Show Us Your Iray Renders. Part IV

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Comments

  • kyoto kidkyoto kid Posts: 42,159

    ...same here.

  • SnowSultanSnowSultan Posts: 3,805

    Thanks Jag, I appreciate it.  :)

    There's one general tip I can give for using Iray, and it's the same one that Dreamlight tries to pound through everyone's head (and with good reason, he's absolutely right) - lighting is EVERYTHING. That same image looked *awful* before I built a scene-sized cube from six planes and controlled the amount of light from the HDRI (which was a fairly dark interior) by hiding a few of them and turning the Exposure from 13 to 11. There are two spotlights in that scene, one from the upper left to cast the main light and one from behind the wing (which is why one appears more red than the other, it was a translucency test). When Iray was first introduced, I spent way too much time worrying about materials when the most important thing to master is the lighting.

  • kyoto kidkyoto kid Posts: 42,159

    ...materials are still very important for you can have the greatest lighting setup, but if the materials look bad, the scene itself looks bad and whatever lighting you throw at it won't help make it look any better.

  • SnowSultanSnowSultan Posts: 3,805

    Of course that's generally true, but Iray does a pretty good job with default DAZ Studio materials. Materials are rarely "bad", and unless you're attempting something extremely photorealistic, you can still salvage an image if the specular or subsurface scattering aren't quite right. There is almost no salvaging an image with bad lighting.

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

     

     

     

    I see, that's quite interesting. The way Cath is doing it is the best way she knows how within the realm of the PBR Metallicity/Roughness. For her, that was the way of doing it that gave her the best results. You can't deny that her results are very impressive. What you are describing is a way of doing it within the realm of the PBR Specular/Glossiness.  I like the results I'm getting with what I'm doing and I'm far enough in that direction now that I want to proceed that way. It's a case of picking your weapon and going with what you feel gives you the results that you want. As the adage goes: If it feels good, do it!

    Another thing, that Wikihuman Project is showing how it is done in Maya using V-Ray, and not Iray. The specular map that is used is very white and the Total Specular Additive is what happens to that map within the shader network in Maya. I think, if you want to do research, it is best to do it regarding the render engine you are actually using, which is Iray. I think confusion comes when you start looking at things that are best applied in other PBR's and indeed other software.

    At the end of the day, we're artists, not all artists will use the same techniques. I don't think, per se, that any one technique is the complete wrong or right one. If you like a particular artist and you like that technique, research it and use it.

    CHEERS!

     

    Post edited by Rogerbee on
  • jag11jag11 Posts: 885
    Rogerbee said:
    I see, that's quite interesting. The way Cath is doing it is the best way she knows how within the realm of the PBR Metallicity/Roughness. For her, that was the way of doing it that gave her the best results. You can't deny that her results are very impressive.

    Agree, she's a jewel.

    Rogerbee said:
    Another thing, that Wikihuman Project is showing how it is done in Maya using V-Ray, and not Iray. The specular map that is used is very white and the Total Specular Additive is what happens to that map within the shader network in Maya. I think, if you want to do research, it is best to do it regarding the render engine you are actually using, which is Iray. I think confusion comes when you start looking at things that are best applied in other PBR's and indeed other software.

    Those expensive toys they are using produce a very detailed specular maps, what they do after that is the create some sort of "displacement map" where minimum height is at 40% and maximum height is at 60%, that's clever, it's like controlling contrast, apply that in Iray and you'll get similar results. That contrast adjustment in V-Ray occurs while they are shading a surface, I see that as bottle neck.

    Rogerbee said:
    At the end of the day, we're artists, not all artists will use the same techniques. I don't think, per se, that any one technique is the complete wrong or right one. If you like a particular artist and you like that technique, research it and use it.

    Exactly, but you always learn something of other techniques.

  • SzarkSzark Posts: 10,634

    Streets of Asia 2

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  • RogerbeeRogerbee Posts: 4,460

    I decided to get my head down and really hone what I'd been learning, and I think it has paid off. As this is a render thread, I'll let it do the talking...

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    Szark said:

    Streets of Asia 2

    Pretty nice, though not something I want to attempt with my current hardware. I'm yearning for my Strix, but, I just can't afford to overspend and want to get a good deal with someone I can trust.

