Show Us Your Iray Renders. Part II
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I wish I had had better luck with Unshaven and G2M. :/
When I get back home my last chance of stepping out into G2M is seeing if I can make reasonable facial hair in LAMH.
A very productive day indeed. "Like" is not a strong enough word LOL. Love the very cinematic tone you're striking in this series of tests.
Until the next build comes out, (can't help but hope that's soon, lol,) you can adjust parameters in the Progressive Rendering section to increase the rendering time. Here is some more specific information I posted earlier: http://www.daz3d.com/forums/viewreply/797529/
Yeah thats still a little to guessy for me. I'd preffer an infinite render than I can stop, turn on and off at will and come back to whenever I wish with scene data. Same thing goes with editing some of the base camera/film/light settings. It's one of those things I love in Octane and in Lux.
Regarding your last test it may be the opacity in the hair that slow it down as much stuff is going on to process it, it depends also on the opacity maps used for the hair .
Unshaven is one of my favorite project I ever did , I started also the new version with better hair and possibilities .
But it looks very natural on your character , good job
Thanks. I was really just playing around when I put that scene together a couple days ago. When I first started playing with Iray, I kept everything to Scene Only. It was more familiar. But I'm stretching my wings as I get a handle on what Iray can do.
As an aside, I was hoping DAZ would come out with a G2M version of Unshaven. When they came out with a beard product for G2M I was so disappointed. It was just too unkempt for my needs, so I went ahead and got Unshaven. What a nice product. I love how you can just dial in a bit of this and a touch of that and come up with exactly what you want. I'm really glad it works so well with the G2M. Thank you for your work on that. :)
Thanks Alex :) work in progress
A very productive day indeed. "Like" is not a strong enough word LOL. Love the very cinematic tone you're striking in this series of tests.
Wait, so you're saying that metallic and roughness maps created in other painting or texturing software (like Substance Painter, Substance Designer, Zbrush, etc) will not render as expected in Iray? If true, that completely took the wind out of my sails as far as Iray is concerned. I was hoping for much improved materials and to be able to use presets made for those programs to create more detailed textures that Iray could handle.
Cath, your renders are amazing, but they remind me of how video game boxes and commercials will always show the pre-rendered cutscenes and not the gameplay. Sure this *can* be done in Iray (if you customize everything, paint your own textures, and know the necessary workarounds) but none of the rest of us should ever expect our renders to look like that. ;)
New version on the way, I know it is not easy to make it work on G2M , there are missing stuff that can't be added or edited to make it work perfect on G2M .. well for that reason the new better version is in production
you can use the shader mixer to make IRAY shaders/materials
from here http://www.daz3d.com/forums/discussion/54058/P420/
Marble
Well you can create you metals but it is more like OpenGL alternative , for that reason it is better to switch the material mode to specular\glossiness or weighted and use the correct PBR values or maps created in other software like DDo etc.. to get the realistic effect the way it should . It was turn off for me but thank God the other material mode offer what is needed there .
Well all my products by DAZ include all maps based on PBR, they just need to be little edited what is not hard if you know what to do, however I will make addition Iray settings to support it .
Iray is much more easy than anything ever was in DS , I even prefer it better than Octane already, work can be done much faster .. it is new and people should learn the new ways, must people that use Lux or Octane before will know how to get around for the best result, don't expect to convert the standard materials from DS and have best results , it is about PBR not fake speculars or alternatives , all u need is observe the world around you and easy way recreate it . It is the future of rendering
I agree it is easy for me as I can do all needed stuff , but I think it is very interesting for me to figure the things out, I become very passionate about for the last 3 days and showing you my results, 3 days ago I was still in dark room without good results but I cracked this egg open already lol
once I give you some stuff for references you will figure it much faster , I just working on it so it is 100% the way it should
until then I would recommend for everyone to do some research on PBR materials and values as everyone will need it sooner or later
if you want progress
Wait, so you're saying that metallic and roughness maps created in other painting or texturing software (like Substance Painter, Substance Designer, Zbrush, etc) will not render as expected in Iray? If true, that completely took the wind out of my sails as far as Iray is concerned. I was hoping for much improved materials and to be able to use presets made for those programs to create more detailed textures that Iray could handle.
