Show Us Your Iray Renders. Part II
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Redid this page in my webcomic and added a page after: http://ladyanddragon.webcomic.ws/comics/6
(warning, some mild gore on latest page)
Back a few pages, http://www.daz3d.com/forums/viewreply/809927/
I don't know if that is allowed at daz, lol. Given some of the features resemble Yanni a bit more the zappa, looks good.
Power, yea, similar constraint. Yet it extends well beyond the computer power supply. Lets just say, that here, two 20amp circuits is just barley enough, and the power company has advised me that they will Need to extent my service beyond 200amp, IF I add to that.
:ohh:
So, the fridge, or microwave, or coffeepot, or some radios will have to go, in order to make room for Iray. The UPS will need to be made much bigger as well. So the question for me is, Is it worth the cost of a complete overhaul of my place, just to have Iray not take hours to do a render.
Colors vs real sRGB in PS. That is interesting. :coolhmm:
Back when PhotoDelux actually worked, picking a color in the sRGB picker thing, gave you that color. I gave PS a try, and it was a waste of a thousand dollars, as the program did NOT support layers (a game stopper for me). Since then I've avoided rent-wear (PS CS) like a plague, and that tidbit about the screwed up colors just makes it all completely useless for me. In my world, mid gray should always be about 127.5 (127 or 128 depending on your mood) and never anywhere else in a 24bit sRGB file.
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This seems to be working, sorry :red:.
The shader again
Back a few pages, http://www.daz3d.com/forums/viewreply/809788/
Before I spend the time with that (hours per test render), is that for a specific hair style (what one?), or just a generic shader of sorts?
This seems to be working, sorry :red:.
The shader again
Back a few pages, http://www.daz3d.com/forums/viewreply/809788/
Before I spend the time with that (hours per test render), is that for a specific hair style (what one?), or just a generic shader of sorts?
Not a particular one, I test it on several I have.
An Elder Scrolls fan art composited from two renders, one with fog and one without. Try as I might I could not get the effect of bodies moving through and disrupting the fog otherwise. The sword effect is postwork.
Oh. That one was the last Hair I tested it before I saved the Shader Preset.
Here are the settings.
Meanwhile I will open a new DAZ Studio instance with settings posted applied over Dream Hair and save the Shader Preset again.
It would be great if someone else could test the settings to find out if it is working just in my computer.
Dont forget to download the normal map and use it and adjust Render settings's threshold to 3072.
ok. I remembered to do that and the 'top coat roughness' setting to .25
Oh. That one was the last Hair I tested it before I saved the Shader Preset.
Here are the settings.
Meanwhile I will open a new DAZ Studio instance with settings posted applied over Dream Hair and save the Shader Preset again.
It would be great if someone else could test the settings to find out if it is working just in my computer.
Dont forget to download the normal map and use it and adjust Render settings's threshold to 3072.
I will give that a shot, tho others more then likely have better Iray computers.
I see two zips there, are they both needed, or just the 3rd update (revision 3, or whatever)?
I see two zips there, are they both needed, or just the 3rd update (revision 3, or whatever)?
Grab the one that says fixed.
Oh. That one was the last Hair I tested it before I saved the Shader Preset.
Here are the settings.
Meanwhile I will open a new DAZ Studio instance with settings posted applied over Dream Hair and save the Shader Preset again.
It would be great if someone else could test the settings to find out if it is working just in my computer.
Dont forget to download the normal map and use it and adjust Render settings's threshold to 3072.
You say to download the 'normal map'? Where is this?
You say to download the 'normal map'? Where is this?
Inside the file Iray Black Hair Shader fixed.zip. It's name is CabelloNM. You already have it.
So, after a lot of experiments, I think I've dialed in a fairly solid base for skin that doesn't involve really extensive alteration, but it does adjust things a little:
Take diffuse maps, copy them somewhere to edit.
Increase contrast 40% (+40 in most Photoshop-like things), decrease saturation by 50%.
It wouldn't hurt to lighten the skin a lot, but check levels to see where the upper range of the map is so you don't lose anything. And then make sure to use the same Brightness on all three maps (face, limbs, torso).
Save as .png, not .jpg (you want to preserve as much detail as possible, I think)
Convert skin to Iray Base. Get rid of all the maps in Gloss/Top coat/Transmitted weight -- you only want diffuse, bump, normal (if you have it) and displacement (if you have it).
Set translucency weight to somewhere between .1 (for very dark skin) and .5 (for very fair skin). Translucence color should be 187 255 255.
Set base color mixing to scatter and transmit. This gives you a SSS reflectance color, which can be useful to compensate a bit for the translucency color. For lighter skin, I find it useful to set this to 245 255 255 -- essentially adding a touch of cyan to counterbalance the pinkiness (unless you WANT that).
At this point you can add a little diffuse color -- if the skin is a bit too light, you can easily shade it with gray. Or you can push it more olive toned.
SSS: Transmitted distance 2, color 187 255 255 (I don't know if this actually matters), SSS measure distance .5, weight .3, angle -.5
My approach to gloss is to use gloss for a general lightening effect, and top coat for sweat/oil/shine. I also use 1.33 (water) for surface oil -- I'm not sure it's accurate, but sweat is close to that value and I'm unconvinced it really matters much, so hey.
Gloss:
Weight .5, Color white, roughness .6-.8 (it might make sense to go toward the lower range for younger/smooth skin, higher for older/rougher skin)
Top coat:
Fresnel, weight .2-.5 (depending on how schweaty you want this person), color white, IOR 1.33 (or whatever), roughness .3-.5 (lower makes it really wet looking, if you go higher you may want to compensate and lower the weight a little or you can end up with 'greased pig.')
