Show Us Your Iray Renders. Part IV

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  • PsychoNautPsychoNaut Posts: 63
    edited July 2015

    Reimagining of my first ever render


    Man...  that's REAL nice

    Post edited by PsychoNaut on
  • kyoto kidkyoto kid Posts: 42,159
    edited July 2015
    Fishtales said:

    I used an HDRI with the Emmisive lights on this one.

     

    kyoto kid said:

    ...the first two look really good.

    For some reason though I'm having a bit of trouble getting emissive lights to illuminate a scene using Stonemason's Streets of Old London. The light fixtures in the rooms do appear as if they are turned on, but no light seems to spill through windows out onto the street (and I am using the Thin Glass shader).  I have them set to 50,000 lumens   Also tried 150 W and still no light.

     

    Is this what you are aiming for?

     http://www.daz3d.com/forums/discussion/comment/873379/#Comment_873379

    ...I tried those settings and no surrounding glow.  Only the fixtures themselves "light up" as if I simply used the ambient channel in 3DL.

    Post edited by kyoto kid on
  • FishtalesFishtales Posts: 6,225
    kyoto kid said:
    Fishtales said:

    I used an HDRI with the Emmisive lights on this one.

     

    kyoto kid said:

    ...the first two look really good.

    For some reason though I'm having a bit of trouble getting emissive lights to illuminate a scene using Stonemason's Streets of Old London. The light fixtures in the rooms do appear as if they are turned on, but no light seems to spill through windows out onto the street (and I am using the Thin Glass shader).  I have them set to 50,000 lumens   Also tried 150 W and still no light.

     

    Is this what you are aiming for?

     http://www.daz3d.com/forums/discussion/comment/873379/#Comment_873379

    ...I tried those settings and no surrounding glow.  Only the fixtures themselves "light up" as if I simply used the ambient channel in 3DL.

     

     Everything else was left at default, I didn't even change any shaders. Did you turn of the dome in streets? Also turn the environmental map to zero but draw dome which gives the black sky and have  it set to dome and scene.

  • kyoto kidkyoto kid Posts: 42,159

    ..yes I deleted the skydome that came with the set.  I am using one of the Skies of Economy HDRI's to give a little backgound sky detail instead of it being pitch black.

  • FishtalesFishtales Posts: 6,225

    Perhaps there is too much light coming from the HDRI.

  • Jack238Jack238 Posts: 117

    A test render for my new Koala model, rendered in IRay.

    Wow! Absolutely fine. 

  • RAMWolff said:

    That's really too bad about iRay.  Just another nail in the coffin for my needs then.  I hope NVIDIA is aware of this and with their coders how long would this take to make and update their rendering engine?  Of course then there would need to be an update to DAZ's version too right away....

    Fabulous and very realistic render there Alex!  laugh heart

    Thanks a lot Richard!

  • Szark said:

    A test render for my new Koala model, rendered in IRay.

    I agree this is the best animal fur render is have seen come out of any hobbist program. I would have used a little anisotropy though just to give it that extra kick of realism. But still an awesome render. Btw out of interest how big a file did the OBJ fur come out at?

    Thanks, I'll try to experiment with anisotropy, to be honest I didn't lose much time on the IRay materials. Each koala fur is about 600MB...

     

     

  • kyoto kid said:
    lee_lhs said:

    Cool! Is this the new Iray LAMH on the panda?

    Nope, until nvidia doesn't add a hair primitive to IRay, the LAMH fur has to be exported prior to render. I usually prepare the scene, posing the models as I like, and as I'm ready to render with IRay I just click the "to .OBJ" button in the LAMH Pane (or if you own the full version you can export from there as well), which converts the LAMH strands into actual geometry. Once this step is done, I tune down the glossy values in the fur surface, and render. It takes a little extra work but I like the results. Of course as a hair primitive will be introduced in IRay, we'll update LAMH to use it. Oh, it's a koala BTW :)

    ...wow, incredible.  I can almost hear the voiceover "I Hate Qantas"

    Considering all the fur has to be converted to geometry, must take a fairly hefty system to render on. 

