Show Us Your Iray Renders. Part IV

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Comments

  • SotoSoto Posts: 1,451

    Thank you! I managed to find out. I had to adjust more camera settings (mm) apart from the DOF ones. I got the dramatic result I wanted. :D

  • ToborTobor Posts: 2,300

    Out of interest, what variance did you use for the mm setting? And how did it affect the DOF?

     

  • Turk_WLFTurk_WLF Posts: 177

    Here is one of my test renderings using Iray.

    I think it's a little dark for what it should be..  it's of the New Columbus Module by  Bricabrake.. it took an 1 hour  30 minutes, I think need to learn more about Iray.

     

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  • ToborTobor Posts: 2,300

    Damn! what gave it away?

    Haha!

    Truly, it's an amazing render. I've been wanting to do a series of auto renders in the style of the 60s/70s car print ads, and slowly collecting the models. I can't model the ash tray of a Ford Pinto let alone a full car like this, and I'm always amazed to see this kind of craftsmanship. 

  • TJohnTJohn Posts: 11,355

    How to Set Up DOF Camera in Daz Studio

  • kyoto kidkyoto kid Posts: 42,244

    And then 86% to 100% in 10 minutes. Weird.

    Mostly Ninive 6, with a few changes. Lots of texture adjustments to everything.

     

    ..a few changes, like a missing lower left leg. That is really well done, We really need a set of basic Iray hair shaders and more skin shaders as well.  They are available for other applications like 3DS, Maya, and Rhino. .

  • Oso3DOso3D Posts: 15,112

    Turk: It looks good! And the low lighting looks kind of appropriate.



    There seems to be adequate light, but some tips:

    Adjust light appearance in Render Settings/Tone Mapping. Particularly up ISO.

    Increase light brightness.

    If you can, avoid using emitting objects over point or disk shape lights. They render a lot faster. (I had a lamp with a shade, and the difference was pretty much invisible but rendered 5x faster)

     

    As an aside, I'm very annoyed you can't 'slide' backdrop images.

     

  • kyoto kidkyoto kid Posts: 42,244
    Gedd said:

    create a background image from the HDR, modify it in an image editor like PS, then apply to a plane...

    ...I've done that.  Just make sure nothing casts a shadow on the backdrop plane though.

     

    Too bad we couldn't create a curved plane similar to what is used in the Mil Environments or Cyclorama.

  • Oso3DOso3D Posts: 15,112

    You could probably design a curved plane with appropriate Cutout of a sphere or cylinder (or cone, depending)

     

  • kyoto kidkyoto kid Posts: 42,244

    ...yeah but that requires some fairly deft use of the Geometry editor.  Already experimented with that.  Would be more elegant to just take a simple plane and "bend" it. May try that in Hexagon as it shouldn't be so involved as to trigger a crash.

  • Oso3DOso3D Posts: 15,112
    edited August 2015

    I was thinking of the cutout channel, actually.

    Plonk a square cutout on a sphere, and voila.

     

    I have Carrara, I suppose if I really had to do it I'd probably start with a sphere and do an intersect with a cube.

     

    Post edited by Oso3D on
  • ToborTobor Posts: 2,300

    Curved plane.... I think a D-former is all that would be needed. You can have it deform the plane in one axis only.

    That said, I jave plenty of half-circle planes from various products/projects, so never needed to make my own cyclorama. Da plane, da plane!

  • mjc1016mjc1016 Posts: 15,001
    kyoto kid said:
    Gedd said:

    create a background image from the HDR, modify it in an image editor like PS, then apply to a plane...

    ...I've done that.  Just make sure nothing casts a shadow on the backdrop plane though.

     

    Too bad we couldn't create a curved plane similar to what is used in the Mil Environments or Cyclorama.

     

    And why can't you load the Cyclorama?

    Or any of the curved backdrop panes that are on ShareCG or Renderosity?

    Or many of the blend files, especially for cars, on Blendswap come with them...heck, there are a number of CC0 items (public domain) that have them, so one could pull the backdrop planes out and pack them up as set...and many of them are UV mapped.  I'll look and see if I've got one...if so I'll get into Studio format.

  • kyoto kidkyoto kid Posts: 42,244
    mjc1016 said:
    kyoto kid said:
    Gedd said:

    create a background image from the HDR, modify it in an image editor like PS, then apply to a plane...

    ...I've done that.  Just make sure nothing casts a shadow on the backdrop plane though.

