Show Us Your Iray Renders. Part IV

16791112100

Comments

  • boisselazonboisselazon Posts: 458
    edited December 1969

    for homogeneous (historicaly speaking), you should have put a dager or a second (identical) sword in place of the katana.
    More of this, the katana's blade should be turned to the other side (in martial arts, the cutting edge should be in the back direction, even if it is grabbed down)

    thx any way for the great info

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    SimonJM said:
    ACross said:
    I don't know if this is an issue the old hands are fully aware of, but it caught me by surprise.

    Using Super Dress and Super Leggings, I gave my character leggings that came just below the knee. But when I rendered the scene in Iray, her legs came out really dark. After a bit of trial and error, I was able to determine setting Cutout Opacity to 0 didn't prevent the invisible sections from affecting the render. I suspect the hidden sections are casting a shadow. The DAZ Rose has the same problem. The petals, calyx and leaves all have a hidden "back" for 3D printing purposes. The white rose came out gray.

    The solution is quite simple, really. Instead of setting Cutout Opacity to 0, set it to 1.00 and then add an image map of solid black.

    Here is the same scene both ways, though one was rendered without the Island Grounds so it's missing the shadows from the tree.

    Yes, I stumbled over this. Unless you have a map of any sort then the opacity slider has no effect. What is strange is that using the 'normal' viewport shows the transparency! A quick way I found of doing this (mapping out a whole material zone using nothing but Opacity of 0%) is to go to the setting, pick the drop down to select a map, pick the LIE option and in there add a layer (and not actually adding an image), and use the options to make it solid black, and save.
    More annoyingly, in some ways, I no longer seem to have the problem! ;)

    As you've probably seen by now, my issue was the Render Mode set to Interactive. Not sure how that happened, but everything works as expected when it's set back to Photoreal.

  • TotteTotte Posts: 14,677
    edited June 2015

    for homogeneous (historicaly speaking), you should have put a dager or a second (identical) sword in place of the katana.
    More of this, the katana's blade should be turned to the other side (in martial arts, the cutting edge should be in the back direction, even if it is grabbed down)

    thx any way for the great info

    lol - he had that, but as he is a character in an ongoing RPG adventure (DnD 5e), the party found an ancient buried treasure from a foreign land (belong to one of the other characters ancestors), and in that treasure was a Wakizashi that he was given as it has a magic power that will protect whoever he decides to protect (he will take half of all damage taken by the one protected), so that's why he uses it. He is a proficient dual wielder so before he had two longswords, but a magic Wakizashi - (goes as a scimitar damage wise) is better, less damage and but a better to hit chance. And finally, it that combination he is training on now.

    Post edited by Totte on
  • bohemian3bohemian3 Posts: 1,035
    edited December 1969

    Totte said:
    Ulfnaar making his morning weapons training

    Dude - awesome render!
  • kyoto kidkyoto kid Posts: 41,843
    edited December 1969

    Totte said:
    Ulfnaar making his morning weapons training

    ...looks like an HDRI backdrop, but where did you get that nice grass from?
  • nicsttnicstt Posts: 11,715
    edited December 1969

    Testing a Genesis hair; not realised I had it before and it looks pretty good.

    Getting hair looking good is a challenge, and a shame Garibaldi isn't better with IRAY.

    eye_2_eye.JPG
    807 x 949 - 438K
  • kyoto kidkyoto kid Posts: 41,843
    edited December 1969

    lee_lhs said:
    Here's something I'm working on.
    So far, I was always rather unhappy with clothing, i.e. displacement. I now found a way to make clothing look a bit more like what I have in mind.
    I'm using the Iray velvet fabric shader for this (except for the leather part, which gets the leather shader, of course ;-)). The velvet fabric shader is red by default, so I needed to tinker with the colors (mostly resetting them to white again). For the bump, I used a setting learned from hairs. I increase the base bump to 2.6, and then plug the same map used in Base Bump into displacement. Here, I set the weight to 0.5, and the min-max displacement to -0.3/0.3.
    I'm pretty happy with the results for this particular pair of "Twins" from a story/comic I'm working on.