    Hello, even with two LAMH models to be exported, each set at 600K hair, the export process was quite fast on my machine (Mac Pro 2009, 24GB, Dual Xeon) and took no more than 5 minutes and a memory usage within 7GB. After that I rendered with IRay only on CPU (I am equipped with a ATI Radeon), and it went on for about 1 hour.

  • Toyen said:

    First Window 10 render.

    V7 relaxing. I´m also experimenting with the skin shader at the moment.

    Well done, the skin looks perfect!

  • SzarkSzark Posts: 10,634
    Szark said:

    A test render for my new Koala model, rendered in IRay.

    I agree this is the best animal fur render is have seen come out of any hobbist program. I would have used a little anisotropy though just to give it that extra kick of realism. But still an awesome render. Btw out of interest how big a file did the OBJ fur come out at?

    Thanks, I'll try to experiment with anisotropy, to be honest I didn't lose much time on the IRay materials. Each koala fur is about 600MB...

     

     

    Sweet thanks for the file size.  

  • Oso3DOso3D Posts: 15,100

    I'm having an issue with reflections... anyone know what I can do about this?

    I'd prefer not to have to oversample (IE: render it twice as big)

     

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  • dHandledHandle Posts: 617

    I was experimenting with a space scene using the 3Dlight render engine.  I had to do quite a bit of post to blend 2 scenes together.  It's the earth half lit by the sun, with the other half in darkness from space.  You can see city lights at night on the dark side.  I managed to get the crescent moon to match the earth pretty closely.  It's still rough, but you get the idea. 

    Then just for the heck of it, I thought I would make the necessary changes and see what it looked like as an Iray render.  It's not the exact same scene.  Had to basically start over from scratch.  The moon is wrong, etc, but still.

    This is what I ended up with.  Considering the possibilities from here...

     

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  • TJohnTJohn Posts: 11,352

    I'm having an issue with reflections... anyone know what I can do about this?

    I'd prefer not to have to oversample (IE: render it twice as big)

     

    I'm sorry William, I'm not clear on what the issue is. Graininess?  

  • Oso3DOso3D Posts: 15,100

    Tjohn:
    If you click on the image, the edge of the reflected person and a pole looks bizarrely serrated. I don't know if that's an issue with the light ray modeling fidelity or the surface (although given the way it looks, I'm inclined to think it's the light rays).

     

    I ended up changing the layout to hide the problem, and it looked better anyway, so yay.

     

    Here it is, To the Sun, using Ocean Wide (for the, well, ocean), AtmoCam for haze and skydome, and assorted bought and free Egyptian stuff.

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  • TJohnTJohn Posts: 11,352
    edited August 2015

    Tjohn:
    If you click on the image, the edge of the reflected person and a pole looks bizarrely serrated. I don't know if that's an issue with the light ray modeling fidelity or the surface (although given the way it looks, I'm inclined to think it's the light rays).

     

    I ended up changing the layout to hide the problem, and it looked better anyway, so yay.

     

    Here it is, To the Sun, using Ocean Wide (for the, well, ocean), AtmoCam for haze and skydome, and assorted bought and free Egyptian stuff.

    Oh I see. Very good render. Yes, to notice the serration, I would have had to know what the unreflected object looked like. smiley 

    Post edited by TJohn on
  • almahiedraalmahiedra Posts: 1,370

    Just test some HTML code.

     

     

    Something new for us? laugh

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited August 2015
    GiGi_7 said:

    Just test some HTML code.

     

     

    Something new for us? laugh

    Yes the Siph Queen just pass QA and doing and Iray expansion pack This is for G2F.

     

    Post edited by Midnight_stories on
  • Midnight_storiesMidnight_stories Posts: 4,112
    edited August 2015

    Opps

     

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    Post edited by Midnight_stories on
  • Oso3DOso3D Posts: 15,100

    Took the previous scene, tweaked it to be a desert scene.

     

    I also Zombified the figures, but it didn't really look noticeable.

