Show Us Your Iray Renders. Part III

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  • nicsttnicstt Posts: 11,715
    edited December 1969

    MEC4D said:
    Playing with "My" Eye lol
    SSS on sclera and iris
    Iris surface modeled in Zbrush it is 8K displacement map extracted from 14 million poly


    Wow, seriously awesome, including the creepy aspect. :D

  • ErdehelErdehel Posts: 386
    edited May 2015

    jwood331 said:

    It could be a case of the specular maps not matching up well. I stopped using specular maps altogether because of this. It does look good regardless, though.

    Hmmm you're right about that. Forgot all about the specular maps though I knew I had to remove them. Thanks for the insight.

    Post edited by Erdehel on
  • 3D-GHDesign3D-GHDesign Posts: 709
    edited December 1969

    I just updated DS and I noticed there is no more separate photometric lights. And noticed the base HDRI.. good idea.
    I would suggest to make at least one render for every products with same (default) lights so people can see how it looks with it, because many times customers can't reproduce same quality as they see on renders. For example this HDRI would be good for this. Or set a default light for we set the materials" reflection and so, because many times when I put clothes and hair to characters, the separate parts has different settings and when the character skin looks good, the clothes maybe too shiny or too dull .... so they don't fit.

    Another ... I am confused about eyes. We used eye reflection surface for fake reflection usually. But now with PBR shaders why we need that surface? Because now it was set to reflect environment and the cornea reflect it too....it is too much for me. And same with IOR.
    Or I forget something? I just refer to DAZ Iray material setting for the Genesis 2 Female

    That Disney video about eye is fascinating :)

  • RarethRareth Posts: 1,462
    edited December 1969

    Eyes, Skin, Hair, I needed to go in a different direction.. get away from SSS, translucency and what not.

    Still using the PIXAR Campus hdri for light though

    Mecha-Hyde-Iray.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Spring Rain in Pixar Campus lol
    End of summer hair with Unshaven 2 hair shader no textures
    and clothing from my Vampire Huntress
    base G2F with some mixed morphs
    and post-work in PS for rain and color adjustments

    Spring_Rain_Iray_2015.jpg
    1414 x 2000 - 2M
  • RarethRareth Posts: 1,462
    edited December 1969

    MEC4D said:
    Spring Rain in Pixar Campus lol
    End of summer hair with Unshaven 2 hair shader no textures
    and clothing from my Vampire Huntress
    base G2F with some mixed morphs
    and post-work in PS for rain and color adjustments

    very nice

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    That is good, you need to decompress from all the values and settings lol


    Rareth said:
    Eyes, Skin, Hair, I needed to go in a different direction.. get away from SSS, translucency and what not.

    Still using the PIXAR Campus hdri for light though

  • MelanieLMelanieL Posts: 7,740
    edited December 1969

    MEC4D said:
    The thing about genesis eye is that the Eyes-reflection is on top of the Cornea so you can shut down cornea or you can shut down eye reflection as I do and have just one layer for easy cake . ;)


    MEC4D said:
    nice material setting but cornea looking flat .. not corneal bulge , a drop of water is volumetric , that why you run into problem, turn the thin wallet OFF to make it "volumetric" to simulate the “aqueous humour” so the light can bounce "inside" the eye and will be fantastic

    Applying the volume does give it extra "pop" but at the cost of over twice the number of samples to converge. So it probably just depends how long the artist wishes to wait and how dominate the eye is in the scene.

    For side by side I'll post the original versus the volume:


    OK so I'll probably feel pretty stupid at the answer, but how do you "shut down" the eye reflection in Iray shader? (I know how to hide it in 3Delight but can't work out what the correct parameter(s) to change in Iray shader are?
    Love the eye renders people are coming up with by the way, and that lady in the rain is great, MEC4D
  • StonemasonStonemason Posts: 1,227
    edited December 1969

    MEC4D said:
    Spring Rain in Pixar Campus

    nice shot ,the green in the eyes and shirt work really nice together.


    I'm doing some car renders today,with thanks to Mattymanx for the Lambo :)

    lambo1.jpg
    1600 x 781 - 444K
  • KhoryKhory Posts: 3,854
    edited December 1969

    OK so I’ll probably feel pretty stupid at the answer, but how do you “shut down” the eye reflection in Iray shader?

    You mean the dumb fake ones some characters come with? Easiest is to use one of the mat files that comes with a character to remove them and then change the eyes over to iray.

