Show Us Your Iray Renders. Part IV

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Comments

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015
    jag11 said:
    Rogerbee said:

    For as long as DS continues to support 3DL I don't think we will see that. There will always, for now anyway, be people up in arms if there isn't a 3DL option. Sure the PA could do separate textures for both, but, that will create a lot of extra work.

    CHEERS!

    That extra work in not needed, actually PA's don't have to change anything in their workflow. Both render engines IMO are the best, each with strong points and weakneses, I still use both.

    There would be extra work if the PA's had to create correct diffuse, spec and albedo maps for Iray. It has been mentioned several times that the 3DL maps have shortcomings. We currently have to adjust them ourselves, but, if they were already created properly they would be easier to work with.

    CHEERS!

    Post edited by Rogerbee on
  • jag11jag11 Posts: 885
    Szark said:
    jag11 said:

    I wonder if the shader is the issue or simply the textures available. Mec4d and others have pointed out how flawed 3DL textures are in a PBR. Having a proper combination of diffuse, translucence, and other maps might make a world of difference. Or maybe a better shader is best, not sure. Until people start making textures specifically designed for Iray, we won't have a good idea.0

    3DL textures are perfectly fine. The only sin is they are used in an engine they were not inteded to be used. Big problem here is the lack of understanding of how a PBR engine works. Once you undertand the rules as we just did with 3DL we are goint to get excelent results. Most of the content I have works fine. Iray materials are so simple to design but you must understand the mechanics.

    on the whole yes I agree. Otherwise this http://itiseyemeeszark.deviantart.com/art/Saba-a-AlKair-New-547416465 wouldn't be possible. ;)

    Beautiful.

  • jag11jag11 Posts: 885
    Rogerbee said:

    It has been mentioned several times that the 3DL maps have shortcomings. We currently have to adjust them ourselves, but, if they were already created properly they would be easier to work with.

    I don't touch any texture for my ""renders"", but I struggle sometimes with the Glossy settings, that's all.

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    The other thing with us mere mortals trying to do stuff for ourselves is that finding information that we can understand is very tough. You get experts that can only talk to you as though we know as much as they do, or you do a google search and get taken to a page that has only one part of the formula on it and you then have to trawl that forum to find the parts you really need. Take Albedo fo example, because the forum search on here is so pathetic, I had to google it and it took me ages to finally piece together what everyone was on about. That little recipe that Cath posted was onlly a third of the story, it took an age to find all the other pieces of the puzzle!

    Another thing she did was to decrease the 'Vibrance' of texture maps. You can do this if you have Photoshop from CS3 onwards, but I only have CS2. I then spent hours searching for a free photo editor that had the same function, again through googling. After going through nearly a dozen of them, I did actually find one that had that function.

    I think you can see now why letting PA's do the work for us is a good thing

    CHEERS!

    Post edited by Rogerbee on
  • kyoto kidkyoto kid Posts: 42,159

    ..I believe you can adjust vibrance in Gimp.

  • RogerbeeRogerbee Posts: 4,460

    No, you can't, I do have it and did look, which was why I had to find an editor that did have the exact function that CS3 does.

    CHEERS!

  • kyoto kidkyoto kid Posts: 42,159

    ...maybe not with the base application but I thought there was a plugin or script for it..

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    I think I searched and didn't find it. I have one now that does what I need it to.

    CHEERS!

    Post edited by Rogerbee on
  • kyoto kidkyoto kid Posts: 42,159

    ..what programme?

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    It's PT Photo Editor, there is a pro version available, but, I only need it for the vibrance so the free version will do me.

    CHEERS!

    Post edited by Rogerbee on
  • kyoto kidkyoto kid Posts: 42,159

    ..hmm, I'll have to look into that.

  • TaozTaoz Posts: 10,307
    Szark said:

    on the whole yes I agree. Otherwise this http://itiseyemeeszark.deviantart.com/art/Saba-a-AlKair-New-547416465 wouldn't be possible. ;)

    Wow, that looks great!

