Show Us Your Iray Renders. Part IV

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Comments

  • Oso3DOso3D Posts: 15,088

    HUG MAH!

  • jag11jag11 Posts: 885

    If you thought THAT was gross... improved hugs from the slimer!

     

    I remember one of those in my nose when I was a kid.surprise

    I love it.

  • Oso3DOso3D Posts: 15,088

    Another delightful purchase.

     

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  • grinch2901grinch2901 Posts: 1,247

    playing with shadows

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  • inspired on the shader work of RogerBee I took a try implementing iRay shaders on the Grimm Armor:

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  • kyoto kidkyoto kid Posts: 41,925
    edited September 2015

    playing with shadows

    ...that's really cool.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,925

    If you thought THAT was gross... improved hugs from the slimer!

     

    ....I think I've seen something like that in one of the local storm drains the other day.

    Very Icky but well done.

  • Midori and her father...

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  • RogerbeeRogerbee Posts: 4,460
    icecrmn said:

    I've been working on my favorite characters skin and eyes,What do you think?

    It all looks a little flat to me, I think lighting may make a difference there.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015
    fastbike1 said:

    True, but IMO that exists for all the models, not soley G3F. However that render is the result of less than 45 minutes total effort from opening Studio to finished render at 4000x3000. Includes changing face and body,  In terms of uncanny valley and skin, to me a big problem is that no one's skin tone is even over their entire body. Still we can get great results with overall less time. And progress continues.

    Rogerbee said:
    fastbike1 said:

    Here's a G3F OC. HDRI lighting and dome only.

    Looks pretty good, but, I think it'll take a phenominal texture set for G3 to break the uncanny valley. This is why I've steered clear of using HDR's for the environments as I don't feel that the skin textures are realistic enough to blend with them yet.

    CHEERS!

     

    From what I could gather from SickleYield, lighting and tone mapping are key. If you are going to use an HDR environment, you really should pay attention to what the lighting is like in the background and match the lighting on the figure to it. Most CGI these days is done by placing the CG figure in a CG environment, thus making it far easier to match the lighting. I would suggest to anyone wanting to do renders that look real is to put the figures in envionments that help this, like for example Stonemason's sets. Texture and light one of these well enough and it looks very realistic, much more so than plonking a CG character in front of a photo backdrop. If it's good enough for the effects industry, it's good enough for 3D art.

    CHEERS!

     

    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460

    playing with shadows

    Very nice! I really like the B movie feel of this one.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460

    inspired on the shader work of RogerBee I took a try implementing iRay shaders on the Grimm Armor:

    Very nice, I'd like to know the settings for some of those. Not so sure about the neon blue though. I would also try an emissive shader on the mask lenses, another version of these were the Helghast in the PlayStation game Killzone and they had glowing eyes, something I did to reasonable effect in the Poser render below.

    CHEERS!

    Helghast 360 Glow 4.jpg
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  • Oso3DOso3D Posts: 15,088

    Zilver: Do you have a link to that armor? Looks nifty!

     

  • Rogerbee said:

     

    Very nice, I'd like to know the settings for some of those. Not so sure about the neon blue though. I would also try an emissive shader on the mask lenses, another version of these were the Helghast in the PlayStation game Killzone and they had glowing eyes, something I did to reasonable effect in the Poser render below.

    CHEERS!

    Nice idea for the emitters on the eyes like Killzone does, but I would need find an scene where the emitters come to play, on a daylight woods...nope. For the neon blue stripe, well I love blue, personal choice, hehe!

    Oh the settings!, just change all looking like rubber on the basic iRay rubber smooth, for the armor use 25% of thin film and 0.15% of flakes, and some bump mapping ranging from 0.50 to 200, depending on the set value on your parameter slides

    Zilver: Do you have a link to that armor? Looks nifty!

     

    it is sanctum art dot com but the site was offline many years ago, mainly because the artist (Michael Rak)now is on the game industry, that's the rumor.

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  • Oso3DOso3D Posts: 15,088

    Ugh. I hate it when people remove things from the internet. (And Wayback machine doesn't help, because it's a vendored item)

     

  • Oso3DOso3D Posts: 15,088
    edited September 2015

    Again testing ways to make shirts fit more naturally on characters. In this case, the right-hand version is using a corset version of the Ultra Bodysuit. I used a fairly unrealistic 'thin person with big breasts' for this purpose, but also took the opportunity to test new hair (Omri) and ethnic morphs (Ethnics for Genesis 2 Female, mix of Saba and Wefa plus other tweaks).