  • Oso3DOso3D Posts: 15,088
    edited December 1969

    If you mean EyeReflection, you can set 'Cutout' to 0, removing the appearance.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks ! as timmins.william said set the Cutout to 0 value or remove any maps that are there

    MelanieL said:
    MEC4D said:
    The thing about genesis eye is that the Eyes-reflection is on top of the Cornea so you can shut down cornea or you can shut down eye reflection as I do and have just one layer for easy cake . ;)


    MEC4D said:
    nice material setting but cornea looking flat .. not corneal bulge , a drop of water is volumetric , that why you run into problem, turn the thin wallet OFF to make it "volumetric" to simulate the “aqueous humour” so the light can bounce "inside" the eye and will be fantastic

    Applying the volume does give it extra "pop" but at the cost of over twice the number of samples to converge. So it probably just depends how long the artist wishes to wait and how dominate the eye is in the scene.

    For side by side I'll post the original versus the volume:


    OK so I'll probably feel pretty stupid at the answer, but how do you "shut down" the eye reflection in Iray shader? (I know how to hide it in 3Delight but can't work out what the correct parameter(s) to change in Iray shader are?
    Love the eye renders people are coming up with by the way, and that lady in the rain is great, MEC4D
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks Stefan !
    I tried the car paint on some car renders too .. not my cup of tea leaving it to you ! nicely done

    MEC4D said:
    Spring Rain in Pixar Campus

    nice shot ,the green in the eyes and shirt work really nice together.


    I'm doing some car renders today,with thanks to Mattymanx for the Lambo :)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Going for the old painting style.. standard G2F, I was too lazy to edit the skin just put in my new eyes (without textures just normal )and eye morph I just mastered this morning .. removing the eye surface from the top of cornea , new iris based on 3d scan and bulge

    green_light.jpg
    632 x 858 - 472K
  • Oso3DOso3D Posts: 15,088
    edited December 1969

    Very nice! I think a lot of folks overlook how much Iray can be used to produce softer, more artistic/painterly stuff.

    As for cars... you know, I think I should play with car paint, so here you go!


    (Hee hee, but more seriously, car paint has interesting options for feathers/scales)

    Car_paint!.jpg
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  • Oso3DOso3D Posts: 15,088
    edited December 1969

    Been poking at making opal... like the opal glass before.

    This is more like certain opal stones, though 'opal' covers a lot of weirdly different stuff: http://geology.com/gemstones/opal/precious-opal.jpg

    In this example, I used metallic flakes (I started with a car paint), but I cheated by using an opalescent color map for the flake color.

    Opal.jpg
    2000 x 2000 - 2M
  • MelanieLMelanieL Posts: 7,740
    edited December 1969

    Thanks Khory, timmins.william and MEC4D for your help. I'd never have guessed "cutout" to make transparent - it wasn't obvious (at least not to me :red: ) in the Iray shader reference guide.
    I'm trying to "Iray-ise" Darius at the moment - I hope to get something worth posting for comments soon.
    P.S. I like the car-painted critter - looks rather like some of the playground animals at a shopping centre near where I live!

  • Oso3DOso3D Posts: 15,088
    edited December 1969

    One thing you can do for interesting layered effects is have a cutout transparency map AND a refraction weight (with IOR set to 1).

    This can be useful if, say, you want two different maps with different tiling to be overlaid.

  • Oso3DOso3D Posts: 15,088
    edited December 1969

    Another version of opal.

    Opal_Blue.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Now You should find some nice 3d ring or jewelry and do great render with hugged by silver or gold .. just idea :P

    Another version of opal.

  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    double post

    Post edited by MEC4D on
  • Oso3DOso3D Posts: 15,088
    edited December 1969

    Oh, that's a thought. Hmm.

  • kyoto kidkyoto kid Posts: 41,925
    edited May 2015

    ...lots of new stuff to read and absorb since I was last on due to forum login issues.

    Haven't been able to get on the forums from the notebook since Friday for some bizarre reason (even though i didn't change any FF settings relating to Daz3D) so catching up on things on the workstation which means I'm not getting any work done at the moment.

    Post edited by kyoto kid on
  • AlexLOAlexLO Posts: 193
    edited December 1969

    A little Botticelli, a little Vermeer, a lot of beauty. Love the mood & the eyes look amazing. looking at it small it's so photo-like. Brava!

    MEC4D said:
    Going for the old painting style.. standard G2F, I was too lazy to edit the skin just put in my new eyes (without textures just normal )and eye morph I just mastered this morning .. removing the eye surface from the top of cornea , new iris based on 3d scan and bulge
    green_light.jpg
    632 x 858 - 472K
  • kyoto kidkyoto kid Posts: 41,925
    edited May 2015

    ...wouldn't think that a raw rendering like this was possible in Iray without postwork. Looks really nice.