  • SzarkSzark Posts: 10,634

    Thanks Taozen and jag

  • barbultbarbult Posts: 26,661
    Taozen said:
    Szark said:

    on the whole yes I agree. Otherwise this http://itiseyemeeszark.deviantart.com/art/Saba-a-AlKair-New-547416465 wouldn't be possible. ;)

    Wow, that looks great!

    Yes, it is fabulous!

  • SzarkSzark Posts: 10,634

    Thank you barbult

  • jag11jag11 Posts: 885
    Rogerbee said:

    The other thing with us mere mortals trying to do stuff for ourselves is that finding information that we can understand is very tough. You get experts that can only talk to you as though we know as much as they do, or you do a google search and get taken to a page that has only one part of the formula on it and you then have to trawl that forum to find the parts you really need. Take Albedo fo example, because the forum search on here is so pathetic, I had to google it and it took me ages to finally piece together what everyone was on about. That little recipe that Cath posted was onlly a third of the story, it took an age to find all the other pieces of the puzzle!

    Another thing she did was to decrease the 'Vibrance' of texture maps. You can do this if you have Photoshop from CS3 onwards, but I only have CS2. I then spent hours searching for a free photo editor that had the same function, again through googling. After going through nearly a dozen of them, I did actually find one that had that function.

    I think you can see now why letting PA's do the work for us is a good thing

    CHEERS!

    There are many ways to kill a flea, and so, each artist has diferent ways to achieve the same, and looking for information is painful and you end up more confused. I adjust my settings according to this link http://gl.ict.usc.edu/Research/DigitalEmily2/. You'll end up surprised that the research does not mention any albedos, aborption, dispersion, or other fancy terms, that BS is not needed for Iray, by the way it mentions anything it all, but it shows just the principles in graphs.

    The image attached show the results of applying the graphs.

    First ninive was rendered with the default settings, no adjustments, second, after applying Iray Optimized G2F mats, third after adjusting skin setings, fourth adjusting specular values, fifth after adjusting translucency(nose), sixth after changin tone and raising speculars. No gimp, no Photoshop, no skills, just DAZ Studio.

     

    ninive-wf.JPG
    726 x 720 - 55K
  • RogerbeeRogerbee Posts: 4,460

    Ok, but, try explaining how you did it in a way anyone can understand.

    CHEERS!

  • j cadej cade Posts: 2,310
    edited September 2015

    Easy. "I flailed around and messed with every setting 'til I got something what looked good" that's my method for everything.

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

    Got to admit that I have spent a great deal of time doing that myself, but with mixed results.

    CHEERS!

  • grinch2901grinch2901 Posts: 1,247

    I came across a site called "Girls Working On Cars Wrong" and it seems there is a whole genre of photography that shows girls dressed up for manual labor wearing completely inappropriate clothing and hodling tools which are silly for the job at hand.  I guess it's the equivalent of NVIATWAS for gear heads.  I thought I'd try my hand.

    This thing was taking forever to render out on my little laptop, lots of grain in the dark areas and the face in particlare was losing all detail in the darkness.  So I tried something different, I save that off with convegence still hanging around 50% and then did a quick render in Iray preview mode. Much faster, much brighter render with no Ao as expected. Then I overlayed them in Gimp with blending mode and because the noise was in different spots, a lot of that just disappeared, and the face was better illuminated in the composite as well.  I liked it better than either raw render so that's what you see here.  Someday I'll fix the facial lighting and let it run overnight if that's what it takes but for now, a good start.

     

    Hammer Time Rough Composite.png
    1188 x 950 - 2M
  • RogerbeeRogerbee Posts: 4,460

    Very nice!

    CHEERS!

  • SnowSultanSnowSultan Posts: 3,805

    Still have a lot of things to figure out, but I think I'm slowly getting the hang of Iray stuff now.  :)   Genesis 2 Female, lots of other accessories, couple of color correction layers in Photoshop.

    demoness iray.jpg
    1000 x 1155 - 211K
  • RogerbeeRogerbee Posts: 4,460

    Very nice!

    CHEERS!