    CHEERS!

  • kyoto kidkyoto kid Posts: 42,159
    edited September 2015

    ...been running test for a scene and for some reason the render process seems to hang at around 24% even after several hours. It keeps rendering, but repeats the same convergence percentage over and over and over again. I have several mesh lights (one chandelier with about a dozen bulbs and 5 individual lights) along with 4 spotlights and an HDRI sphere to be seen though the windows. The HDRI is not the cause, neither are the spotlights as I did tests with them turned off and the render still bogged down .

    I let it go the overnight and in the morning (after 7+ hours) it only was at 56% convergence and it still looked a bit grainy. Felt like I was using LuxRender 1.3 (and I haven't installed Reality 4.1 yet)

    The scene uses Magnus Manor (the front section with the Organ only). I can turn off/delete only so much of the set that isn't in camera view because of how it was constructed.  Size of the test render is only 900 x 900. I'm also not using the Architectural Filter (whcih I understand slows the process down)  and am running in "Speed" render mode 

    Crikey, my Railway Station scene is a lot more involved (including volumetrics) but it renders faster than this does (total convergence in about 5.5 hours at 1,600 x 1,200).

    Post edited by kyoto kid on
  • SzarkSzark Posts: 10,634
    Rogerbee said:

    I decided to get my head down and really hone what I'd been learning, and I think it has paid off. As this is a render thread, I'll let it do the talking...

    CHEERS!

    That is the best one you have done so far

  • SzarkSzark Posts: 10,634
    Rogerbee said:
    Szark said:

    Streets of Asia 2

    Pretty nice, though not something I want to attempt with my current hardware. I'm yearning for my Strix, but, I just can't afford to overspend and want to get a good deal with someone I can trust.

    CHEERS!

    I only CPU render but I do have a quad core i7

  • RogerbeeRogerbee Posts: 4,460
    kyoto kid said:

    ...been running test for a scene and for some reason the render process seems to hang at around 24% even after several hours. It keeps rendering, but repeats the same convergence percentage over and over and over again. I have several mesh lights (one chandelier with about a dozen bulbs and 5 individual lights) along with 4 spotlights and an HDRI sphere to be seen though the windows. The HDRI is not the cause, neither are the spotlights as I did tests with them turned off and the render still bogged down .

    I let it go the overnight and in the morning (after 7+ hours) it only was at 56% convergence and it still looked a bit grainy. Felt like I was using LuxRender 1.3 (and I haven't installed Reality 4.1 yet)

    The scene uses Magnus Manor (the front section with the Organ only). I can turn off/delete only so much of the set that isn't in camera view because of how it was constructed.  Size of the test render is only 900 x 900. I'm also not using the Architectural Filter (whcih I understand slows the process down)  and am running in "Speed" render mode 

    Crikey, my Railway Station scene is a lot more involved (including volumetrics) but it renders faster than this does (total convergence in about 5.5 hours at 1,600 x 1,200).

    What about the materials? Perhaps try some texture compression, under Advanced in the render settings, try dialling down the maximum texture threshold. Is the Optix thingy on!? Then, maybe try different max sample settings.

    Worth a punt...

    CHEERS!

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

    Streets of Asia 2

    Pretty nice, though not something I want to attempt with my current hardware. I'm yearning for my Strix, but, I just can't afford to overspend and want to get a good deal with someone I can trust.

    CHEERS!

    I only CPU render but I do have a quad core i7

    Yeah those i7's are pretty quick, I have a 6 core AMD but it's not as fast as the Intel, but, it is a darnsight cheaper. How long did that scene take to render?

    CHEERS!

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

    I decided to get my head down and really hone what I'd been learning, and I think it has paid off. As this is a render thread, I'll let it do the talking...

    CHEERS!

    That is the best one you have done so far

    Thanks, it took ages to work everything out. Hopefully, now I have, I should do as well, if not better, again. They're staying naked and bald for the moment though as I still need a working computer for other things.

    CHEERS!

