Show Us Your Iray Renders. Part IV

11314161819100

Comments

  • stem_athomestem_athome Posts: 526
    edited December 1969

    Szark said:
    Tone mapped in Vue?
    No, Vue does not tone_map(that I have found). It will add gamma and allow exposure change (and various post processing for color correction).
    I used Picturenaut for tone_mapping.
  • glaseyeglaseye Posts: 1,312
    edited December 1969


    test this HDR? It is [only] 5000x2500 (takes an age to render), but will make larger HDR(s) if that one is OK

    I'd say it renders fine...

    Hmm, have to take another look at picturenaut, got Vue as well, and made some skydome textures with it, but have not yet been able to get a good HDR map out of it yet (using picturenaut).

    skytest.jpg
    800 x 800 - 185K
  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Hi,

    Kyoto Kid said:
    ...well spent a good part of the evening looking for decent free high res HDRIs with good sunlight and shadows...................................

    I can create some, but DS>Iray is a bit choosey with what will work.

    Can you test this HDR? It is [only] 5000x2500 (takes an age to render), but will make larger HDR(s) if that one is OK

    Direct download link:- https://www.mediafire.com/?ck4oc8ccepxtz44


    The first image shows your HDRi with dome rotation 0-90-180-270 degrees, environment intensity 1 and no other lights than the HDR dome used, while the second image shows the character closer up, with the dome rotated 45 degrees, but still with environment intensity 1 and no other lights used.

    Your HDR gives strong directional shadows with an overall impression of being a sunny day in an area with above average haze/smog, and the ground looks like a big salt flat somewhere.

    So I would welcome more of them...

    SunClouds_HDR_test_06.png
    960 x 640 - 454K
    SunSky_test.png
    1920 x 1280 - 2M
  • scorpioscorpio Posts: 8,533
    edited December 1969

    Another one using the HDRI Steve athome posted

    dragonhdri.png
    927 x 572 - 705K
  • SzarkSzark Posts: 10,634
    edited December 1969

    Szark said:
    Tone mapped in Vue?
    No, Vue does not tone_map(that I have found). It will add gamma and allow exposure change (and various post processing for color correction).
    I used Picturenaut for tone_mapping.right cool. Yeah that was why I was asking about Vue tone mapping as I have never seen that in Vue. Just DLed Picturenaut
  • tomtom.wtomtom.w Posts: 140
    edited June 2015

    And this is with the dome rotated 45 degrees, with environment intensity 2 plus the camera headlamp at 50% intensity, offset 50 cm to the left, to lighten up the shadows.

    SunClouds_HDR_test_07.png
    960 x 640 - 459K
    Post edited by tomtom.w on
  • stem_athomestem_athome Posts: 526
    edited December 1969

    glaseye2 said:
    I'd say it renders fine....

    So I would welcome more of them...

    Thank you for checking/testing.
    I will make some more(larger) and post them to the freebie section.

  • SzarkSzark Posts: 10,634
    edited December 1969


    glaseye2 said:
    I'd say it renders fine....

    So I would welcome more of them...

    Thank you for checking/testing.
    I will make some more(larger) and post them to the freebie section.

    Thanks Steve

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969


    glaseye2 said:
    I'd say it renders fine....

    So I would welcome more of them...

    Thank you for checking/testing.
    I will make some more(larger) and post them to the freebie section.

    They aren't just for Iray...the one being tested works fine in 3DL and Luxrender, too. Running a Lux with it now...only let this one run a couple of minutes, to see the shadow. I imagine if I threw it in Blender and fired up Cycles, I'd get similar results.

    Some nice, simple high grade skies without ground clutter...yep. Make plenty. Especially if they are usable in any renderer.

    hdrtest622.png
    800 x 640 - 690K
  • SzarkSzark Posts: 10,634
    edited December 1969

    Steve I can render 8192 x 4096 in about an Hour without clouds but with a Physical sea so I can render some out for you to adjust. I can leave the, overnight to render out. If that helps just shout. :)

  • nDelphinDelphi Posts: 1,920
    edited June 2015

    sheedee3D said:
    Sunday photo shoot fun

    HDR only ( view at full resolution )

    Very nice, although the skin is a bit too waxy.

    I have been working on converting the Olympia City Scape to DAZ Studio and iRay. Olympia has not DS materials, but it is an awesome city ruin in the ancient Greek/Roman style.

