Show Us Your Iray Renders. Part IV

16566687071100

Comments

  • Oso3DOso3D Posts: 15,100

    Yeah. Also, as I get more hairstyles, I find my demand for using a hair solution drops. (Omri hairstyle really filled a gap I was using LAMH for)

     

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

    When you said top coat thickness, I'm assuming you meant the Top Coat Thin Film setting as that's the only one I could set to the value you mentioned. Below is Bjorn with albedo and the thin flim setting you recommended. (Look at the previous quotes.)

    CHEERS!

    Bjorn HD Albedo 01.jpg
    577 x 750 - 160K
    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460

    Yeah. Also, as I get more hairstyles, I find my demand for using a hair solution drops. (Omri hairstyle really filled a gap I was using LAMH for)

     

    I keep meaning to get Omri Hair, but it's never been on sale when I've wanted it.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    Here's who would be wearing Omri Hair, it's Darius and he has the latest settings. I think Bjorn just has boring skin!

    CHEERS!

    Darius 6HD Albedo 01.jpg
    577 x 750 - 195K
    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460

    Here's a texture that I felt was underused, it's Raiya's Neo for David 5. Mmm, David 5, the character with practically his entire catalogue in his Pro Bundle! Such a shame, I really liked him. His base texture is really nice too and I will get to that later.

    CHEERS!

    Neo HD Iray 01.jpg
    577 x 750 - 189K
  • fred9803fred9803 Posts: 1,565
    edited September 2015

    I mentioned in a previous thread that I'm finding most of the Genesis textures too orange, or brown and many Iray textures too pink.

    Someone mentioned I should try some older V4 textures on G2F, so I gave it a bash. This is G2F Iray with Danae's London texture. Far from ideal but I'm only testing at the mo.

    Post edited by Richard Haseltine on
  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    I think I've finally got the skins down now. I read up a bit more on albedo and these last renders are based on the new input I garnered from Mec4D from this page of the second iteration of this thread:

    http://www.daz3d.com/forums/discussion/54734/show-us-your-iray-renders-part-ii/p30

    Now to turn to lighting and track down that Pixar campus HDR that Cath likes so much...

    CHEERS!

    Bjorn Iray New Albedo 01.jpg
    577 x 750 - 160K
    Darius Iray New Albedo 01.jpg
    577 x 750 - 195K
    Nevio Iray Abedo 02.jpg
    577 x 750 - 177K
    Post edited by Rogerbee on
  • Playing with making renderings of some custom morphs for G3F. The G3F mesh does sculpt easier than G2F, and the bending works so much better that I can divert from the base mesh shape quite far and still the joints bend well without me having to sculpt my own corrections (as I had to do when sculpting on G2F). I totally love G3F :)

  • IceCrMnIceCrMn Posts: 2,332

    not sure if you found that hdri yet, but for anyone thats interested here's the link :)

    https://community.renderman.pixar.com/article/107/luxor-jr-panorama.html

  • BobvanBobvan Posts: 2,653

    Simulated night / moon lighting 10 minutes. http://fav.me/d99v7n6

  • Oso3DOso3D Posts: 15,100

    Nice, Bob.

     

    Testing out ultra bodysuit some more with some corset-like effects. Also trying out new Sultry hair.

    Dress test.jpg
    2000 x 2000 - 2M
  • BobvanBobvan Posts: 2,653

    Thanks cool stuff like always bro. Iray and fast lux. Fun times is a coming!  Another with the same lighting effect   http://fav.me/d99v7nj

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

    Playing with making renderings of some custom morphs for G3F. The G3F mesh does sculpt easier than G2F, and the bending works so much better that I can divert from the base mesh shape quite far and still the joints bend well without me having to sculpt my own corrections (as I had to do when sculpting on G2F). I totally love G3F :)

     

     

    What was the first one lit with? It looks much more natural than the second does.

    CHEERS!