     

    Too bad we couldn't create a curved plane similar to what is used in the Mil Environments or Cyclorama.

     

    And why can't you load the Cyclorama?

    Or any of the curved backdrop panes that are on ShareCG or Renderosity?

    Or many of the blend files, especially for cars, on Blendswap come with them...heck, there are a number of CC0 items (public domain) that have them, so one could pull the backdrop planes out and pack them up as set...and many of them are UV mapped.  I'll look and see if I've got one...if so I'll get into Studio format.

    ...the cyclorama and most of the other ones also include a ground plane as well that the image also "fits to".  It is also one specific size and scaling it up whether on all three or a single axis, will also expand the image possibly making it look blurry, or distort the image that is attached.(in the case of scaling along a single axis).  I'm talking about a just being able to create a blank curved vertical backdrop plane at the same aspect ratio as the photo that is used. 

    I always match my backdrop planes to the photo's aspect ratio to avoid any distortion and use high resolution images. Mostly these are needed to create a sky backdrop so I can use the Iray sun which provides more realistic lighting and shadows than a photometric distant light. .

     

  • Oso3DOso3D Posts: 15,112

    Some topical humor. And more experiments.

     

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  • mjc1016mjc1016 Posts: 15,001
    kyoto kid said:

    ...the cyclorama and most of the other ones also include a ground plane as well that the image also "fits to".  It is also one specific size and scaling it up whether on all three or a single axis, will also expand the image possibly making it look blurry, or distort the image that is attached.(in the case of scaling along a single axis).  I'm talking about a just being able to create a blank curved vertical backdrop plane at the same aspect ratio as the photo that is used. 

    I always match my backdrop planes to the photo's aspect ratio to avoid any distortion and use high resolution images. Mostly these are needed to create a sky backdrop so I can use the Iray sun which provides more realistic lighting and shadows than a photometric distant light. .

     

    It's a lot easier to use the Geometry Editor tool to hide the ground plane (or delete it) than it is to use a Deformer to warp a flat plane...but that said, a few of the ones in the Blender files I have don't have groundplanes and should be 'sized'...I probably won't get a chance to go through them tonight, but I'll take a look.  If I don't find any good ones, what sizes (aspect ratio) would be good,  I'll just make up a couple UV mapped ones and put them up on ShareCG?

  • Virtual_WorldVirtual_World Posts: 1,102
    Novica said:

    An Iray render with my new character Kathy for Genesis 3, that is waiting her turn to be released to the store.

     

    Yep, she does look like Katharine. Hope that was what you were going for, because if not, you did. wink  Lips and nose are different, but when I saw the character, before I read the name, I thought "That looks a bit like Katharine."

    Hi Novica! 

    No, that is pure coincidence.

  • kyoto kidkyoto kid Posts: 42,244
    mjc1016 said:
    kyoto kid said:

    ...the cyclorama and most of the other ones also include a ground plane as well that the image also "fits to".  It is also one specific size and scaling it up whether on all three or a single axis, will also expand the image possibly making it look blurry, or distort the image that is attached.(in the case of scaling along a single axis).  I'm talking about a just being able to create a blank curved vertical backdrop plane at the same aspect ratio as the photo that is used. 

    I always match my backdrop planes to the photo's aspect ratio to avoid any distortion and use high resolution images. Mostly these are needed to create a sky backdrop so I can use the Iray sun which provides more realistic lighting and shadows than a photometric distant light. .

     

    It's a lot easier to use the Geometry Editor tool to hide the ground plane (or delete it) than it is to use a Deformer to warp a flat plane...but that said, a few of the ones in the Blender files I have don't have groundplanes and should be 'sized'...I probably won't get a chance to go through them tonight, but I'll take a look.  If I don't find any good ones, what sizes (aspect ratio) would be good,  I'll just make up a couple UV mapped ones and put them up on ShareCG?

    ..but that  is a lot more work compared to just being able to create a curved plane primitive.

    ...and again increasing the scaling will only introduce issues with regards to clarity and proportions. Another issue iw that the Cyclorma plane does not

  • macleanmaclean Posts: 2,438

    Re curved plane primitive - Why don't you just use a DS primitive? A cylinder with the ends and one half removed, and the other polys flipped. Or a sphere with half removed, and polys flipped.