    Here is what I have so far. I am rendering a larger scene right now. Warning, this is not a photograph. ;)

    The ocean, island in the background, and sky are the HDRI. The rest are models.

    Olympia_-_iRay_-_04.jpg
    900 x 900 - 109K
    Post edited by nDelphi on
  • SzarkSzark Posts: 10,634
    edited December 1969

    nDelphi said:
    sheedee3D said:
    Sunday photo shoot fun

    HDR only ( view at full resolution )

    Very nice, although the skin is a bit too waxy.

    I have been working on converting the Olympia City Scape to DAZ Studio and iRay. Olympia has not DS materials, but it is an awesome city ruin in the ancient Greek/Roman style.

    Here is what I have so far. I am rendering a larger scene right now. Warning, this is not a photograph. ;)

    The ocean, island in the background, and sky are the HDRI. The rest are models.

    Oh that looks cool.

    Used Stonemasons Enchanted Forest and DAZ3D's SubDragon and Texture set 2. I did extract the Spine textures for the Default texture and overlaid them on the Red body texture. I didn't like the red spines. I also Sub-D all of the visible elements of the Forest. Rendered using the Sun/Sky and the only postwork was a 10% increase of colour saturation.

    Subpair1_copy1s.jpg
    2000 x 1125 - 878K
  • nDelphinDelphi Posts: 1,920
    edited December 1969

    Szark said:

    Oh that looks cool.

    Used Stonemasons Enchanted Forest and DAZ3D's SubDragon and Texture set 2. I did extract the Spine textures for the Default texture and overlaid them on the Red body texture. I didn't like the red spines. I also Sub-D all of the visible elements of the Forest. Rendered using the Sun/Sky and the only postwork was a 10% increase of colour saturation.

    Nice. Was the Sub-D necessary?

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

    Since she was somewhere in the middle of a large salt flat I added a car, to show how she and the photographer got there.

    Iray and Steveathome's HDRi.

    Musclecar_sandflat_01.png
    1920 x 1080 - 2M
  • SzarkSzark Posts: 10,634
    edited December 1969

    yes The rocks were very sharp, there is a tree at the back that had a hard line down the length due to the basic geometry (see attached), plant leaves, you see the angular bends and lastly the white shroom in the front had hard lines. This wasn't a surprise to me as I had to do this in another 3delight scene. But the meshes are well made and don't explode on Subdividing them/

    snip.jpg
    190 x 416 - 44K
  • nDelphinDelphi Posts: 1,920
    edited December 1969

    Szark said:
    yes The rocks were very sharp, there is a tree at the back that had a hard line down the length due to the basic geometry (see attached), plant leaves, you see the angular bends and lastly the white shroom in the front had hard lines. This wasn't a surprise to me as I had to do this in another 3delight scene. But the meshes are well made and don't explode on Subdividing them/

    I see. I ask because when I have such issues with a mesh I work them using the Angle parameter. I usually get them to where I want.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yeah that is a good function to use but won't work in this situation to many different angles in one group of meshes. A lot of the elements are grouped together like every single rock is one big group of meshes..

  • nDelphinDelphi Posts: 1,920
    edited December 1969

    Szark said:
    Yeah that is a good function to use but won't work in this situation to many different angles in one group of meshes. A lot of the elements are grouped together like every single rock is one big group of meshes..

    I know what you mean, I forgot about the grouping issue. I encounter stuff like that in projects like this one:

    http://www.daz3d.com/forums/discussion/56580/

  • SzarkSzark Posts: 10,634
    edited December 1969

    nice ship. I will watch First Contact later.

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    some recent works...

    fedr3w22a.jpg
    1463 x 919 - 597K
    fight1a.jpg
    1920 x 1080 - 708K
    qwsdcx2a.jpg
    1012 x 919 - 91K
    swesca1a.jpg
    1463 x 919 - 222K
  • TJohnTJohn Posts: 11,339
    edited June 2015

    some recent works...

    Wow! #1 and #3 look like 3D printed statues. :cheese:
    Now some silliness from me.
    Magazine_Parody.jpg
    1250 x 1800 - 331K
    Post edited by TJohn on
  • kyoto kidkyoto kid Posts: 41,847
    edited June 2015

    Hi,

    Kyoto Kid said:
    ...well spent a good part of the evening looking for decent free high res HDRIs with good sunlight and shadows...................................

    I can create some, but DS>Iray is a bit choosey with what will work.

