557
    edited December 1969

    It also depends on whether North is Z+ or Z-.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Heh heh.

    Yeah, light is going all the way through.

    Translucency .5, full red
    Sss: 2 trans distance, full red, .5 sss scale, .5 weight, -.9 sss direction

    Trying it now with diffuse map on trans weight and a little less trans.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Jimbow said:
    Cath, I just used the default settings for the time of day and date. 10th of March, 18:30.

    Mec4D said:
    Jim, I was thinking what is going on then set correctly the Latitude Longitude and the time to 6 pm on June
    well it works nice for the sunset all colors etc, I believe you set your environment time wrong since your light was coming from east on 6 pm and not west


    Jimbow said:
    And this one uses the old BBC test card, but the 50% matte grey ball and colour saturation in the lighting and sky says it all to my eye.

    The default was set to correspond with when the scheduled launch of the Beta was. :)
  • JimbowJimbow Posts: 557
    edited December 1969

    I'd guessed that. No doubt you've been reading these discussions with bemusement as well ;)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The front is facing the North by default the east on the right and west on the left
    bellow the standard time in Sun Sky March.10 18:30 pm

    Jimbow said:
    It also depends on whether North is Z+ or Z-.
    10-03-2015.jpg
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  • pearbearpearbear Posts: 227
    edited December 1969

    Heh heh.

    Yeah, light is going all the way through.

    Translucency .5, full red
    Sss: 2 trans distance, full red, .5 sss scale, .5 weight, -.9 sss direction

    Trying it now with diffuse map on trans weight and a little less trans.

    You want to get your SSS set up so that it doesn't allow light to pass all the way through parts of the body that it shouldn't. I like to zoom in on the hand, light it from behind with the sun, and get the skin settings so that light just passes through the thinnest parts of the fingers but not the meat of the hand, trying to mimic reality.

    Sun shines right on my bed some mornings, and I'll lie there for ten minutes before getting up observing how the light and shadows interact with the flesh of my hand.

  • JimbowJimbow Posts: 557
    edited December 1969

    Well, here, it's pub o'clock PM and time to nurse my battered head. But if you really want a battered head, don't forget the classic 42 page skin thread at CGFeedback. It's quite monster at times.

    http://www.cgfeedback.com/cgfeedback/showthread.php?t=4876

  • JimbowJimbow Posts: 557
    edited December 1969

    pearbear said:
    Sun shines right on my bed some mornings, and I'll lie there for ten minutes before getting up observing how the light and shadows interact with the flesh of my hand.

    Sad.

    ;)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The default was set on Utah time on March.10 6:30 PM
    200 S @ 207 W, Salt Lake City, UT 84101, USA to be exactly lol

    Jimbow said:
    Cath, I just used the default settings for the time of day and date. 10th of March, 18:30.

    Mec4D said:
    Jim, I was thinking what is going on then set correctly the Latitude Longitude and the time to 6 pm on June
    well it works nice for the sunset all colors etc, I believe you set your environment time wrong since your light was coming from east on 6 pm and not west


    Jimbow said:
    And this one uses the old BBC test card, but the 50% matte grey ball and colour saturation in the lighting and sky says it all to my eye.

    The default was set to correspond with when the scheduled launch of the Beta was. :)
  • pearbearpearbear Posts: 227
    edited December 1969

    Jimbow said:
    Well, here, it's pub o'clock PM and time to nurse my battered head. But if you really want a battered head, don't forget the classic 42 page skin thread at CGFeedback. It's quite monster at times.

    http://www.cgfeedback.com/cgfeedback/showthread.php?t=4876

    Inspiring stuff there!

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    pearbear said:
    Heh heh.

    Yeah, light is going all the way through.

    Translucency .5, full red
    Sss: 2 trans distance, full red, .5 sss scale, .5 weight, -.9 sss direction

    Trying it now with diffuse map on trans weight and a little less trans.

    You want to get your SSS set up so that it doesn't allow light to pass all the way through parts of the body that it shouldn't. I like to zoom in on the hand, light it from behind with the sun, and get the skin settings so that light just passes through the thinnest parts of the fingers but not the meat of the hand, trying to mimic reality.

    Sun shines right on my bed some mornings, and I'll lie there for ten minutes before getting up observing how the light and shadows interact with the flesh of my hand.
    Soooo... I'm not the only one. Could you explain it to my husband who gives me a weird look when I do stuff like that?

  • kyoto kidkyoto kid Posts: 41,845
    edited April 2015

    ...for sun placement I ditched the timeline totally and use the Sun Disk/Sun Chain when setting up outdoor scenes. Too much having to Google this and that for location Lat., Long., and timezone.

    As to getting the "perfect skin", things are getting pretty technical (isn't there a dedicated thread for this?) and the discussion seems to be going a little over my head. I pretty much just go with a base SSS skin, then apply the Iray G2 shader holding down the key and selecting "ignore". This gives me all the Iray settings without overwriting the primary skin.

    I used this method in the pic of the two girls at the bus stop, the red haired girl using the Belle SSS skin map and the brown haired one using the Josie SSS skin map.

    Post edited by kyoto kid on
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