  • kyoto kidkyoto kid Posts: 42,159
    Rogerbee said:
    kyoto kid said:

    ...been running test for a scene and for some reason the render process seems to hang at around 24% even after several hours. It keeps rendering, but repeats the same convergence percentage over and over and over again. I have several mesh lights (one chandelier with about a dozen bulbs and 5 individual lights) along with 4 spotlights and an HDRI sphere to be seen though the windows. The HDRI is not the cause, neither are the spotlights as I did tests with them turned off and the render still bogged down .

    I let it go the overnight and in the morning (after 7+ hours) it only was at 56% convergence and it still looked a bit grainy. Felt like I was using LuxRender 1.3 (and I haven't installed Reality 4.1 yet)

    The scene uses Magnus Manor (the front section with the Organ only). I can turn off/delete only so much of the set that isn't in camera view because of how it was constructed.  Size of the test render is only 900 x 900. I'm also not using the Architectural Filter (whcih I understand slows the process down)  and am running in "Speed" render mode 

    Crikey, my Railway Station scene is a lot more involved (including volumetrics) but it renders faster than this does (total convergence in about 5.5 hours at 1,600 x 1,200).

    What about the materials? Perhaps try some texture compression, under Advanced in the render settings, try dialling down the maximum texture threshold. Is the Optix thingy on!? Then, maybe try different max sample settings.

    Worth a punt...

    CHEERS!

    ...I always manually convert all materials to Iray before rendering. None of the content I used was old content. Not sure wht Optix is.  Will have to look at that later as I am in the process of moving and have the workstation disconnected. Wondering if it might be the mesh lights as I have about 17, all using the Real Lights for Iray emissive shader settings.

  • RogerbeeRogerbee Posts: 4,460

    Try what I suggested, just as a process of elimination.

    CHEERS!

  • SzarkSzark Posts: 10,634
    Rogerbee said:
    Szark said:
    Rogerbee said:
    Szark said:

    Streets of Asia 2

    Pretty nice, though not something I want to attempt with my current hardware. I'm yearning for my Strix, but, I just can't afford to overspend and want to get a good deal with someone I can trust.

    CHEERS!

    I only CPU render but I do have a quad core i7

    Yeah those i7's are pretty quick, I have a 6 core AMD but it's not as fast as the Intel, but, it is a darnsight cheaper. How long did that scene take to render?

    CHEERS!

    to be honest I didn't look but it was only a few hours I think.

  • kyoto kidkyoto kid Posts: 42,159

    ...still don't know ehat "Optix" is.

  • jag11 said:
    Rogerbee said:

    I tried Sun Sky on Boris, the HD was there, but, the skin looked really unrealistic. I have also tried a Mec4D texture on Boris and it looks better and you can see the HD detail, the texture was also optimised to work with HDR's. Bjorn's texture is essentially a 3Delight texture and works best with the AoA shader and lighting. The same can really be said of many of the Gen2 textures and sadly the G3 ones too, mainly because they are still pandering to 3Delight. We NEED textures developed specifically for Iray alone!!

     

    Textures are fine, it's the LACK of iRay parameters the issue, and the lack of knowledge for using the missing parameters needed for that like:

    • Dermis Color
    • Subdermis Color
    • Scattering
    • Subdermis Depth
    • Scatter Smoothing

    I agree, textures are perfectly fine, it's just we are not using this tool(Iray engine) as it should. I've been practicing with materials(a lot) and now I have a good understanding, I only hope PA's don't change the way they've been creating the textures for G2X and earlier.

    Indeed.  I was able to use Genesis textures in Blender Cycles long before Iray came to DAZ Studio.  While the render engine will always influence the look of things, that will have more to do with algorithms than assets.

  • IceCrMnIceCrMn Posts: 2,332
    kyoto kid said:

    ...still don't know ehat "Optix" is.

    I think they talking about the optix prime acceleration.,,,it's on the Render Settings pane on the advanced tab there is a check box to enable it.It's supposed to work for CPU only in iray as well as to make GPU stuff faster.I keep forgeting to set it , so I don't use it much.

  • TJohnTJohn Posts: 11,352
    kyoto kid said:

    ...still don't know ehat "Optix" is.

    https://developer.nvidia.com/optix

    Here ya go. smiley

  • TJohnTJohn Posts: 11,352
    icecrmn said:
    kyoto kid said:

    ...still don't know ehat "Optix" is.

