Show Us Your Iray Renders. Part IV
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...but you have to be careful that the backdrop image doesn't develop an unwanted "curve". to it.
When I need a backdrop, either panoramic or just a sky, I use a high resolution stock image and fix it to a plane primitive of the same aspect ratio.
The curve on the edges of an image can also be caused if the camera lens is set at too wide an angle. if the dome is causing the image to apear bent then use the image as a background in the Window/Panes (Tab)/Environment and use the HDRI light image in the Render Settings/Environment/Environment Map and set Dome Only, Draw Dome off.
I was testing this out before this came up in the thread and it has just finished. The background is an HDRI of an underpass and I used the lighting image for the same HDRI for the lights.
Road Block
ok,,so I gave this a try, and this is what I got so far.
I got the hdr from http://ironhead333.deviantart.com/art/IH-HDRI-Pack-2-interiors-506649852
This is the "small hall" from that set.I had to set the dome scale multiplier to -5000000.0. is that a common setting?It seems a bit much to me.Something like an attenuator would be nice to make the numbers smaller to work with.
Actually steroids cause just the opposite. The stomach is something that have to work on holding in. I know, I used to pump up.... I looked good everywhere but my stomach bloated a bit with them. I guess everyone is different with how roids affect their bodies.
My observation is that his rib cage is nonexistent! With the sort of pose the rib cage is jutting out slightly so there should be the rib crown showing, I don't see it!
In the scale multiplier 100 is 1 meter so 10 in the radius would be 10 meters so the dome would be 20 meters wide and 10 meters high. You can also move it back and forwards and side to side as well as up, down and also bank it in any direction using the origin and orientation sliders.
...I have tried using the orientation sliders and the only ones that has an effect are the X, Y Z, axis rotations.
Thats the way of the renderer warrior, my friend I even can´t think of anybody having good results in just one try. I always do lots of small test renders and fixes, shader corrections (specially the skin related ones) camera POV and lens angles etc.
And Zbrush.... such a wonderfull tool.... it makes all of your dreams true. I passed years long time ago dreaming with a tool like that, I love it.
I told that before but for if tou didnt read it heres a handy advice:
To do quick and fast test renders in render settings-> progressive : set max samples to 3600, max time to 5000 and render converge to 50 this will speed up things a lot andifyou reduce texture size to 1500 or 2048 and setIray texture compresion value to that size your test renders will start instantly.
Most of people are using 4000 pix textures and they dont realize that Iray every render load all textures and take the job of reducing it to its default 1024 pix compression to not fullfill the gpu vram, and that takes a bothering time.
Ok. Finally, I hope you don´t find me abusive for taking your picture, it was just to show you the two options you have with the DOF, hope youll find usefull and your image is already deleted from my HD.
Thanks Ivy, Ill take a look at this page. But just let me tell you that some of my unsucessfull image enviroment based hdris comes from pages like that.
Hey! Thats a cool and realistic image. Greatl work!!
Yes, Mr. Fishtales, but that way youll only have a plain backdrop, not an enveloping enviroment wich you can rotate and get a colourmood on the figure related to it.
EDIT.- Mmmmm... I just saw your pic. Nice result. I'll test your system....
I can´t scale domes too, I tried everything and I gave up on that :(
I went back to the render and removed the image as a backdrop and replaced the Environment Map light image with the full HDRI. I then re-sized and repositioned the Dome until I got an aproximation of the original render. It wont be the same as when you plug the HDRI image into the Environment Planeasa background you are seeinthe whole panoram image compressed into the background and not part of the image that is on the dome so, even though I have positioned the dome so I am looking at the same spot it looks different.
Dome Mode = Finite Sphere with Ground
Draw Dome = On
Dome Scale Multiplier = 100
Dome Radius = 5
Dome Orietation x = 200
Dome Rotation = 260
Worked out byTrial and error watching the Aux Viewport in iRay mode. The Origin sliders change the origin of the dome but it wont affect how the image looks only the where the light is coming from.
He! Good point! Actually I´m a bodybuilder and i did compete years ago, but as I used only steroids by injection I had no stomach problems. The thing that now it´s causing those inflated waits in the pro bodyvuilders are the new system of taking huge loads of insuline and growth hormone to make a synergie with steroids and grew up more muscular size, that demands a huge consumption of food too, (around 10-12k of calories) causing the waist to blast out. In the classicall times (Frank Zane, Arnold, Lee Haney) there was no insulin and HGH abuse, so they had small waist.
Anyway I didnt wan to create the perfect bbuilder shape, just a fix to the ugly base default morph. Thanks for your feedback anyway.
Well, lets take a rest for a while from the hdri issue. Finally this is the bloody steampunk bike with its materials in the right Iray way. I picked up the colours based on my personal taste instead of being loyal to the original model, so maybe you don´t like it. but you can´t deny this time the wheels looks way better than before, right?
Edited to fix image sizes
My latest one
image based lighting /HDRi environment by hdrlabs.com/sibl/archive.html
Shader for car by tom2099.deviantart.com
Best regards
murmel
Superb all the way around. Good render on a technical level, but also terrific composition. Shoutout for @tomtom.w 's car shaders; they're the best.