Cath, your renders are amazing, but they remind me of how video game boxes and commercials will always show the pre-rendered cutscenes and not the gameplay. Sure this *can* be done in Iray (if you customize everything, paint your own textures, and know the necessary workarounds) but none of the rest of us should ever expect our renders to look like that. ;)
more information
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
http://www.nvidia-arc.com/products/iray/mdl.html
The math behind the two PBR modes is pretty much identical (they feed almost identical mdl setups). They only vary in how the parameters are specified. The "PBR Metallicity/Roughness" has two grey scale maps and a color map though not all programs export the "Reflectivity" map because most dielectric can be approximated with a single value of 0.5. The "PBR Specular/Glossiness" has two color maps. The Roughness and Glossiness are basically inverses of each other. In the end you can achieve identical results in most cases with either mode though the "PBR Metallicity/Roughness" can be done at cheaper map cost because grey scale maps can be saved cheaper than rgb maps. There are certain subtle effects that can only be done in "PBR Specular/Glossiness" though I don't know if that rates calling the "PBR Metallicity/Roughness" mode "horrible". The "PBR Metallicity/Roughness" seems to have more adopters throughout the industry and it is less likely to mistakenly produce physically incorrect materials, but the "PBR Specular/Glossiness" provides more control. Most applications that produce PBR materials will let you pick either mode as an output and so it is up to the creator's preference as to which maps to use.
As a note, I have noticed that when coming from "Substance Painter/Designer" and using "PBR Metallicity/Roughness" you need to set the hidden "Roughness Squared" parameter to false and you need to make sure all the gamma for each texture needs to agree with how they were exported. I've not experimented with ndo/ddo enough to see if they need the same change.
Marble
Thanks for the food for my brain. I missed that post. This is a procedural shader from Paul Arden's blog.
Thank you for your hard work and for your willingness to share your discoveries. I think I'm just going to wait on any more Iray experimentation until there's more information and examples available to learn from.
Thanks for your feedback, the major issue with The “PBR Metallicity/Roughness” is that Albedo maps will not work correctly when plug into the Base Color as it seems to be Inverted so using actual base color of metal materials will not works.
For example PBR Gold Material
Albedo: Base color : #000000
Reflection Color :Specular Color : #f6d995
Microsurface : Glossy Reflection/Roughness Gray scale : #dbdbdb
it is a simple formula used by the industry standards
but if you set the base color you get total wrong result
and in place of for the base #000000 you have to use #ffffff resulting in non realistic material surface that does not response the correct way with the reflected environment reflecting everything the wrong way
Now if you put material like that in the scene you lose it, and because you will never find the right values for all base metal colors in the word to use with it it is worthless and all you will have is to guessing or trust your eyes.
The all pre made metal materials in the Iray under shader preset are total bs
But Instill have the Specular/Roughens material mode and the weighted one so nothing is lost at all and accurate PBR materials can be made and I am not talking about creating shiny mirrors or chains but really advanced material settings based on the real world
I don't want to sounds negative or complain but changing a material setting so dramatically from the knowing standards since the beginning of 3D is not the best move as it will confuse people as it confused me for 3 days
for that reason the Specular/Roughens material mode is the way to go when creating any realistic surface at this moment as it offer the industry PBR standards settings and any maps created in other programs works with it as in other software
The math behind the two PBR modes is pretty much identical (they feed almost identical mdl setups). They only vary in how the parameters are specified. The "PBR Metallicity/Roughness" has two grey scale maps and a color map though not all programs export the "Reflectivity" map because most dielectric can be approximated with a single value of 0.5. The "PBR Specular/Glossiness" has two color maps. The Roughness and Glossiness are basically inverses of each other. In the end you can achieve identical results in most cases with either mode though the "PBR Metallicity/Roughness" can be done at cheaper map cost because grey scale maps can be saved cheaper than rgb maps. There are certain subtle effects that can only be done in "PBR Specular/Glossiness" though I don't know if that rates calling the "PBR Metallicity/Roughness" mode "horrible". The "PBR Metallicity/Roughness" seems to have more adopters throughout the industry and it is less likely to mistakenly produce physically incorrect materials, but the "PBR Specular/Glossiness" provides more control. Most applications that produce PBR materials will let you pick either mode as an output and so it is up to the creator's preference as to which maps to use.
As a note, I have noticed that when coming from "Substance Painter/Designer" and using "PBR Metallicity/Roughness" you need to set the hidden "Roughness Squared" parameter to false and you need to make sure all the gamma for each texture needs to agree with how they were exported. I've not experimented with ndo/ddo enough to see if they need the same change.
Regarding my last post here some example so you can see what is the difference .
If you are going to create layered metal effect using maps and PBR values Basic Mixing : Specular/Glossiness would be the right choice as the Metallic Base mixing will not allow you to do that as you never get the maximum result, it is good to create any sort of metallic fantasy effects .
I hope you can clear see the difference
I used the Sky Sun Environment
Did you make that Layered Bronze material yourself? If so, does it use maps specially designed for Specular/Glossiness use? I'm still not entirely sure what types of maps to use for anything in Iray now since there are two main types of 'highlight' maps (Spec/Gloss and Metallic/Rough, which are basically inverted versions of each other) and now three different shader options, one of which doesn't seem to give the correct results based on your examples.