    As an aside, I find the Ethnics for G2F/M a bit more cartoonish than the ones for Genesis, but using them at about 50% and then tweaking other dials saves me a huge amount of effort.

    Skin is Benjamin, yet again. Hopefully at some point I'll get more dark skins. ;)

    Oh, also, the shirt and pants are Wilmap items, HDRI lighting by Mec4D.

    Ultrasuit corset test SabaWefa BeforeAfter.jpg
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    Post edited by Oso3D on
  • nicsttnicstt Posts: 11,715

    Nice render, conforming clothes just don't look right; love her skin, great job.

  • kyoto kidkyoto kid Posts: 41,925
    edited September 2015
    Rogerbee said:
    fastbike1 said:

    True, but IMO that exists for all the models, not soley G3F. However that render is the result of less than 45 minutes total effort from opening Studio to finished render at 4000x3000. Includes changing face and body,  In terms of uncanny valley and skin, to me a big problem is that no one's skin tone is even over their entire body. Still we can get great results with overall less time. And progress continues.

    Rogerbee said:
    fastbike1 said:

    Here's a G3F OC. HDRI lighting and dome only.

    Looks pretty good, but, I think it'll take a phenominal texture set for G3 to break the uncanny valley. This is why I've steered clear of using HDR's for the environments as I don't feel that the skin textures are realistic enough to blend with them yet.

    CHEERS!

     

    From what I could gather from SickleYield, lighting and tone mapping are key. If you are going to use an HDR environment, you really should pay attention to what the lighting is like in the background and match the lighting on the figure to it. Most CGI these days is done by placing the CG figure in a CG environment, thus making it far easier to match the lighting. I would suggest to anyone wanting to do renders that look real is to put the figures in envionments that help this, like for example Stonemason's sets. Texture and light one of these well enough and it looks very realistic, much more so than plonking a CG character in front of a photo backdrop. If it's good enough for the effects industry, it's good enough for 3D art.

    CHEERS!

     

    ...that's what I did with the girls at the bus stop.  The hardest part was to match the lighting to the backdrop photo both for angle and luminosity.  True the immediate surroundings were meshes (even the helicopter), but everything in the scene still had to blend seamlessly with the backdrop.

    Post edited by kyoto kid on
  • fastbike1fastbike1 Posts: 4,078

    Another G3F OC. Uses 3DArena's body and face morphs as a start. K7 skin. HDI lighting only. Sveva's fabric and lace shaders.

    Elise G3F OC Iray HDRI -1.jpg
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  • AlexLOAlexLO Posts: 193
    edited September 2015

    One more dip before summer is over ;-)
    Also posted full sized in my DAZ Iray Gallery , waiting for a look and a like or three hehe
     

     

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    Post edited by Richard Haseltine on
  • RogerbeeRogerbee Posts: 4,460
    Rogerbee said:

     

    Very nice, I'd like to know the settings for some of those. Not so sure about the neon blue though. I would also try an emissive shader on the mask lenses, another version of these were the Helghast in the PlayStation game Killzone and they had glowing eyes, something I did to reasonable effect in the Poser render below.

    CHEERS!

    Nice idea for the emitters on the eyes like Killzone does, but I would need find an scene where the emitters come to play, on a daylight woods...nope. For the neon blue stripe, well I love blue, personal choice, hehe!

    Oh the settings!, just change all looking like rubber on the basic iRay rubber smooth, for the armor use 25% of thin film and 0.15% of flakes, and some bump mapping ranging from 0.50 to 200, depending on the set value on your parameter slides

    Zilver: Do you have a link to that armor? Looks nifty!

     

    it is sanctum art dot com but the site was offline many years ago, mainly because the artist (Michael Rak)now is on the game industry, that's the rumor.

    Nice, the only problem I have with the lenses when you do any lighting effect like we've done is they turn into big blank discs. Before you do that, the lenses have a really nice look to them (see below) that lighting doesn't maintain.

    CHEERS!

    Helghast Close Up.jpg
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  • RogerbeeRogerbee Posts: 4,460
    kyoto kid said:
    Rogerbee said:
    fastbike1 said:

    True, but IMO that exists for all the models, not soley G3F. However that render is the result of less than 45 minutes total effort from opening Studio to finished render at 4000x3000. Includes changing face and body,  In terms of uncanny valley and skin, to me a big problem is that no one's skin tone is even over their entire body. Still we can get great results with overall less time. And progress continues.