  • SzarkSzark Posts: 10,634

    Still have a lot of things to figure out, but I think I'm slowly getting the hang of Iray stuff now.  :)   Genesis 2 Female, lots of other accessories, couple of color correction layers in Photoshop.

    awesome

  • Still have a lot of things to figure out, but I think I'm slowly getting the hang of Iray stuff now.  :)   Genesis 2 Female, lots of other accessories, couple of color correction layers in Photoshop.

    Thats really awesome man! May i ask what skin that is. It looks kinda like Vivenne by the way the legs are but i am not sure since i cant see the face.

    Daniel

  • j cadej cade Posts: 2,310

    Still have a lot of things to figure out, but I think I'm slowly getting the hang of Iray stuff now.  :)   Genesis 2 Female, lots of other accessories, couple of color correction layers in Photoshop.

    Gorgeous! And you've really retained your own style as well

  • Still have a lot of things to figure out, but I think I'm slowly getting the hang of Iray stuff now.  :)   Genesis 2 Female, lots of other accessories, couple of color correction layers in Photoshop.

    EXCELLENT!

  • SnowSultanSnowSultan Posts: 3,805

    Thanks very much! D. Robinson, the texture is actually Sumiko (http://www.daz3d.com/fwf-sumiko-for-mei-lin-6). I didn't have any particular reason for using that one here (the character isn't intended to be Asian), but it's a good basic texture that takes postwork well.

    I still need to figure out how to use specular maps correctly in Iray, haven't had much luck so far. It's not too important for the style I like though.  :)

  • jag11jag11 Posts: 885
    Rogerbee said:

    Ok, but, try explaining how you did it in a way anyone can understand.

    CHEERS!

    Before a disclaimer, I'll drop some lines about Iray, light and materials, if this bothers you, I recommend go read some McGyver posts about monkeys, apparently they were missing.

    First, we must understand how Iray works, it's about light and how interacts with material surfaces and it's interior. Metals are the simplest materials, you have a color and index of refraction and glossiness amount, light only interacts with the surface, metals always look good. Skin materials are a little bit more complex, because light interacts with the surface as metals do, and also interacts with the interior. If we have good textures why Iray gives unexpected results? Because we are giving Iray altered textures for the surface and altered textures for interior. Iray does the job with the supplied input, it is programmed to use the physical models and approximations, cutting the BS, it is just a simulator. By altered textures I mean image maps with acompanied color other than white.

    What do we need? You skin textures and speculars map. Bumps, normals, displacement maps as always.

    I always start with the Iray Optimized Materials for G2X character, G3F are already applied.

    If we want an aproximate simulation of skin we have to give the purest textures to materials in Iray. We have to use the PBR Specular/Glossiness Mixing. Base and Translucency Colors use the same textures, for purity we need White. Translucency Weight .5 with a Scatter & Transmit Base Color Effect. Full Glossy Layered Weight(1.0) with the artist provided specular maps. Purest Glossy Color, White. Glossy Specular and Glossiness adjustable to your liking, thats it for the surface. IOR 1.4 or 1.44.

    For the interior we instruct Iray to not color anything, white color means, coloring of light will happen as light travels inside the volume, Transmitted/Scattered Measurement Distances .25, Transmitted Color White, Direction -.5, SSS Amount, you decide, but keep in mind as this is a simulation light/dark skin scatter differently, if in doubt, start with .3

    SSS Reflectance is your friend, if skin is too red. Translucency maps can be used for areas like nose and ears.

    Finally as for the graphs in the Wikihuman project, a really good specular map is one like the Total Specular Additive, all black with whites and grays.

    Treat the above (BS if you wish, but keep it to yourself, btw BS is a bad word) as guidelines for skin simulation.

     

     

     

  • jag11jag11 Posts: 885

    Still have a lot of things to figure out, but I think I'm slowly getting the hang of Iray stuff now.  :)   Genesis 2 Female, lots of other accessories, couple of color correction layers in Photoshop.

    This is the reason I visit this thread, admire beautiful images that inspire.

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