Show Us Your Iray Renders. Part IV

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Comments

  • pearbearpearbear Posts: 227
    L'Adair said:
    pearbear said:

    Thanks! Nice use of Mec4D's Unshaven 2 in your render! That's a great product, and one of the only times where we have something nice made for G2M and only wish there was a female equivalent (so I had to use female bodyhairs made for V4).

    Just to be clear, I used REAL Hairy for Genesis 2 Male for the body hair, applied the Iray Uber Base and then applied Mec4d's shaders to the hair. (The hair looked fake to me, in Iray, until I added Cath's hair shader.)

     

    Sorry, I mixed the names up! Both of those products are cool though - REAL Hairy and Unshaven 2. Also, the guy's head hair looks fantastic in your render.

  • Jan19Jan19 Posts: 1,109
    fastbike1 said:

    Here's a new one. FWSA Livia HD. Love their stuff.

    Me, too!  Livia looks wonderful there.  :-) 

     

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

    Thanks! Nice use of Mec4D's Unshaven 2 in your render! That's a great product, and one of the only times where we have something nice made for G2M and only wish there was a female equivalent (so I had to use female bodyhairs made for V4).

    Just to be clear, I used REAL Hairy for Genesis 2 Male for the body hair, applied the Iray Uber Base and then applied Mec4d's shaders to the hair. (The hair looked fake to me, in Iray, until I added Cath's hair shader.)

     

    Sorry, I mixed the names up! Both of those products are cool though - REAL Hairy and Unshaven 2. Also, the guy's head hair looks fantastic in your render.

    Thanks. It's Julius Hair for Genesis 2 with a black shader from Unshaven 2. smiley

    Yep. I'm a big fan of Unshaven 2! lol

  • grinch2901grinch2901 Posts: 1,247

    Something I'm working on, another in my series of "B-Movie Moments".  Needs some work on lighting the characters still I think.

     

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  • Oso3DOso3D Posts: 15,085

    Got GenX2 and, after a stupid mistake, I'm just thrilled to be able to mingle morphs between Genesis and G2 figures.

    This headshot, it's G2F with 'Ethnics for Genesis' added in (mix of Asian and African), plus some regular G2F tweaks of the nose.

    Not thrilled with the hair, it parts a bit oddly high, but reluctant to get bogged down in that.

     

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  • FishtalesFishtales Posts: 6,208
    edited October 2015

    Used Australian Outback and used the Skydome with settings as in my previous render.

    Click on image for full size.

    Click on image for full size.

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  • kyoto kidkyoto kid Posts: 41,843
    L'Adair said:
    kyoto kid said:

    Also, still can't seem to really get good bump/displacement detail on the track ballast.

    I've had really good results leaving displacement off and using normal maps instead. And unlike increasing SubD for displacement, normal maps add little time to the render. Bump maps work really well with this online tool: http://cpetry.github.io/NormalMap-Online/

    If there isn't a bump map, it can be a pain to get the grayscale right starting from a texture (diffuse map?) but some of the textures work well without any adjustments. (I prefer working with grayscale images because I find it easier to see where I need to tweak, but the tool works the same with full color images. I assume it "looks" at the luminance of the colors...)

    This comparison image is from a work in progress, each image was rendered to about 90% convergence, cpu only, in less than 30 minutes. The set is Chalet de Sevilla from the anniversary mega-bundle. (This set does not include bump maps.)
     

    Comparison of same image with and without normal maps, by L'Adair

    ..one if the issues ,the set has no normal maps.  Not sure how to create those.

  • kyoto kidkyoto kid Posts: 41,843

    ...BTW. still looking for cirtuque on the railway station scene

  • DarwinsMishapDarwinsMishap Posts: 4,087
    edited October 2015

    My dark elf for G2M.

     

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  • L'AdairL'Adair Posts: 9,479
    kyoto kid said:

    ..one if the issues ,the set has no normal maps.  Not sure how to create those.

    L'Adair said:

    I've had really good results leaving displacement off and using normal maps instead. And unlike increasing SubD for displacement, normal maps add little time to the render. Bump maps work really well with this online tool: http://cpetry.github.io/NormalMap-Online/

    Go to the link above. Drag and drop the "height" map for the track ballast onto the left most section. After a short amount of time, the middle section should display a normal map based on the image you submitted. Download that image. (You may need to resize your height map if the image is large. I resize down to 2048 x 2048 pixels.)

    Now go into the Surfaces > Editor and plug in your new normal map for the track ballast.

    As for a critique, I love this image. I live a hundred miles or so south of you and the soggy gray day, the clouds, the mist obscured trees, all look like the Oregon I know and love. I know nothing about trains or train stations, so I have nothing specific there. The people look as I would expect people waiting for a train to look. The only thing I see that seems a little off is with the lights overhead. I'd expect to see some sort of halo effect around the lights in the mist. Not sure if that's even possible, though. All in all, I think it's a wonderful image.

  • TJohnTJohn Posts: 11,339
    kyoto kid said:

    ...BTW. still looking for cirtuque on the railway station scene

    Sorry, thought it was great, really looks like a foggy/rainy day. yesyes

  • SamutSamut Posts: 50
    AndyS said:

     

    Simplest is take the skydome map and put it into the render setting environmental map. Generally, however, any directional lighting is absent, and the sky sort of uniformly glows. Objects have drop shadows, but nothing else. You can augment this, if you are careful, by creating a spherical or spotlight a great distance off and being careful to line it up with whatever sun is in the actual sky image. The biggest problem here is if the image has clouds that should be in front of the sun, because, well, they won't be.

