Show Us Your Iray Renders. Part II
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Love it, great job !!!
Thank you pearbear, I was totally unaware of the older guy Pete when I made my character, and looked him up in a google search, and I see the likeness you are referring too.
I now need to work on my characters eyes. Even with light reflections and cornea bulge, most eye renders are too 'glassy' and uniform in colour with not enough shadows and detail to give the eyes 'real' form. With every artist, regardless of medium being used, paint, pencil etc, eyes are the greatest challenge.
What can I say....absolutely stunning renders....so realistic. Stonemason's sets and texture maps are amazing, and you have brought them to life. Excellent artwork, and Iray showcase. :-)
Kind regards.
OK, testing out wet skin textures in Iray.....tried for a full week to utilize SimonWM's Wet Geometry Shells in Iray and make them look Photo realistic, but failed miserably. Not even worth posting the results. Went back to the drawing board and started from scratch to try and come up with a formula for the "wet look".....Used V6 HD as base model. applied Iray Uber Base, then Macro skin Shader, including all original texture maps. Next, I went into the Top Coat channel, and created Normal Maps (Crazy Bump) to add to each skin segment. Set the Glossy Roughness of each to 0%, which then activated the Back Scattering Weight Channel of each, which I then increased to 0.50%. This is the result.....only sharpness and color enhanced post render.....
(Image removed for nudity.)
more dust and atmosphere testing,
Getting there but it still looks "oily" wet instead of "water" wet.
It is most noticeable in the hair but that might be a different issue altogether taking into account the fussing about one has to do to make hair look realistic under IRay.
Make sure you all glossy are not Scatter only but also Transmit other way you will get dark edges around the model like glass , using transmit you allow the light to falloff and this way realistic surface for skin or anything organic , not bad attempt
One thing you may be missing is a bump map for the white of the eye. In real life it isn't perfectly smooth and the slight variations help break up reflections on it.
Ah, I was wondering about that edge effect.
I think proper treatment of the hair and handling of the edge would really nail it. As it is, if you aren't looking at either location, it looks very realistic.
You can try increasing the scattering and transmission distances. I believe they only need to be about the distance from the camera to the closest figure/object in the scene. If they're much smaller than that then there are a lot of unnecessary SSS calculations being done.
Thanks, Mec4D (a few pages back.) Increasing the roughness while leaving the reflectivity helped. Here's a couple more;they don't show the skin sheen because the light is indirect. I am enjoying how HDRIs work with IRay. The colors never work in 3Delight.
pearbear, I love the Stonemason Urban Future Four renders!
I picked up Soldiers of Magic Serpio. And while the shader effect only works 'properly' in 3Delight, there are still some cool things you can do with them in Iray.
For one thing, besides the poses, the magic FX has a bunch of particle balls that can be tweaked and moved around, which is handy.
Very nice Luci45 .. and btw I set the ground floor to manual so it does not go away when you put your model feet lower than the sit , thr best sphere with ground better light effect and shadows on the ground ...
I like the composition and clothing again .. wondering what the story behind ;)
For comparison, this is the same as the previous renderer, but using the proper Serpio shader and done in 3Delight.
The skin and nails are messed up because I didn't bother to fix them for this.
Going to poke at the Iray version a little more, might be able to squeeze a little more coolness out of it...
Thank you for that!
Ok, muuuch happier with this render. I only got to 72% before it slowed down to a crawl, and figured this looks good enough.
This is Soldiers of Magic Serpio particles in Iray. Note that Serpio has special shading and whatnot, and isn't intended for Iray... buuut I think it's a great, flexible particle prop that we can make do our BIDDING. HEEYAW
(going to work on some waterbending tomorrow)
One thing you may be missing is a bump map for the white of the eye. In real life it isn't perfectly smooth and the slight variations help break up reflections on it.
Thanks Khory for that tip, I will give it a try.
Looking at a lot of the eye texture maps they all appear too uniform in colour and both right and left eye colours are exactly the same shade and image. This is not how things are in real life and I am finding Iray exaggerates this so the eyes look unnatural. I may need to alter some of the shading on parts of the iris texture maps so this then shows a variation in the eye upon rendering.
Always a work in progress, but lots of great help and advice here.
Cheers :-)
more dust testing, I hope I remembered to feed the dragon
Not only with the eyes the same with the skin , people look to much in the magazines and media on retouched people , human irises don't glows in rainbow colors so de-saturate and light them up , you need to use refraction and caustic to put light in , just bulge will not working , you need the iris to have the right form so nice shadow form in the upper left or right side .
Do you know that the last thing we will remember about a person we meet for the first time is the color of the eyes? lol
Thanks Khory for that tip, I will give it a try.
Looking at a lot of the eye texture maps they all appear too uniform in colour and both right and left eye colours are exactly the same shade and image. This is not how things are in real life and I am finding Iray exaggerates this so the eyes look unnatural. I may need to alter some of the shading on parts of the iris texture maps so this then shows a variation in the eye upon rendering.
Always a work in progress, but lots of great help and advice here.
Cheers :-)
Hi Cath,
Many thanks for your comment.
Yes, they say that 'eyes are the windows of the soul' and just by looking at a models eyes I can tell if it is real or digital. If the eyes are wrong then the subject looks 'dead'. I quite agree that this also applies to skin textures and appearance.
It is quite amazing when looking at some drawn or painted artwork, the artist merely suggests the shape and texture of the eye with a few casual brush strokes. Close up it looks nothing like an eye, but seen from a slight distance the eye appears real and as if it's looking at you.