     

    To the Aftersun.jpg
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  • kyoto kidkyoto kid Posts: 42,159
    edited August 2015
    Fishtales said:

    Perhaps there is too much light coming from the HDRI.

    ...it's a night time sky so it shouldn't produce much light. The HDRI is actually intended for use with Reality, and would use a low intensity version of Reality/Lux "sun" for the moon, which wouldn't work in Iray.


    ...update.

    Removed the HDRI, truned off the Iray Sun, set Draw Dome ro "off" as well and the scene rendered totally black save for the actual meshes the Emissive shader was applied to.  No lighrt was cast on otehr parts of the set at all.

    Post edited by kyoto kid on
  • FishtalesFishtales Posts: 6,225
    kyoto kid said:
    Fishtales said:

    Perhaps there is too much light coming from the HDRI.

    ...it's a night time sky so it shouldn't produce much light. The HDRI is actually intended for use with Reality, and would use a low intensity version of Reality/Lux "sun" for the moon, which wouldn't work in Iray.

    It might still be getting too much light. What I did in another render was change the black to a midnight blue which gives colour without the light. I'll see if I can do it with the last render. 

  • Not as fantastic most of the renders I've seen. But i'm really enjoying Iraysmiley

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  • FishtalesFishtales Posts: 6,225
    edited August 2015
    kyoto kid said:
    Fishtales said:

    Perhaps there is too much light coming from the HDRI.

    ...it's a night time sky so it shouldn't produce much light. The HDRI is actually intended for use with Reality, and would use a low intensity version of Reality/Lux "sun" for the moon, which wouldn't work in Iray.


    ...update.

    Removed the HDRI, truned off the Iray Sun, set Draw Dome ro "off" as well and the scene rendered totally black save for the actual meshes the Emissive shader was applied to.  No lighrt was cast on otehr parts of the set at all.

     

    I just did a quick render changing onlt the sky colour.

    Deep Blue

     

    More greyish than blue

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    Post edited by Fishtales on
  • kyoto kidkyoto kid Posts: 42,159
    edited August 2015

    ...kind of what I get, but none of the windows light up and no light gets cast on the street/pavement.  The only other option I can think if is placing primitives inside where the lights are and applying the emissive shader to them or just simply using photometric spots.  That sort of feels like going back to the 3DL technique.of placing separate lights around the set which is a real pain. I thought that was what mesh lights were supposed to eliminate.

    Post edited by kyoto kid on
  • FishtalesFishtales Posts: 6,225

    All I did was click on the building; go to surfaces; find the lights and add the Emission shader; edit the light to 100 Watts/15 efficacy. For the lampposts I clicked on them; go to surfaces; find the glass and add Emission shader; set light to 150 Watts/15 efficacy.

  • kyoto kidkyoto kid Posts: 42,159
    edited August 2015

    ...that's exactly what I did as well.  If I look dead on I can see the lights in the interior, but when I move to even a slight bit of an angle and they turn completely dark. Tried it with both the the the default Iray shader and with the Thin Glass shader applied to the windows.   For the street and exterior  lamps, all I get is the bulb to glow again as if I turned up the ambient channel in 3DL.

     

    ..ach it's after 02:00 here geting a bit punchy.  Will look into this more tomorrow

    Post edited by kyoto kid on
  • FishtalesFishtales Posts: 6,225
    edited August 2015

    Right. I added a new camera looking back. Nothing else changed: the brightness on the wall on the right is coming from the lamp above the door because I need to change the f/stop on the camera. As you can see the interior lights are still visible. Everything is a bit slow ATM as I am also working on a render in Bryce surprise

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    Post edited by Fishtales on
  • FishtalesFishtales Posts: 6,225
    edited August 2015

    OOPS! The bright light is coming from the headlamp on the new camera which I forgot to switch off. I adjusted the camera perameters in Tone Mapping too in this one.

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    Post edited by Fishtales on
  • evilded777evilded777 Posts: 2,487
    edited August 2015

    Living Skin 3 -- Victoria 6

     

    The ladies seem much harder than the fellows, but perhaps that's just me.

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    Post edited by Richard Haseltine on
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