    Skydome, diffuse map copied into emission map. This can be slooow. But sometimes it looks better than just copying the map into the Render Setting. Also, with some transparency, you can create a spherical/spotlight just OUTSIDE the dome, behind where the sun should be. This, plus experiments, lead me to...

    Skydome, diffuse map copied into glossy color, refraction IOR 1/weight 1. Then Sun environment, carefully matching sun to the sun in the skydome. Essentially, the skydome is becoming a giant gel. The big problem here is that any color in the horizon dome transmits through, and sometimes the lighting acts weird. The look of the skydome is a lot more washed out than 'skydome as emission.' With a cloud map in the refraction weight (so that clouds are slightly more opaque than blue sky), you can get great cloud effects.

    Some maps seem to work better than others, I'm still experimenting. And I'm also wondering if I should mix all the approaches, at least a little.

    The EASIEST approach I've come across is a skydome, emission, with a spotlight just inside. So long as the sun is off screen and nothing is very reflective, it easily gives me the backdrop I want, and controlled lighting (I can make shadows softer/sharper by changing the spotlight's disk diameter).

    Would these techniques work for creating moonlit scenes as well? What settings would need to be changed?

  • Oso3DOso3D Posts: 15,085

    Samut: I don't see why not? What I would probably do is use sun, possibly adjust the blue-red tone of the sky (after seeing how it looks through the sky you have already), possibly keep the sky less transparent, and make sure to make the 'sun' very large to fit the moon.

     

  • SamutSamut Posts: 50

    I'll try that - thank you!

  • Having fun with HDR

    Kay

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  • FishtalesFishtales Posts: 6,208
    edited October 2015

    A couple more using a Skydome. This time using one of the Yosemite ones. Tried turning night into day with these. Time is January at midnight using the HDR plugged into the parameters.

    Click on image for full size.

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  • BobvanBobvan Posts: 2,653
    edited October 2015

    Cool I have some stuff baking. One discovery I made. Prior to discovering proper sunlight by turning map off in enviro seetings I was simply using map lit light as ibl and added a mesh and made it sun color. Render times between 30 to 70 minutes, with the proper sun 3 to 4 hours...At least one can extend pause and resume without starting from scratch..

    Post edited by Bobvan on
  • FishtalesFishtales Posts: 6,208
    edited October 2015

    Last one for now. Still using the Yosemite Skydome and I managed to get the sun lined up with the Iray sun more by luck than design smiley

     

    Click on image for full size.

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  • kyoto kidkyoto kid Posts: 41,843

    ..I'll have to experiemnt with this as like I mentioned I thought using a skydome blocked out the Iray sun.

     

  • IvyIvy Posts: 7,165
    edited October 2015

    A House of Stone.
    To keep a dragon properly , you had better live in a "Stone House"
    Rendered with Daz Studio in Iray  Custom iray Spot lighting ,with Daz Real lights texture maps . Took me forever to convert the texture maps form 3adc castle creator  I'm starting to get a good texture library of iray textures now.  Click to Best view full sized

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  • IvyIvy Posts: 7,165
    edited October 2015

    Train Your Dragon Properly.
    You all have heard of a Dog Park ,  But how about Dragon Park, where you can walk  your young dragons.

    Rendered in Iray . HDRi BG from HDR labs  Click for best view full size

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  • IvyIvy Posts: 7,165
    edited October 2015

    The Dragon Keeper 
    Rendered in Iray . HDRi BG from HDR labs  Click for best view full size

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  • mjc1016mjc1016 Posts: 15,001
    Ivy said:

    Train Your Dragon Properly.
    You all have heard of a Dog Park ,  But how about Dragon Park, where you can walk  your young dragons.

    Rendered in Iray . HDRi BG from HDR labs  Click for best view full size

    I don't think plastc scoops and bags would work...

  • TJohnTJohn Posts: 11,339
    edited October 2015

    Indigo.

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  • ScytharScythar Posts: 127

    yamaki,

    using the pearl autoshader as a base...

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  • ScytharScythar Posts: 127

    some other trial...

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  • IvyIvy Posts: 7,165
    mjc1016 said:
    Ivy said:

    Train Your Dragon Properly.
    You all have heard of a Dog Park ,  But how about Dragon Park, where you can walk  your young dragons.

    Rendered in Iray . HDRi BG from HDR labs  Click for best view full size

    I don't think plastc scoops and bags would work...

    I know right ..lol

    I wanted t add a pooper scooper & some Bio hazard bagsin her hands but i could not find anything I could use in my runtime

  • FishtalesFishtales Posts: 6,208
    edited October 2015

    Still on Skydomes.

    This is the Skydome from Distopia City Blocks. Obviously just a background as there is only a .jpg image for the sky and the skyline so very low quality. The water I changed for one of my own shaders and I had to change a few sliders for the Iray dome and Skydome to get it all working. There is no shoreline as I couldn't find anything suitable to put there smiley The boats I just stuck in for foreground interest.

    Click on image for full size.

    Click on image for full size.

    Click on image for full size.

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  • BobvanBobvan Posts: 2,653

    Cool stuff from moi http://fav.me/d9drjjd

  • Ivo ShandorIvo Shandor Posts: 74
    edited October 2015

    Here are some renders of a Comtemporary Bedroom not offered here but I thought I would share them. The original textures didn't have enough normal maps or displacement maps to make this work when you get really close up but the lighting turned out good because the light bulbs were put into all of the right places. These are un-retouched and rendered in DAZ with Iray at about 8 hours a piece. I am using AtmoCam to simulate the atmosphere.

     

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