Such is the talent of great artists.
I have seen talk on the forum here about de-saturating textures, but then I notice they lose all colour and go monochrome. I have not seen a step-by-step method or tutorial for doing this or how the process is applied to the overall character. Any tips would be greatly appreciated.
Cheers :-)
It depends a lot on the skin.
I find pale skins need more than dark skin, because light skin is, well, naturally less saturated. I go with a desaturate 50% (for very light skin) to... little to none at all for black skin. (Of course, black skin also gets a lot less translucency)
For diffuse, people like to do all sorts of fancy filters I don't have. ;)
Then what I do is use Curves to move max and minimum luminosity a little together, and make sure to save in PNG to not lose detail.
(again, more for light skin than dark)
No skin textures other than for face muscles , simple skin color base and normal 500x500
inspired by a documentary ;)
zoom in for the details
I used micro hair on the body total poly for all hair 1 million
you can see also the skin diameter with the translucent layer bellow the surface on the head
Albedo skin base color was yellowish white luminescence value 200 , translucent 255 red value 0.016 and 59 for specular color monochrome , reflection glossy 1
tried to reproduce skin on PBR values only
now if I painted the albedo skin maps and add some details would be interesting .. just researching my stuff
used 2 spheres for light as emitters and low value on HDRI maps for the ambient
going now to finish the face lol
That's one heck of a shaving accident.
:ohh: :lol:
"Spits mouthful of coffee over computer keyboard and falls off chair"
When I look in the mirrow my eyes appear dark hazel almost brown , then I put some flash light and I see green outside and little brown inside the edges of iris the reason is that putting the light source on the side create caustic effect of the cornea and liquid inside and scatter the light on the iris surface , if the bulge of the cornea is wrong you get dark effect of the refraction like wine glass on the table , there is no space between the iris and cornea , that why putting the iris back and cornea up will create amazing effect of the eyes and even scatter in beautiful colors other than from the texture , you wanna it to look real you need the correct shapes and values for materials , to much refraction will create more reflection but also pass less light inside and nothing much if the iris is flat , also the dark shadows on the upper iris area is thanks to the iris shape not to eyelids that cast the shadow, but well people are to lazy to dial the morphs and paint shadows on the iris surface .. fake it until you make it lol
LMAO !!! you see the cut on the scalp and how refraction works under the top specular layer ? the top layer skin normal cast even shadow bellow the skin , and diffuse the reflection on top so no roughness needed as the reflection is on value 1
I was thinking it would be funny to show the face off lol
:ohh: :lol:
"Spits mouthful of coffee over computer keyboard and falls off chair"
Yes, this is why I am very keen to see the first 'professionally' made Iray textures go into the Daz Store when Daz Studio 4.8 Pro comes out of beta, to hopefully see how it is all done and put together. I am not sure, with all that this entails, there will be many PA's who will make Iray specific texture sets. :down:
But....I have been known to be wrong. :lol:
Your words in gods (or better the artists) ears. They may work in 3Delight, but used in Iray they're horrible.
I made several sets with a different level of vibrancy reduction (-20, -30, -40, -50, -60) and rendered them in a Sun-Sky Environment (Elevation 35.0, Azimuth 45.0).
The last render (3rd image on the right side) is the "standard" approach of dealing with translucency: diffuse texture simply slapped into the Translucency Color slot. Just for comparision.
From the reducted ones I liked the -50 most, and so I did a quick "Pixar" of that, too. :)
I'd also like to post a list of the several refractive index/IOR values from my research and the corresponding specular color values for those who don't want to calculate them themselves. When there was no explicit value available, I used those of the basic material they're made of.
The pupils are tricky: although they're just holes in the irises and so one might think they would have an IOR of 1.0 and a specular color of 0.0, but there isn't really a vacuum in there. The "hole" is filled with a fluid, and this one has a refractive value. I added the value for the human lens, which is almost directly behind, for those who want to use this one instead that of the fluid:
Okay, posting a picture instead 'cause the forum compromises the listing.
I would be happy to see people finally take stuff little more serious for better render results , for 80% of people Iray is another way to put some jpeg panoramas and render with it not knowing what actually is happening .
as Nvidia CEO stated , Iray does not produce images, it simulate the realife situation and if the surface materials are wrong, our eyes will notice it soon enough we look at it and judge.
Thinking this way like oh the skin is pink lets put pink base color, so wrong , the pink skin is a result of final image not the base .
We got an amazing engine to render out our simulation , now we need to focus on the basic if we go for the photo real results , and even with cartoon stylized renders a nice skin or eyes are more pleasant to see than the dry clay sculptures with some reflections and velvety skin effect .. I want to create something Physically accurate after all the years, to step the game up and take advantage of the new engine to max .. it is not easy process, but for me right now editing old textures take longer than making new one , so I hope my next character is the first full PBR based as that is my goal right now . Until then testing stuff out and the possibilities ..
If DAZ programmers added image to the SSS reflectance tint and not just color would be very helpful , I think they added image now to the Transmitted color under SSS what is great.
Yes, this is why I am very keen to see the first 'professionally' made Iray textures go into the Daz Store when Daz Studio 4.8 Pro comes out of beta, to hopefully see how it is all done and put together. I am not sure, with all that this entails, there will be many PA's who will make Iray specific texture sets. :down:
But....I have been known to be wrong. :lol:
Removed my first render in DS 4.8 beta 3 with Iray...