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

    not sure if you found that hdri yet, but for anyone thats interested here's the link :)

    https://community.renderman.pixar.com/article/107/luxor-jr-panorama.html

    Yeah, got that.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460

    Ok, I decided to play with lighting a bit more. The last 3 were supposed to be with outdoor lighting, and yet, when you really look at them, they look like studio renders. I've come to the conclusion that, if you want a studio render, use studio lighting, if you don't, then don't. I tried rendering Darius with Iray sun sky and then with just the Pixar HDR. Now they both look like outdoor renders. Outdoor lighting shouldn't need any outside help and I think Iray itself handles everything perfectly well without any help from the left hand side of DS. I will continue with pure Iray lighting as it's my intention to do a lot of outdoor scenes, I just don't have the outdoor scene assets yet and they will no doubt add to the render times so it may be wise to wait till I get my GPU before doing too much complex stuff. After all, the CPU needs to do other things and I'd rather not strain it too much.

    CHEERS!

    Darius 6 Iray Pixar 01.jpg
    577 x 750 - 194K
    Darius 6 Iray Sun Sky.jpg
    577 x 750 - 210K
  • barbultbarbult Posts: 26,661

    Rogerbee, your Pixar Darius is the best one you've posted of him, I think.

  • RogerbeeRogerbee Posts: 4,460

    Thanks, there's a bit of blue at the edge of the top of his head and I'm not sure how you get rid of it.

    CHEERS!

  • FishtalesFishtales Posts: 6,225
    edited September 2015

    I only have the CPU. This render has Yosemite, Dead Tree with Ivy (AMFM), two skunks,  short grass, pine stump and a distant light. It was 52% rendered in 2 hours. While it was doing that I was using the browser and used Photoshop to edit a .tiff and save it as an HDR image. If you don't mind the wait renders can be as complex as you want. This render only used 5 GB of my 16 GB, yesterday I had one at 8 GB and one that caused DAZ to close when it ran out and the laptop put up a message that I was running out of memory. I restarted DAZ and was qble to load the same scen and render it.

    Click on image for full size.

    skunk-standoff-003.jpg
    1280 x 720 - 927K
    Post edited by Fishtales on
  • RogerbeeRogerbee Posts: 4,460

    Now I think of it, if you were to use studio lights, what about models of the real thing but with emissive shaders!? DzFire has shown us the way: http://www.daz3d.com/real-lights-for-daz-studio-iray

    The way I see it, the lights you create with DS were originally done to simulate what 3Delight couldn't. I don't think Iray needs them.

    Now we need models of the lights....

    CHEERS!

     

  • RogerbeeRogerbee Posts: 4,460

    Well lookie here: http://www.daz3d.com/total-iray-lighting

    The answers were there all the time! Now we're talking!!

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    Fishtales said:

    I only have the CPU. This render has Yosemite, Dead Tree with Ivy (AMFM), two skunks,  short grass, pine stump and a distant light. It was 52% rendered in 2 hours. While it was doing that I was using the browser and used Photoshop to edit a .tiff and save it as an HDR image. If you don't mind the wait renders can be as complex as you want. This render only used 5 GB of my 16 GB, yesterday I had one at 8 GB and one that caused DAZ to close when it ran out and the laptop put up a message that I was running out of memory. I restarted DAZ and was qble to load the same scen and render it.

    Click on image for full size.

    Pretty decent,

    The last two renders took around 25 mins.

    CHEERS!

  • FishtalesFishtales Posts: 6,225

    I don't think I have had a render that took less than an hour, different types of renders to yours though. I did one last week for my wife that took 9 days, probably because I was still using the laptop and did other renders on another instance of DAZ Studio while it ran in the background. I also did a couple of Bryce renders and some Photoshop work on some pictures and added them to a video I am in the process of editing.

  • ToborTobor Posts: 2,300
    Rogerbee said:

    Now I think of it, if you were to use studio lights, what about models of the real thing but with emissive shaders!?