    Can you test this HDR? It is [only] 5000x2500 (takes an age to render), but will make larger HDR(s) if that one is OK

    Direct download link:- https://www.mediafire.com/?ck4oc8ccepxtz44



    ...got it. Looked pretty good just in Iray mode. Rendering now., and shaping up nicely just after a couple minutes.

    ETA.

    Definitely nice and this will see a good deal of use. Shadows look to have the right falloff the further one gets from teh grownd. Excellent work

    For the scene I'm currently working on, I have the Iray the sun at about a 12 - 13° angle. Basically I recreated the first scene I ever did 7 years ago (which used the LDP with the Sunset setting) to see how it would render in Iray.

    The original 3DL scene is attached blow : As you can see the shadows are much longer.

    However this works great for a late afternoon and as mentioned, has a slightly hazy sun effect which works well in urban scenes. Going to let it continue and see what the finished render looks like, but really liking what I am seeing so far even if the son is a bit higher than the original. Sunset HDRIs are very tough as usually the light level is so low and shadows become fairly indistinct. (I tired several that I found last night and even though there was a "sun" provided, the shadows were almost negligent.

    a_captive_audience_I.jpg
    889 x 649 - 481K
    Post edited by kyoto kid on
  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Hi,

    Kyoto Kid said:
    ...well spent a good part of the evening looking for decent free high res HDRIs with good sunlight and shadows...................................

    I can create some, but DS>Iray is a bit choosey with what will work.

    Can you test this HDR? It is [only] 5000x2500 (takes an age to render), but will make larger HDR(s) if that one is OK

    Direct download link:- https://www.mediafire.com/?ck4oc8ccepxtz44



    I took your file to test, nice sun, it renders 1500-1800 iterations in a minute!, faster than the Sun node, we need more of this!

    full.jpg
    1493 x 788 - 195K
  • D.RobinsonD.Robinson Posts: 283
    edited December 1969

    To Steve Athome this HDRi is great! Thank you for being so kind to us noobs. I threw this render together with your HDR. Suprisingly it rendered in like 4 minutes.


    Daniel

    Jeannietweak.jpg
    1920 x 1536 - 824K
  • kyoto kidkyoto kid Posts: 41,847
    edited June 2015

    ...zilvergrafix & dubby30, are you using GPU mode for those quick render times?

    -----

    BTW here is a comparison between Iray Sun/Sky and the HDRI with the setting I am using for the scene I mentioned about in the post earlier.

    In the scene rendered with the Sky/Sun The clouds in the background are a plane primitive backdrop with a photo for the texture. The "Sun" (using the Sun Dial control) is at -116 Azimuth 12.5° elevation. I also have another plane primitive off to the left of the camera with an emissive shader set to 8000 K and 75,000 cd/m^2 and the cloudscape photo to create reflections in the windows of the main Garage building since I didn't have a full HDRI dome.

    I ended up having to set the HDRI environment value to to 2.5.as the scene was rendering too dark (not sure why when I saw other images using it appearing a lot brighter).

    All surfaces were manually converted to either the Iray Base shader or Iray equivalents.

    Tone mapping for both was set at 1.1 Saturation, 64 ISO, f11 to simulate Kodachrome 64 film using Kodak recommended settings. White point was set 0.67-0.91-1.00 to simulate early sunset. (Note I did a test with the white point set to default, but the scene didn't look as brightly illuminated as the other ones posted here).

    The Sun/Sky scene took 3 hrs and 36 min to reach 95% convergence.

    The HDRI scene took 1 hr and 48 min to reach 95% convergence.

    Fig1. Iray Sun/Sky

    Fig2. HDRI

    captive_audience_setting_HDRI.png
    1200 x 900 - 2M
    captive_audience_setting_test._.png
    1200 x 900 - 2M
    Post edited by kyoto kid on
  • glaseyeglaseye Posts: 1,312
    edited December 1969


    Rendered in Vue with Gamma correction/filters disabled, saved as HDR. Tone-mapped, then edited the image [sun brightness] to get shadows/direct light color.

    Ok, I can render maps in Vue, I can tonemap in picturenaut, but how did you adjust the image for the sun brightness? Any secret you're willing to share? (Tool(s) used???)
  • equinoxx5equinoxx5 Posts: 126
    edited December 1969

    Lit with 60-watt flourescent emitters (courtesy DzFire's "Real Light" shader presets) in the overhead fixtures of Imaginary House's School Hallway. ISO 250, and render to 95% convergence for 12 hours or 15,000 samples, whichever came first (for the record, it was the 12 hours, on my FX-6300, 16GB RAM, 2GB GTX960 system).