Howdy folks;
I am currently planning on purchasing a new graphics card for Iray..i have a limited budget...so a Titan is definetely out of it!...i need recommendations on an entry level card that can give me reasonably fast renders.
Currently i have a Radeon card...so i am rendering CPU based only...and on average my renders take give or take 30 mins to complete noise free (mostly)
which Geforce card can speed up my current renders and bring them down to at least 10 or 5 mins?...(noise free) i am talking about simple scenes...not complex ones. And i know that this is possible because i have seen renders done in this thread that took even 5 or 8 mins to complete...noise free.
Will any of these two deliver what i am looking for?...
http://www.newegg.com/Product/Product.aspx?Item=N82E16814121913
http://www.evga.com/Products/Product.aspx?pn=02G-P4-2962-KR
..very well done. Love the camer angle as it makes the scene more dynamic.
I have those shaders as well and they work good on other items too.
If buying a new Nvidia card don't even bother looking at anything with less than 4 GB of memory.
If you don't mind, where did you get the heels on the girl?
Thanks!
I'm not sure if you meant my render or D.Robinson's
Mine are called "Boots - Electra for V4"
That was for D.Robinson actually (2nd post from the top on page 42 http://www.daz3d.com/forums/discussion/57355/show-us-your-iray-renders-part-iv/p42)
Good to know about your render. I think I had seen those boots in renderosity a while back.
Thanks
This work is excellent, the only thing its the girl skin, all looks very realistic but the girl looks more like a rubber doll than a real woman. With a different treatment on the skin shader this image will be a true winner.
I like it! Barbie is a plastic doll, you know.
It´s just constructive criticism, That image needs a real person to look absolutely perfect, I saw lots of flawled tries to get a photorreslistic image with all the enviroment perfect and credible but at last point which is supposed to be a human being ends turned out in a plastic doll...
No, it's not supposed to be a real human, it's supposed to be art. The skin is perfectly flawless -- what we call airbrush perfection in the publishing field -- which is part of the allure. It it looked like an actual photograph, it would not be as interesting.
As an artistic artform, 3D is not a substitute for photography. The end result is not always meant to be absolutely realistic, even using a reality-based renderer. If it's only realism that you want, hire a model and shoot the scene. It would probably take less time and effort.
I'm sorry, but I have a different point of view. If the main goal were just do something artistic taking advantage of 3d options without taking too much care about realism then probably we should still stay rendering with DS3. 3d nas not to be a substitute for photography or real film, but it can be and thats the side which fascinates me.
If you look at a movie with visual effects you want this effects too look totally real, otherwise you say " oooomph... such an awfull effects, it smells like 3d badly!".
For me the maximum reward you can get with 3d its to achieve an image wich mistakes with a real photoshoot like those you can see at the CGsociety forums. I recognice that my personal POV prevails technicall perfection over artistic expression, thats true and I can deny it.
And for me the best thing I can achieve it's to get a photorealistic render and take the pride of saying: "Look at this girl, looks real, true? well, it doesn´t, I made her with my computer and software" no matter how much time and effort it takes.
Like my last portrait of V7 it looks nice but I'm still not conviced of getting the photoreal render. But I´m traying and I´ll keep on trying.
And that goal it's what makes me keep on rendering and improving my technique.
Theres a lot of renders out there very artistic with photoreal enviroments and objects but humans looking like rubber dolls, theres not too much where all its perfect and the human figure looks really human, I´m more interested on that second ones.
Anyway it´s just a question of subjective and personal points of view. I understand and respect yours, hope you understand mine. :)
Best regards.
Cesariuss.
I do understand your point of view, and if what you want to do is re-create reality without your own artistic lens, then that's a fine goal, but not everyone else shares it. Maybe in the future you will understand that not everyone is looking for your "constructive criticism" that follows your specific view, because not everyone is using this platform to create the same kind of art. And that's a good thing, because art takes many forms.
I saw Murmel's art as one of the more creative examples that have been posted here, down to the pink grips on her pistols. Is that real? Of course not! Is the image fun and evocative and creative? Definitely.
I never denied it´s creativity and evocativity. Just pointed some technicall issue for if the artist wants to improve his great art still more, that's all.
Just take in mind one thing: praises and aplausses at one's work feels very good, but it only serves to feed your ego and gettimg stucked in the way you work.
Good or bad critics alwad feels bad and are mostly unwelcome, but this is what makes you at the end improve your work and become still better.
Just let me tell you one thing that happenend to me...
I posted in another forum one render wich received lots of praises, I felt my ego fullfilled and inflated till some friend artist told me "Do uo want to know what I sincerely think about that pic? And I replied "Ok. Go ahead" And he started to point me lots of flaws and errors this image had.
At first time my ego felt on the floor and got even some depressed, my ego unwelcomed that critics but later, thinking about it, I realized this guy was right and I had to take in mind his critics.
As result of that my next image posted was 8 times better than the former one and everybody told me so.
Thats why when I see an image with great potentiall I take the risk to point at some improvable details while knowing it could be not very welcome.
Anyway Im sorry if my sincere comments offended you, I'll take good care of not try to help anybody anymore.