    Rogerbee said:
    fastbike1 said:

    Here's a G3F OC. HDRI lighting and dome only.

    Looks pretty good, but, I think it'll take a phenominal texture set for G3 to break the uncanny valley. This is why I've steered clear of using HDR's for the environments as I don't feel that the skin textures are realistic enough to blend with them yet.

    CHEERS!

     

    From what I could gather from SickleYield, lighting and tone mapping are key. If you are going to use an HDR environment, you really should pay attention to what the lighting is like in the background and match the lighting on the figure to it. Most CGI these days is done by placing the CG figure in a CG environment, thus making it far easier to match the lighting. I would suggest to anyone wanting to do renders that look real is to put the figures in envionments that help this, like for example Stonemason's sets. Texture and light one of these well enough and it looks very realistic, much more so than plonking a CG character in front of a photo backdrop. If it's good enough for the effects industry, it's good enough for 3D art.

    CHEERS!

     

    ...that's what I did with the girls at the bus stop.  The hardest part was to match the lighting to the backdrop photo both for angle and luminosity.  True the immediate surroundings were meshes (even the helicopter), but everything in the scene still had to blend seamlessly with the backdrop.

    Yeah, you did a good job on that.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    fastbike1 said:

    Another G3F OC. Uses 3DArena's body and face morphs as a start. K7 skin. HDI lighting only. Sveva's fabric and lace shaders.

    Nice, but, the focus is too much on the surroundings and not on her.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460

    I tried the 'sunny 16' rule on Darius. SickleYield used a spotlight as well as an HDR in her renders, but, the spotlight just gave me really harsh shadows that looked awful, so I stuck with an HDR and played with the intensity. I think he looks quite good now. Once I get some clothing shaders I'll try a full scene.

    CHEERS!

    Darius 6HD Sunny 16 01.jpg
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    Darius 6HD Sunny 16 02.jpg
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  • RogerbeeRogerbee Posts: 4,460

    Keyed in the Iray settings I had for the eyes, I'm happy with them, though they don't appear to have made a dramatic difference to the render.

    CHEERS!

    Darius 6HD Iray Eyes 01.jpg
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  • RogerbeeRogerbee Posts: 4,460

    Applied 'sunny 16' to V7 and turned off the iris correction. Looks much better.

    CHEERS!

    V7 Iray Sunny 16 01.jpg
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  • ToborTobor Posts: 2,300
    edited September 2015
    Rogerbee said:

    I tried the 'sunny 16' rule on Darius. SickleYield used a spotlight as well as an HDR in her renders, but, the spotlight just gave me really harsh shadows that looked awful, so I stuck with an HDR and played with the intensity. I think he looks quite good now. Once I get some clothing shaders I'll try a full scene.

    Spotlights: Lessen the shadows by changing the emitter from Point to Disc, then enlarge to at least 40-50 centimeters. The larger the emitter, the softer the shadows. That's how it works in the real world.

    Exposure rules: These work when you have lighting in your scene to match. "Sunny 16" is for a bright sunny day. If you don't have bright sunny day lighting (HDRi turned up a few notches, sun/sky, or a bunch of scene lights,), you'll probably get the wrong exposure.

    The default "Ruins" HDR that comes with D|S is set for proper exposure at f/8, and is equivalent to an overcast day. That doesn't mean you'll get clouds, or a dimmer scene. It simply means, for the given lighting of overcast skies, and a film speed of ISO 100, you'd have good luck with a shutter speed of 1/128 and f/8, or some reciprocal variation of these. In film packages of yore, you'd get an exposure sheet, and it would have these simple lookup tables to use.

    Post edited by Tobor on
  • RogerbeeRogerbee Posts: 4,460

    Ah gotcha with the spotlight! That's what I missed. I'll try that now. I'm using Omnifreaker's KH Park on the Darius scene.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460

    Yeah, I quite like that, you do have to keep the intensity way down (I had it at 6%.) otherwise it blows the scene out, but, it does actually look better with the spotlight there as opposed to just the HDR, I will play with the positioning a little more though.

    CHEERS!

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  • RogerbeeRogerbee Posts: 4,460

    I think, for the default HDR, the 'Looney 11' rule may work better. We get some crappy weather in the UK, so I may feel happier with KH Park and 'Sunny 16' though!

    CHEERS!

This discussion has been closed.