Show Us Your Iray Renders. Part IV

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  • SzarkSzark Posts: 10,634
    kyoto kid said:
    Rogerbee said:

    True, but then you have to fiddle with settings again. I prefer the one and done option.

    CHEERS!

    ...actually all you have to do is go into the surfaces tab, expand the clothing item to show all the "children", then select all and apply the base Iray shade. That will set everything to Iray stats so even older shaders should not be an issue. It also helps to speed up the render process as it doesn't have to perform the conversion during rendering.

    What I do is to use the Expand All function then select the top node in the scene pane and then hold shift and select the last node. Then I apply Uber Iray Shader

  • Here is my latest Iray render, featuring the new wolf model under production...

    That looks awesome!

    I put together a scene and was trying to decide whether to render in 3delight or Iray.  I wanted to include motion blur in which the background would blur, but not so much the figure.  The 3delight implementation doesn't work that way, unless I keep the figure stationary and move the entire set.  Hopefully motion blur for Iray will be coming soon.  Anyway, I got the Jayden 6 Pro bundle when it was in a Flash sale last week, and the Parkour outfit inspired me to play with "free running" poses in Studio.  The hair and clothes come from the bundle, but the figure is Genesis with lots of morphs dialed in.  The skin is Ashley for M5, and all the shaders are for 3delight.  I've just let DAZ Studio do the conversions automagically.

    parkour_fire_escape.jpg
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  • Oso3DOso3D Posts: 15,100
    edited September 2015

    Kyoto Kid: Nah, it was the Mars Explorers for Genesis, and I haven't had problems with it before. It definitely seemed a sum of parts, because removing any figure fixed the problem. Weird.

    Anyway, another (much faster and lower impact) render. The dress is actually Wilmap's Wedding Dress, with a lace texture. (I could probably have used a Merimay dress, but just experimenting)

    Underneath the dress is an Ultra bodysuit corset (the default shapes for ultra bodysuit speeds up workflow a lot for things I was trying to do with Genesis Supersuit, though I still like Genesis Supersuit for some stuff), and a little Fit Control tweaks.

    Omri hair, if it wasn't obvious.

    Edit: Oops, and here it is:

     

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    Post edited by Oso3D on
  • RAMWolffRAMWolff Posts: 10,373

    Here is my latest Iray render, featuring the new wolf model under production...

     

    Gorgeous creature Alex!  heart

  • IceCrMnIceCrMn Posts: 2,332

    vrrooooommmmm!!!! beep beep

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  • L'AdairL'Adair Posts: 9,479
    Rogerbee said:

    Ok, I tried both, but, the tear is not completely gone like it was in 3Delight. There is still a thin line cutting off the bottom of his irises. Surely you can make them completely disappear!?

    EDIT:

    Mmm, looked at 3Delight renders and they are actually the same on him, the tears only completely disappear on other G2 eyes.

    Oh well....

    One thing I discovered is anything with refraction won't disappear by just setting cutout opacity to 0. I haven't tried the IOR tip, but I did find turning refraction weight to 0 made things like glass windows disappear. Check to see if the tear has refraction. If so, try turning off the refraction and see if that does it for you.

  • barbultbarbult Posts: 26,661
    icecrmn said:

    vrrooooommmmm!!!! beep beep

    I like it!

  • IceCrMnIceCrMn Posts: 2,332
    barbult said:
    icecrmn said:

    vrrooooommmmm!!!! beep beep

    I like it!

    Thank you :)

  • Dark Jedi, almost as dangerous like a girl with YOUR credit card on Dubai mall...

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  • RogerbeeRogerbee Posts: 4,460

    Here is my latest Iray render, featuring the new wolf model under production...

    So, does this mean that LAMH now works in Iray!?

    CHEERS!

     

  • Playing around with more new stuff...

    Baryolax + expansion, Raven for Genesis 2 in an Ultrasuit with Reptilian 6 legs, and a mix of Exo (Creature Collection) and Reptilian 6 main and tail in a Genesis Supersuit. I think the general scene is a Stonemason 'scifi corridor' freebie.
    Everything liberally tweaked for Iray.

    Originally I had a human in a spacesuit off to the left, but I kept experiencing crashes. It SEEMED to be some sort of memory 'too much stuff' crash. Same deal if I set the subd on these figures to 3 (they are all set to 1, which doesn't make me happy).

    I'm a little ... perturbed at possible memory problems, but what can you do. Since the figure was extraneous (and these figures look ok at subd 1), so be it.