  • kyoto kidkyoto kid Posts: 42,244
    edited August 2015

    ...that still involves a lot of work with the Geometry editor to remove not only the unwanted sides but tp and bottom as well. .I think io would be simpler to just create a plane primitive in Hexagon and shape it as then I can still create a plane with the correct aspect ratio

    Post edited by kyoto kid on
  • IceCrMnIceCrMn Posts: 2,332

    an artist called red-creations on deviantart used to have one of those curved planes for free download,,,looks like he has since removed it,,but there is a morphing back drop that may work.

    http://red-creations.deviantart.com/gallery/50662880/DAZ-Studio-Content

    The shoes and dresses he makes are some of my favorites :)

    quickie render to show the curved backdrops. The props package was called rc_studio_props_by_red_creations.I still have the zip,but the license doesn't allow for redistribution :(

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  • Oso3DOso3D Posts: 15,112

    The Dynamic Cape was thankfully juuuust cheap enough to get with my monthly PA coupon. Yay!

     

    Trying it out here.

     

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  • Oso3DOso3D Posts: 15,112

    And another. Experimenting with clothing fits.

     

    I REALLY need to get Fit Control when I can; suits look terrible unless women are very petite like this.

     

    Also, providing an amusingly weird glitch that developed with the jacket.

     

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  • Slide3DSlide3D Posts: 194
    edited August 2015

    my new boots ) coming soon...

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  • SotoSoto Posts: 1,451
    edited August 2015

    This is the depth of field I was trying to get earlier. I wanted everything from the toothpick forward and from the ears backwards to be blurred, especially the background.

    Adjusting the DOF options was not enough. The mm helped to make the background look more far away I guess. But the DOF had to be readjusted accordingly of course. Here are my setings if they can be of any help.

     

     

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  • Oso3DOso3D Posts: 15,112

    Very cool render. Is that LAMH + Unshaven?

     

  • ToborTobor Posts: 2,300

    @Hellboy, Thanks for the render. Maybe the Lens Thickness alters the position of the aperature in relation to the objective element, but that's a wild guess, and probably a wrong one. Only thing I've even found on it is here:

    http://lochrome.deviantart.com/art/Iray-Lens-Thickness-Test-539474011

     

  • ToborTobor Posts: 2,300

    BTW, I noticed in your screen shot Lens Thickness is zero, the default. Were you meaning a different setting?

    I noticed you altered the Frame Width, which is ordinarily 36mm. This had the effect of reducing the size of the "film" to about 16mm, alterning any setting that controls DOF. 

    Here's a trick for setting DOF. I find this approach easier than trying to visualize the DOF extents through the same camera you're shooting through: 

    1. Create a separate camera. Call it "DOF Setter." 

    2. Place it 90 degrees from your view camera. Parent this new camera to your view camera, so that any time you move the view camera, the DOF Setter moves, too.

    3. Frame the scene in your view camera the way you want it.

    4. Switch to the DOF Setter, and select your view camera. Frame up the DOF Setter camera to that you see the full scene, with the view camera.

    5. Turn on DOF, and note the front/back depth of field planes.

    6. Adjust these:

      a) Focal Distance: Moves the DOF planes forward or backward.

      b) F-stop: Narrows or widens the DOF planes. (Note that this f-stop setting is wholly independent of the f-stop in Iray's Tone Mapping panel.)

    Don't adjust the focal length, or that will reframe your scene. You can play with the Frame Width if it helps achieve the looks you're after, but usually you don't have to.

     

  • Joe.CotterJoe.Cotter Posts: 3,362

    Well if one does adjust the focal length, it will change the center of focus, so the camera has to be adjusted to take that into account. The main reason to adjust the camera distance with focal length is to adjust how wide of a view of the background is showing in the final image. In photography this is referred to as compression. As was mentioned, the f/stop is the main setting for adjusting how much is in focus vs blurred, ie the dof. Unfortunately, the setting number on the properties panel for the f/stop is not directly related to an actual f/stop number irl, that is, 2.8 in the properties panel is not equal to a 2.8 f/stop on an actual dSLR, so some experimentation has to be made. The focal planes can be made visible for measuring what is/is not in focus however.

  • ToborTobor Posts: 2,300

    Very true, though I think  camera distance and focal length is more a part of the framing/composition. But to clarify: you can also alter DOF by changing camera position and focal length. Moving farther back, and zooming in, decreases DOF, while flattening perspective (assuming Perspective) is on.

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