    I think they talking about the optix prime acceleration.,,,it's on the Render Settings pane on the advanced tab there is a check box to enable it.It's supposed to work for CPU only in iray as well as to make GPU stuff faster.I keep forgeting to set it , so I don't use it much.

    From what I've read it requires a GPU to speed up the render.

  • IceCrMnIceCrMn Posts: 2,332
    Tjohn said:
    icecrmn said:
    kyoto kid said:

    ...still don't know ehat "Optix" is.

    I think they talking about the optix prime acceleration.,,,it's on the Render Settings pane on the advanced tab there is a check box to enable it.It's supposed to work for CPU only in iray as well as to make GPU stuff faster.I keep forgeting to set it , so I don't use it much.

    From what I've read it requires a GPU to speed up the render.

    hmm,,well,I'm not sure.I'll give it a go after I let this render finish and compare the two and see what I get. laugh

    One of the Daz guys mentioned that it was supposed to in another thread. ( found it :)  http://www.daz3d.com/forums/discussion/53771/iray-starter-scene-post-your-benchmarks/p3 )

  • Rogerbee said:

    I decided to get my head down and really hone what I'd been learning, and I think it has paid off. As this is a render thread, I'll let it do the talking...

    CHEERS!

    Ok, you got step 1, now do step 2 and try the same model and shaders using only scene lights, remove dome lights or slide to zero.

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited September 2015
    Rogerbee said:

    Another thing, that Wikihuman Project is showing how it is done in Maya using V-Ray, and not Iray. The specular map that is used is very white and the Total Specular Additive is what happens to that map within the shader network in Maya. I think, if you want to do research, it is best to do it regarding the render engine you are actually using, which is Iray. I think confusion comes when you start looking at things that are best applied in other PBR's and indeed other software.

    Vray, iRay, and the others are just tools, the basic knowledge around all that tools will work for many of this external engines....even for Unreal Engine 4! 

    When I used Maxwell render, in that time was not even Uber Environment on Daz, neither the fake "gummy human SSS" on Poser, but the knowledge achieved on Maxwell Render got me understanding the concepts and "how to" processes for fast learning the incoming external render engines for Modo and Keyshot too.

    and I recall "basic knowledge", because the other deal is the long journey to learn the software GUI, specially on Zbrush...and Unreal Engine 4...ugh!

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

    Streets of Asia 2

    Pretty nice, though not something I want to attempt with my current hardware. I'm yearning for my Strix, but, I just can't afford to overspend and want to get a good deal with someone I can trust.

    CHEERS!

    I only CPU render but I do have a quad core i7

    Yeah those i7's are pretty quick, I have a 6 core AMD but it's not as fast as the Intel, but, it is a darnsight cheaper. How long did that scene take to render?

    CHEERS!

    to be honest I didn't look but it was only a few hours I think.

    The buildings etc probably aren't as complex as they first look. I think that's the way Stonemason designs them.

    CHEERS!

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

    I decided to get my head down and really hone what I'd been learning, and I think it has paid off. As this is a render thread, I'll let it do the talking...

    CHEERS!

    Ok, you got step 1, now do step 2 and try the same model and shaders using only scene lights, remove dome lights or slide to zero.

    Who says I want to do it that way!? It's about finding a way that works for you and making it do so. It's about art, not dictats and conventions.

    CHEERS!

    Post edited by Rogerbee on
  • IceCrMnIceCrMn Posts: 2,332

    I've been working on V6HD :)

    ( With out Optix Prime: 2hours 20 min 429 itterations,,so ~3 samples per minute. )

    I restarted the render with optix prime enabled, I'll check it in about an hour or so and see where it's at.

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  • Rogerbee said:

    Who says I want to do it that way!? It's about finding a way that works for you and making it do so. It's about art, not dictats and conventions.

    CHEERS!

    Well, your infinite posts of WIPs (I can't view in another way) with the same figure on the same conditions and trying to be like MEC4D got me to think in that way, but ok, no problem, ignore the advice.

    Teen Josie with normal iray shaders provided.

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