    CaughtOffGuard_8x10.jpg
    800 x 1000 - 465K
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited June 2015

    Kyoto Kid said:
    Hi,

    Kyoto Kid said:
    ...well spent a good part of the evening looking for decent free high res HDRIs with good sunlight and shadows...................................

    I can create some, but DS>Iray is a bit choosey with what will work.

    Can you test this HDR? It is [only] 5000x2500 (takes an age to render), but will make larger HDR(s) if that one is OK

    Direct download link:- https://www.mediafire.com/?ck4oc8ccepxtz44



    ...got it. Looked pretty good just in Iray mode. Rendering now., and shaping up nicely just after a couple minutes.

    ETA.

    Definitely nice and this will see a good deal of use. Shadows look to have the right falloff the further one gets from teh grownd. Excellent work

    For the scene I'm currently working on, I have the Iray the sun at about a 12 - 13° angle. Basically I recreated the first scene I ever did 7 years ago (which used the LDP with the Sunset setting) to see how it would render in Iray.

    The original 3DL scene is attached blow : As you can see the shadows are much longer.

    However this works great for a late afternoon and as mentioned, has a slightly hazy sun effect which works well in urban scenes. Going to let it continue and see what the finished render looks like, but really liking what I am seeing so far even if the son is a bit higher than the original. Sunset HDRIs are very tough as usually the light level is so low and shadows become fairly indistinct. (I tired several that I found last night and even though there was a "sun" provided, the shadows were almost negligent.

    Just a thought, but you can drop a vertical plane into the buildings in that set that runs through the window frames. Stick the thin glass shader on them. Note you can also use the water shader on the puddles.

    BackStreetsTest.jpg
    1920 x 1080 - 430K
    Post edited by DAZ_Spooky on
  • scorpioscorpio Posts: 8,533
    edited December 1969

    equinoxx5 said:
    Lit with 60-watt flourescent emitters (courtesy DzFire's "Real Light" shader presets) in the overhead fixtures of Imaginary House's School Hallway. ISO 250, and render to 95% convergence for 12 hours or 15,000 samples, whichever came first (for the record, it was the 12 hours, on my FX-6300, 16GB RAM, 2GB GTX960 system).

    Nice image very well posed - but to be honest I'm still seeing quite a grainy look to it - this is a problem I'm running into sometimes however I let it run its still grainy.

  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    Kyoto Kid said:
    Hi,

    Kyoto Kid said:
    ...well spent a good part of the evening looking for decent free high res HDRIs with good sunlight and shadows...................................

    I can create some, but DS>Iray is a bit choosey with what will work.

    Can you test this HDR? It is [only] 5000x2500 (takes an age to render), but will make larger HDR(s) if that one is OK

    Direct download link:- https://www.mediafire.com/?ck4oc8ccepxtz44



    ...got it. Looked pretty good just in Iray mode. Rendering now., and shaping up nicely just after a couple minutes.

    ETA.

    Definitely nice and this will see a good deal of use. Shadows look to have the right falloff the further one gets from teh grownd. Excellent work

    For the scene I'm currently working on, I have the Iray the sun at about a 12 - 13° angle. Basically I recreated the first scene I ever did 7 years ago (which used the LDP with the Sunset setting) to see how it would render in Iray.

    The original 3DL scene is attached blow : As you can see the shadows are much longer.

    However this works great for a late afternoon and as mentioned, has a slightly hazy sun effect which works well in urban scenes. Going to let it continue and see what the finished render looks like, but really liking what I am seeing so far even if the son is a bit higher than the original. Sunset HDRIs are very tough as usually the light level is so low and shadows become fairly indistinct. (I tired several that I found last night and even though there was a "sun" provided, the shadows were almost negligent.

    Just a thought, but you can drop a vertical plane into the buildings in that set that runs through the window frames. Stick the thin glass shader on them. Note you can also use the water shader on the puddles.
    ...actually I am getting decent reflections in the windows of "Garage" building (bldg #4) just by changing them to the basic Iray shader then adding a topcoat layer for the reflection. Changing the window glass itself to Iray Thin Glass removed the drapes/shades since they are actual photographic textures.applied to the geometry. I didn't bother with the glass in building #3 (the grey one) as it is supposed to be grimy and hard to see through (maybe could have used one of the frosted shaders, but that would have been too "uniform" looking).

This discussion has been closed.