    Edit: Oh, and my current 'semi-drawn looking' postwork.

    Nice job, I really like the drawn effect you gave it.  Did you use a filter in postwork? I'm a big fan of the subtle roto-look myself. 

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015
    Szark said:
    Rogerbee said:

    If you go back to p63, Szark posted links to some skin settings, they are a useful jumping off point. The settings I use are a hybrid of those and Mec4D's. I used them on Bjorn and I'm quite happy with how he came out.

    CHEERS!

    I am sorry I haven't update my settings or made the shader preset, I have been busy but in short I dropped the SSS maps for the Transluceny Weight as they were messing with the SSS itself. Also I increased the Top Coat thickness to 22000.00 with an IOR of 1.50. Adding thickness to the top coat allowed the back lighting to spread forward more as it would in reality. Plus it gives it that touch of blue that we used to give in the spec channel when rendering with 3DL. I will do another test render tonight and all being well post in tomorrow. It still isn't prefect but it is a big improvment to my first human figure render posted a few pages back.

    LOL! You would go and do that when I've already written MATs! What was the Translucency Weight setting? I'll try the others later and see how I go.

    CHEERS!

    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    L'Adair said:
    Rogerbee said:

    Ok, I tried both, but, the tear is not completely gone like it was in 3Delight. There is still a thin line cutting off the bottom of his irises. Surely you can make them completely disappear!?

    EDIT:

    Mmm, looked at 3Delight renders and they are actually the same on him, the tears only completely disappear on other G2 eyes.

    Oh well....

    One thing I discovered is anything with refraction won't disappear by just setting cutout opacity to 0. I haven't tried the IOR tip, but I did find turning refraction weight to 0 made things like glass windows disappear. Check to see if the tear has refraction. If so, try turning off the refraction and see if that does it for you.

    Ok, I'll try that. Leaving the tear set to Daz Default has worked as I did that with Bjorn and he has no tears now.

    CHEERS!

  • Finally I've done one that I'm proud to post here. Thanks too all the folks here who have given tips and tricks and information! I have poured over the pages nightly.

     

     

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  • Finally I've done one that I'm proud to post here. Thanks too all the folks here who have given tips and tricks and information! I have poured over the pages nightly.

     

     

    very nice character!

  • Thank you! I've been working on this particular render for 3 days. I finally hit the sweet spot with lighting and it only took just over an hour to render.

  • Rogerbee said:

    Here is my latest Iray render, featuring the new wolf model under production...

    So, does this mean that LAMH now works in Iray!?

    CHEERS!

     

    There is no native support yet (nvidia didn't add a hair primitive as of today). However, for me exporting to OBJ and rendering works pretty well.

  • RAMWolff said:

    Here is my latest Iray render, featuring the new wolf model under production...

     

    Gorgeous creature Alex!  heart

    Thanks Richie! :D

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  • nicsttnicstt Posts: 11,715

    ​A self portrait. Though she might be a bit more booby than I am.

    edited to add the picture. (i may be drunker than i think i am)

    LOL.

    Never post when drunk.

  • Oso3DOso3D Posts: 15,100
    edited September 2015

    Dino: Yes, post work. It's a method I've been working on for... sheesh, almost 2, maybe 3 months now? For my webcomic. If you go to my deviantart, you can see the evolution of it. It used to be a lot more overt, but what I've moved toward is more of a hint of illustration style rather than cell shaded. Nothing wrong with cell shaded, and for a while I debated going more strongly in that direction.

    Here are some early examples (which still look reasonably interesting, just not what I was shooting for):

    http://willbear.deviantart.com/art/Egyptian-Idyll-X2-537302123 (early on, everything was too grainy and full of really ... splotchy lines, dots, etc. I liked the idea, but the implementation looked obviously postworked)

    http://willbear.deviantart.com/art/starcruiser-Toon-538289574 (I really like this one, even if it's kind of grainy -- reminds me of old paper graphic novels, or Heavy Metal, or something)

    http://willbear.deviantart.com/art/Centaur-ladyd-557208171

    http://willbear.deviantart.com/art/You-and-Me-and-the-Whiskey-make-Threed-557228069

    This is the culmination, really, of the cartoony look I was working on for a while: http://willbear.deviantart.com/art/AbolethD4-558668257

    The lines and colors are clean, rather than looking really rasterized.