    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,088
    edited May 2015

    Working more on characters...

    Gabriel Siljean is 84. Humans age slowly in the Far Shoals...

    (Used Macro Skin normals at .5 weight)

    Gabriel_Siljean_Torso.jpg
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    Gabriel_Siljean_Close.jpg
    2000 x 2000 - 1M
    Post edited by Oso3D on
  • barbultbarbult Posts: 26,270
    edited December 1969

    Thanks for the tips. i ran into a problem with saving the changes as a material preset. The "Invert" setting in the image editor was not saved with my material preset, so when I applied the saved preset to a different model, the inverted maps for the cornea were not inverted. Is this a bug, or limitation, or an error on my part?

    It looks like I'll have to invert the transparency map in Photoshop and use that map instead of using the image editor "invert" in order to get it to save with the material preset.

    Several people have asked about working with eyes and I've seen various advice so I'd thought I do a quick example and see how it turns out.

    To try this out I decide to go find a reference eye to check against. A simple image search yielded several. I decided to compare against this photo of an eye. I knew I wouldn't be able to match it exactly but I wanted to see real reflections on a real eye. I also referred to these diagrams to make sure I had the right anatomical concepts.

    The attached image is what I came up with. I did not do anything with skin, lashes, lacrimals, etc, they are just the standard conversion. I was focused on the direct eye materials only. I used the Genesis 2 Female with it default loads and converts except as noted below.

    Here was my approach:

    Tear/Eye Surface : Apply "Glass - Thin.duf" and change the index of refraction to 1.336 to match tears.

    Sclera : Changed the base color texture from the default to number 5 from Awesome Eyes cause I liked the way they looked. I then turned the base color down to .74,.74,.74 because the texture was a bit too bright. I then reverted all other settings to their defaults except Glossy Roughness which I set at 0.25. This was the roughness I arrived at through empirical observation so it may depend on eye set up. I increased the bump to 1.0.

    Irises : Setup just like the Scelera except the base color was standard white (1.0,1.0,1.0) and glossy roughness was set to 0.5.

    Puplis: Puplis where setup like Sclera/Irises except the glossy layer was shut off by setting "Glossy Layered Weight" to 0. I did this because the Genesis 2 pupils are not physically modeled. So I need them to act like a hole even though it is not. The map sets them black for me, but I don't want them to reflect so I removed the glossy reflection as noted above.

    Cornea: The Cornea turned out to be the most complicated to set up as it ends up doing multiple jobs at once. I first applied "Glass - Thin.duf" and changed the index of refraction to 1.3360 to simulate the "aqueous humour". I then turned the "Top Coat Weight" to 1.0 and turned the "Top Coat Layering Mode" to Frensel with a "Top Coar IOR" set to 1.376 to model the surface of the cornea. This was giving me good results but I found the line between Irises and Sclera too pronounced. This turns out to be an old issue with the Genesis 2 models and luckily many of the major DAZ Characters come with maps to address it. This map is found in "[Content Directory]/Runtime/Textures/DAZ/Characters/Genesis2/Victoria6V6AnnaEyeTr.jpg" for Victoria6. For 3Delight these maps go in the opacity channel but working from a tip I received at the DAZ office I instead put it in the "Refraction Weight" channel, then opened the "Image Editor..." and set "Invert" to On. If you don't want to use the "Image Editor.." method you can also invert the map in your favorite image editing program. I also added this map to the "Top Coat Weight" and again used the "Image Editor..." option to invert it. To finish the blend I then added the same "Base Color" map that I used on the other surfaces to the cornea. Finally I changed the "Glossy Reflectivity" to 0.4.

    To finish the image I added the an hdri from HDRI Archives called "Old Industrial Hall" because it had dominate windows in it. Then adjusted tone mapping to match the hdri.

  • Oso3DOso3D Posts: 15,088
    edited December 1969

    Another opal attempt

    Opal_mixed.jpg
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  • AlexLOAlexLO Posts: 193
    edited December 1969

    Kyoto Kid said:
    ...wouldn't think that a raw rendering like this was possible in Iray without postwork. Looks really nice.

    It's all about controlling your lighting & contrast "in camera." I've done many portraits that have a soft almost painterly feel just by use of diffuse light, maybe a bit of atmosphere created by controlled glare & ambient reflections.

  • Oso3DOso3D Posts: 15,088
    edited May 2015

    There have been some great ambient light for scenes where I just turn the entire ceiling into an emitter, because it's out of frame and there are no reflections to give it away.

    As an aside, I'm a bit annoyed at a set of earrings where the rotation hinge point was set for the bottom of the earring, not the hook. Mutter.

    Post edited by Oso3D on
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