Show Us Your Iray Renders. Part IV
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Man... that's REAL nice
...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.
..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.
Perhaps there is too much light coming from the HDRI.
Wow! Absolutely fine.
Thanks a lot Richard!
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...
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.
Well done, the skin looks perfect!
Sweet thanks for the file size.
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 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...
I'm sorry William, I'm not clear on what the issue is. Graininess?
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.
Something new for us?
Yes the Siph Queen just pass QA and doing and Iray expansion pack This is for G2F.
Opps
Took the previous scene, tweaked it to be a desert scene.
I also Zombified the figures, but it didn't really look noticeable.
...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.
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 Iray
I just did a quick render changing onlt the sky colour.
Deep Blue
More greyish than blue
...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.
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.
...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
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
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.
Living Skin 3 -- Victoria 6
The ladies seem much harder than the fellows, but perhaps that's just me.