     

    The nice thing about the method I'm using now is that it also really sharpens and brings out details without losing any of the quality of the render, rather than turning the render into something fundamentally different.

    The postwork is pretty simple. Sharpening/flattening the image according to this page:

    http://www.tankedup-imaging.com/no_flash_choice.html

    (This is handy to experiment with even if you don't plan on doing anything elaborate)

    And then a Laplace Edge layer to get some 'sketched lines' on top to play with.

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,100
    edited September 2015

    Ok, and my latest...

    This scene consists of Sci-Fi Outpost, Exo (from Creature Collection) + Reptilian 6 (for figure and tail), and two Supersuit for Genesis tweaked in different ways (it's very versatile), Ocean Wide in the background (I was attempting to get billowing clouds, which didn't quite work out, but whatever).
    Everything liberally retextured and tweaked, of course, and the post work I just mentioned.

    One thing I like about this postwork vs. my early experiments is that while there is this dot 'noise' in many sections, it's more finely divided and not as prominent, so it doesn't look like a bad scan of a page but actually artistic. IMO

    Repexo Outpostd.jpg
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    Post edited by Oso3D on
  • RogerbeeRogerbee Posts: 4,460
    Rogerbee said:

    Here is my latest Iray render, featuring the new wolf model under production...

    So, does this mean that LAMH now works in Iray!?

    CHEERS!

     

    There is no native support yet (nvidia didn't add a hair primitive as of today). However, for me exporting to OBJ and rendering works pretty well.

    I see, won't that be memory and render time intensive!?

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    Szark said:
    Rogerbee said:

    If you go back to p63, Szark posted links to some skin settings, they are a useful jumping off point. The settings I use are a hybrid of those and Mec4D's. I used them on Bjorn and I'm quite happy with how he came out.

    CHEERS!

    I am sorry I haven't update my settings or made the shader preset, I have been busy but in short I dropped the SSS maps for the Transluceny Weight as they were messing with the SSS itself. Also I increased the Top Coat thickness to 22000.00 with an IOR of 1.50. Adding thickness to the top coat allowed the back lighting to spread forward more as it would in reality. Plus it gives it that touch of blue that we used to give in the spec channel when rendering with 3DL. I will do another test render tonight and all being well post in tomorrow. It still isn't prefect but it is a big improvment to my first human figure render posted a few pages back.

    Further to what we were talking about earlier, I learned from Second Circle on DA that if you set up refraction weight, it adds the Abbe channel, which is also known as Albedo, the recommended settings are 0.5 (European skin lowest.) and 0.6 (European skin highest.). Mec4D used Albedo on her renders, so it'll be interesting to see what it adds to ours.

    CHEERS!

  • Rogerbee said:
    Rogerbee said:

    Here is my latest Iray render, featuring the new wolf model under production...

    So, does this mean that LAMH now works in Iray!?

    CHEERS!

     

    There is no native support yet (nvidia didn't add a hair primitive as of today). However, for me exporting to OBJ and rendering works pretty well.

    I see, won't that be memory and render time intensive!?

    CHEERS!

    It can be, and you certainly need a 64bit system with at least 8GB of RAM and a GPU with at least 2GB. From my tests, even with a dense fur of about 1 million hair, I was able to pull the wolf render above in less than 20 minutes.

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    I'm almost there, I've got a 64bit system, 16gb RAM and I don't have an Nvidia card yet, but will get one with 4gb VRAM in the New Year.

    CHEERS!

    Post edited by Rogerbee on
  • Oso3DOso3D Posts: 15,100
    edited September 2015

    Yeah, I love LAMH, but I use it VERY sparingly in Iray.

    The workflow to keep it from crashing or corrupting files, trying to manage how many hairs in the total scene...

    It's worth remembering that, when generating hair, you should use as few 'points' to define hair as possible to reduce the size of the result.

     

    Post edited by Oso3D on
  • RogerbeeRogerbee Posts: 4,460

    I've only got the Player right now, I might consider the full version when I've got my new GPU.

    CHEERS!

  • Oso3DOso3D Posts: 15,100

    I'm really hoping for some Iray improvements. They are working on some, and waiting on NVIDIA to add some critical support. Until then, frankly, I usually only use LAMH if I need some weird effect or grass or something.

     

  • RogerbeeRogerbee Posts: 4,460

    That's among the reasons why I haven't got it yet, more so now that I do actually use Iray. I suppose it's the same situation with Garibaldi, which I do own, but have never used.

    CHEERS!

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