Yeah, a top coat weight map to cover how the body's skin oil is laid out would be nice, but unless you are specifically doing some sort of wet droplets map, I haven't found any easy/worthwhile way to do it. (If you feel up to painting one yourself, take a look at cosmetics images for T zones and similar. Heh)
If you have HD morphs, great, be sure that the figure's Resolution is at least 3. You might also want to experiment with upping Bump a little, at least until you end up with Concrete Monster and then yoke back. I find .2 to .5 Bump is good, and Displacement should be kept around -.1 to +.1 -- higher ranges can really do messy things to your model.
Ideally skin should reflect melanin, but diffuse maps bake everything in to fake lighting.
If you DO somehow manage to get a melanin map, you might want to use that, inverted, as a translucency weight map, but so far I've found most translucency weight maps not to be worthwhile.
If you are really artistically inclined you can do funky stuff like Mech4D painting in bones to lower translucency in key parts.
The Belle model has a translucency color map that's kind of nice, but, again, generally not worth it unless you have access to cool shadow maps.
For the rest of us? The top bit of what I said should give you decent results with your previous skins.
Anyway, I hope people like this and let me know how it works for them.
So, I need to place CabelloNM.jpg in the normal Map setting for all the hair? That is a difference. I also want to mention in your screen shot of all the hair settings, nothing is in the Normal Map setting.
timmins.william,
I have copied your suggestions to my OneNote notebook. Thanks for the info!!
8000 x 4000
I rendered both images separately but for the life of me can't get them to layer in Gimp...
...turning off Draw Dome should leave you with the shadow catch plane the character and the transparency background. Also, remember to save any image that will be layered on top ofthe background image as a .png as this preserves the transparent background.
After both the background and character are rendered, when you go into Gimp open both the rendered background and character as separate files. Click "Copy Visible" (Edit menu) for the character. Then switch to the background image and click "Paste". It should place the character exactly where she would be if you rendered everything in one pass provided you did not move the camera or character between renderings.
Okay...
Here is the "Cheaters" version.
Gen looks a lot better against a sharper background even if her shoes don't quite fit right. (not going to mess with them in a test render... :P)
timmins.william, I was merely debating methods of varying translucency with Mec4D and others, Not actually making bone maps, lol. In fact I explicitly remember Mec4D explaining that she has seen others do finger bone maps, however she dose not, as good practice for different viewing angles and such.
As for the rest, Yes, and Epic thanks for the info, as I suspect it would take years for me to do all the testing to find those settings with this decrepit wanna-be workstation. :lol:
Yep, it should be there...
EDIT: It should be in Top Coat Bump. Ignore the above line.
The file, CabelloNM,jpg is in the Top Coat Bump with a setting of 1.00. I had placed it in the normal map and did a render...
I will take it out of the Normal map setting and do another render.
Most of the day I work on a laptop (3+ years old) at the office, whith a poor Intel video card, what I do is render small images, 320 pixels and Cheat big time:
Go to Render Settings|Editor|Progressive Rendering and set Max Samples to a small value, like 16, 32, 64.
Obviously image is crappy but good enough to see the overal result.
At home I use full value 5000.
Intel Core i7-4770 at 3.5Ghz
16Gb RAM
1 Solid State Drive & 3 Hard Disk Drives
NVIDIA GeForce GTX 780
10 Point MultiTouch ViewSonic 27" Monitor
http://www.daz3d.com/forums/viewreply/803870/
It doesn't look like Oil anymore.
I think Top Coat Bump at 1 is pretty high, lower it to .40 o .35, it's purpose is to produce subtle light changes as hair not so bumpy.
http://www.daz3d.com/forums/viewreply/803870/
Yep, it has to be used only in the Top Coat Bump with the Top Coat Bump Mode=Normal Map.
zarcondeegrissom,
I thought it was odd to place that file there but I had misread the instructions from jag11. Anyway, I have removed it and rechecked the settings and did another render. (Test image with Dream hair) I will lower the Top Coat Bump and re-render.
My machine is a i7 2600 @ 3.4 16gb with single ATI Radeon.
Weird. I thought I pulled out the CabelloNM.jpg file from the above file but didn't. Here is the render without it. Also, All these are about 70% complete.
My eventual plan is to use the GT730, to keep the displays off the Iray cruncher cards, eventually.
P.S.
If I could just throw cash at an ALL new Mobo/Ram/i7 combo. Considering all the other stuff I do with this computer, I would get a 4-socket Mobo, and throw four 8-core AMD's in it. It's just a funny way to think of the costs, lol.
Here is my finale version of my Sunday project CHESTER , everything modeled in zbrush
back to the 70's ? or still in the 70's style ? lol
I sculpted the character on 10 million poly for each material group so around 40 million total, extracted my normal and displacement and used on the lower subd version on G2M base . My graphic card have only 2GB so I am allowed to have max 8 million poly in DS loaded in the scene for that reason the scalp hair did not rendered sub-d as it should
I hope you like my experiment
...that could easily be mistaken by many for a photograph.
I admire those like yourself with the skill for modelling and sculpting.
For myself, I'm stuck with the Daz figures and what I can do with the morphing controls. No Z-Brush (can;t afford it) and no modelling skill (discouraged by Hexagon's instabilities and just can't wrap my brain around Blender).
Thanks Guys , I just want to see what 8K 3D based normal maps ( and not from photograps) do to the surface in Iray .
LOL Disco-Tech sounds good too .. I am from the 70's I remember haha
clever treatment of the eyes. did you remove the eyeReflection surface or did you bulge that out as well? I'm wondering about the shader too used, thick glass, water immersion maybe, as you mentioned liquid in the eyes?