    ..now if we only had soft body physics...
    b5348_punched-tbi.jpg
    400 x 300 - 17K
  • TotteTotte Posts: 14,677
    edited December 1969

    Kyoto Kid said:
    Totte said:
    Ulfnaar making his morning weapons training

    ...looks like an HDRI backdrop, but where did you get that nice grass from?

    It's Andrey Ps Forest Superior so no HDRI backdrop except what's seen between the trees which is Yosemite setting 10.

  • kyoto kidkyoto kid Posts: 41,843
    edited December 1969

    ...yikes, that must have taken some time as his Forest set (with Forest Superior) is very heavy polygon and texture wise.

  • TotteTotte Posts: 14,677
    edited December 1969

    Kyoto Kid said:
    ...yikes, that must have taken some time as his Forest set (with Forest Superior) is very heavy polygon and texture wise.

    About 2.5 hours render time using CPU only (didn't fit on the card)
  • HavosHavos Posts: 5,573
    edited December 1969

    Totte said:
    Kyoto Kid said:
    ...yikes, that must have taken some time as his Forest set (with Forest Superior) is very heavy polygon and texture wise.

    About 2.5 hours render time using CPU only (didn't fit on the card)

    I did fit one of Andrey's poly heavy sets onto my card for a GPU render (GTX 970 4GB). The set was his Nature - Lake, which slows down response time a fair bit even on my reasonably powerful machine, when all the additional vegetation etc is set visible. The render took about 20 mins if I remember correctly and I did little more than point the camera and hit render, none of the shaders were tweaked for iRay. I was surprised it did fit on the card, as I suspect a fair few poly's are there. HDR scenes can look good, but in my opinion nature renders look much better with a properly modelled scene.

    Lake-iRay-01.jpg
    1920 x 1080 - 575K
  • BobvanBobvan Posts: 2,653
    edited June 2015

    Post void

    Post edited by Bobvan on
  • kyoto kidkyoto kid Posts: 41,843
    edited June 2015

    Havos said:
    Totte said:
    Kyoto Kid said:
    ...yikes, that must have taken some time as his Forest set (with Forest Superior) is very heavy polygon and texture wise.

    About 2.5 hours render time using CPU only (didn't fit on the card)

    I did fit one of Andrey's poly heavy sets onto my card for a GPU render (GTX 970 4GB). The set was his Nature - Lake, which slows down response time a fair bit even on my reasonably powerful machine, when all the additional vegetation etc is set visible. The render took about 20 mins if I remember correctly and I did little more than point the camera and hit render, none of the shaders were tweaked for iRay. I was surprised it did fit on the card, as I suspect a fair few poly's are there. HDR scenes can look good, but in my opinion nature renders look much better with a properly modelled scene.
    ...nice and I agree as you can then use the rRay Sun/Sky which is produces more "realistic" shadows. I just wish there was some way to get a nice sky background without using an HDRI as skydomes act like a big bowl placed upside down over the scene.

    Post edited by kyoto kid on
  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    I've been creating a large batch of new Iray car paint shader presets lately, most of them based on information from a very good source, and very close to the original colours, because Iray is very good for shiny things, including cars...

    1953_Cadillac_Eldorado_-_Artisan_Ochre_w_blue_interior.png
    1920 x 1080 - 2M
    1953_Cadillac_Eldorado_-_Aztec_Red_w_black_and_white_interior.png
    1920 x 1080 - 2M
    1953_Cadillac_Eldorado_-_Alpine_White_w_red_and_white_interior.png
    1920 x 1080 - 2M
  • TJohnTJohn Posts: 11,339
    edited December 1969

    tomtom.w said:
    I've been creating a large batch of new Iray car paint shader presets lately, most of them based on information from a very good source, and very close to the original colours, because Iray is very good for shiny things, including cars...

    Those are very nice. :)
  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Those car paint shaders look awesome. Could be multi purpose actually!

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    RAMWolff said:
    Those car paint shaders look awesome. Could be multi purpose actually!