Confusing! ;)
Yes the maps was specially designed for use with PBR rendering and yes I made them .
I would go for the Base mixer Specular/Glossiness when use maps for metal clothing or skin
and go for the other if you don't use maps
I am working on some color swap for Iray but only using color values and not maps under Specular/Glossiness base mixer
the values was based on PBR values
some test render bellow , one outdoor and one indoor
Sorry to ask one more quick question! You said that you made that map for PBR rendering; does that mean that the actual maps use Albedo, Height, Roughness, and Metallic values but you still put them all in the Specular/Glossiness mixer when using Iray? Thanks in advance and sorry to keep asking stuff. :)
Yes that is correct because the maps will not working correctly under the other base mixer
The Base Color under Metallic/Roughness control the level of reflection some way .. may be a bug or something or not made for Albedo maps so if you plug in your skin texture under the base color it will block the specular and limit it
bellow Sky Sun environment and the shaders presets for Specular/Glossiness
Love how the skin came out!
Marble
I've never tried working with Shader Mixer, or Shader Baker for that matter, and when I tried to follow those instructions the only thing I got was frustrated. Would anyone be willing to translate the above into something us newbies can understand? For example, looking at the mixer workspace, what is a brick? How do we select it? And how do we add a brick? (Delete I figured out. Though I could never get anything selected in order to delete it.)
Mec4D, whether spec/glossy or metal/rough works best may depend on by what methods we make our texture maps. I tried a test here, generating PBR maps from Substance Painter using both their metal/roughness and spec/glossy export methods, and plugging the textures into the appropriately set shaders in DAZ.
Judging by this image, and other recent experiences trying out DAZ Iray, the metal/roughness is looking like the best method for my workflow. Could be a calibration issue between Substance Painter and DAZ. I was hoping the two examples would look a lot more similar to each other.
Looking good, I guess my spec/glossy export methods don't works well in the metal base mixer.
Would be not much trouble for you to post fragment of the color texture ? I wonder what is the base color of the metal
In main time I was messing with my spartan lol
Sure thing. I put all the relevant textures together here to compare them. Metal/Rough on top and Spec/Glossy on bottom. I'm relatively new to Substance Painter, so there is probably a way to get more similar results between the two that I haven't learned yet. When I add the textures to the metal/rough PBR shader in DAZ, I turned the sliders for Metalness and Roughness all the way up after adding the appropriate textures.
Also attached is a screen capture of what the texture looked like in Substance Painter's preview render, to give an idea of what I was going for.
Thanks a lot, now it make sense to me as well
and why it did not worked for me with the metal base mixer
it is not big deal as here no matter metal or specular both can render PBR values
but now it make also much sense that all products from DS need to be converted and used as Specular/Glossiness base mixer as diffuse color textures will be too dark for the Metal base mixer.
I am glad you got into conversation as it clear out a lot
Sure thing. I put all the relevant textures together here to compare them. Metal/Rough on top and Spec/Glossy on bottom. I'm relatively new to Substance Painter, so there is probably a way to get more similar results between the two that I haven't learned yet. When I add the textures to the metal/rough PBR shader in DAZ, I turned the sliders for Metalness and Roughness all the way up after adding the appropriate textures.
Also attached is a screen capture of what the texture looked like in Substance Painter's preview render, to give an idea of what I was going for.
Interesting discussion. At first I was happy with my Milanese armour settings but was prompted to experiment and read up more on dielectric materials. Here are my results using BR/metallicity only. I found using anisotropy better helped emulate scratches.
and nice improvement
when using PBR/metallicity base Mixer I would not call the base color a diffuse as that is something that would go under PBR Specular/Glossiness as base color.
I made more test to come to conclusion that the actual Base color under PBR/metallicity base Mixer is the color of Specular Color used under PBR Specular/Glossiness, you can still mix it with specular channel for darker effect as you did but then doing it under PBR/metallicity make not sense in this case as your improved setup is a Specular/Glossiness setup and not metallicity
anisotropy is very important to define the direction of the reflections as chrome will have different effect than skin or other material
Great to hear! Unshaven is one of my favorite purchases -- it covers SO much ground for almost all men (and a few others).
I realize you can't say for certain, but is the project in the weeks/months/years range?
I plan next month release together with my Buddy 3 ;-)
Great to hear! Unshaven is one of my favorite purchases -- it covers SO much ground for almost all men (and a few others).
I realize you can't say for certain, but is the project in the weeks/months/years range?