    Why would you need to create them out of emissive shaders? That only slow down rendering, expecially for people who don't have the supporting hardware. Iray already supports all the traditional studio light types except umbrella, and those are umbrella shaped because of the point source of the strobe. A spotlight with a large emitter will produce the same soft lighting as an umbrella or softbox. For that matter, if you really want to mimic an umbrella light, get a parabolic umbrella primitive, add the Iray white plastic or metal shader to it, shine a spotlight (Point emitter) toward it, parent the two, and go to town.

    A good rule of thumb is this: Except in special circumstances, if the light isn't to be shown in the scene, use a built-in light type. They're more efficient. 

  • fastbike1fastbike1 Posts: 4,081
    edited September 2015

    ashley9803 "I mentioned in a previous thread that I'm finding most of the Genesis textures too orange, or brown and many Iray textures too pink."

    Why don't you just adjust the shaders? Doesn't take all that long.

    FWIW, while I love Danae's products, your render still looks fairly pink to me. Sure you don't have something going in your lighting sets?

    Post edited by fastbike1 on
  • Oso3DOso3D Posts: 15,100

    I'd like a volunteer to kick me in the ding the next time I decide to do a bunch of scenes for my webcomic using lots of translucency, SSS, and transparency. OMFG EVERYTHING IS TAKING FOREVER.

     

  • Rogerbee said:
    pearbear said:

     

    What was the first one lit with? It looks much more natural than the second does.

    CHEERS!

    The first one was lit mainly with three rectangular spotlights. One large one in the front (slightly to one side) and two medium sized ones behind the figure (one on either side) to give a rim lighting effect. There's a bit of blue HDRI light leaking in through the window too, and a bit of emmission light coming from the wall sconce in the background.

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited September 2015

    I mentioned in a previous thread that I'm finding most of the Genesis textures too orange, or brown and many Iray textures too pink.

    Someone mentioned I should try some older V4 textures on G2F, so I gave it a bash. This is G2F Iray with Danae's London texture. Far from ideal but I'm only testing at the mo.

    Nice, very good!

    I did some test with Teen Josie and some studio hdr files.

    6k001aaaaa.jpg
    1186 x 1054 - 184K
    Post edited by Zilvergrafix on
  • Oso3DOso3D Posts: 15,100

    Whew. Finally got my webcomic page done, a day late.
    It's Iray, plus my 'comic' post work:
    http://thefarshoals.webcomic.ws/comics/34

     

  • Day and Night, finally I achieved an image emitter, even the light is created from the image itself!

     

    night.png
    1280 x 720 - 2M
    day1.png
    1280 x 720 - 2M
  • RogerbeeRogerbee Posts: 4,460
    edited September 2015
    Tobor said:
    Rogerbee said:

    Now I think of it, if you were to use studio lights, what about models of the real thing but with emissive shaders!?

    Why would you need to create them out of emissive shaders? That only slow down rendering, expecially for people who don't have the supporting hardware. Iray already supports all the traditional studio light types except umbrella, and those are umbrella shaped because of the point source of the strobe. A spotlight with a large emitter will produce the same soft lighting as an umbrella or softbox. For that matter, if you really want to mimic an umbrella light, get a parabolic umbrella primitive, add the Iray white plastic or metal shader to it, shine a spotlight (Point emitter) toward it, parent the two, and go to town.

    A good rule of thumb is this: Except in special circumstances, if the light isn't to be shown in the scene, use a built-in light type. They're more efficient. 

    The renders I did using Daz lights (the ones in the toobar) looked like Daz renders, not much different to 3Delight and they didn't pick up any nuances in the skin shader, the ones done with the HDR alone look like Iray renders and they captured what I'd done with the skin. I think Iray looks better when you let the render engine do its thing, it has the photometric settings already there, the ones in the Daz lights just interfere with them. The render of Bjorn below looks better than it ever could have using any Daz lighting. If you take a look at the promo renders that DZfire did with his lights, you can see that they look far more natural than Daz lights, which, to my mind, are merely modifications of 3Delight lights.

    CHEERS!

     

    Bjorn Iray Pixar 01.jpg
    577 x 750 - 172K
    Post edited by Rogerbee on
This discussion has been closed.