    They can be used for anything that you want to be shiny. The new pack that I am preparing will include quite a few shader presets in pastel colours, since those colours were popular on cars during the 1950s, so it's not just modern car paint colours.

    And the best part of it is that they're free...

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Kyoto Kid said:
    Havos said:
    Totte said:
    Kyoto Kid said:
    ...yikes, that must have taken some time as his Forest set (with Forest Superior) is very heavy polygon and texture wise.

    About 2.5 hours render time using CPU only (didn't fit on the card)

    I did fit one of Andrey's poly heavy sets onto my card for a GPU render (GTX 970 4GB). The set was his Nature - Lake, which slows down response time a fair bit even on my reasonably powerful machine, when all the additional vegetation etc is set visible. The render took about 20 mins if I remember correctly and I did little more than point the camera and hit render, none of the shaders were tweaked for iRay. I was surprised it did fit on the card, as I suspect a fair few poly's are there. HDR scenes can look good, but in my opinion nature renders look much better with a properly modelled scene.
    ...nice and I agree as you can then use the rRay Sun/Sky which is produces more "realistic" shadows. I just wish there was some way to get a nice sky background without using an HDRI as skydomes act like a big bowl placed upside down over the scene.

    When I was playing around with Watersong Isle, I plugged the sky-dome into the environment map, and used a distant light for the sun. (Dome and Scene mode.) It worked nicely for what I was doing.

    I agree, though. It would be really nice if the Sun/Sky mode had an option to add an environment map as a backdrop, without affecting the scene lighting. That would be far more useful, for me, than the current backdrop feature in the Environment Tab. Ideally, we should be able to use either one.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    I find car paint looks great on helmets, robots, spaceships...

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    tomtom.w said:
    RAMWolff said:
    Those car paint shaders look awesome. Could be multi purpose actually!

    They can be used for anything that you want to be shiny. The new pack that I am preparing will include quite a few shader presets in pastel colours, since those colours were popular on cars during the 1950s, so it's not just modern car paint colours.

    And the best part of it is that they're free...

    Free is always a nice price. Thanks so much! :-)

  • HavosHavos Posts: 5,573
    edited December 1969

    ACross said:
    Kyoto Kid said:

    ...nice and I agree as you can then use the rRay Sun/Sky which is produces more "realistic" shadows. I just wish there was some way to get a nice sky background without using an HDRI as skydomes act like a big bowl placed upside down over the scene.

    When I was playing around with Watersong Isle, I plugged the sky-dome into the environment map, and used a distant light for the sun. (Dome and Scene mode.) It worked nicely for what I was doing.

    I agree, though. It would be really nice if the Sun/Sky mode had an option to add an environment map as a backdrop, without affecting the scene lighting. That would be far more useful, for me, than the current backdrop feature in the Environment Tab. Ideally, we should be able to use either one.

    Is it possible to add a skydome that allows light to pass through (ie the sun light) but still appears in the render?

  • kyoto kidkyoto kid Posts: 41,843
    edited June 2015

    ...not in Iray (3DL allows you to turn shadow casting off for an item which is why a skydome will work with a distant light there).

    This also creates issues with photo backdrops on a plane primitive. For example, in the picture of the girls at the bus stop, I had to place the helicopter (which was scaled down to about 14% to make it look distant) just right so the shadow it cast on the backdrop was hidden behind one of the girls.

    The Iray sun works just like the one in RL.

    Post edited by kyoto kid on
  • barbultbarbult Posts: 26,172
    edited December 1969

    tomtom.w said:
    I've been creating a large batch of new Iray car paint shader presets lately, most of them based on information from a very good source, and very close to the original colours, because Iray is very good for shiny things, including cars...
    Thank you. They are great. I've used several of them. I'm getting error popups on some non-metallic ones. I'll PM the details later. I'm not on that computer right now.
  • BlantyrBlantyr Posts: 90
    edited December 1969

    I find car paint looks great on helmets, robots, spaceships...

    Fingernail polish...

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Blantyr said:
    I find car paint looks great on helmets, robots, spaceships...

    Fingernail polish...

    I haven't used them for that, but thanks for the tip, I'll try it. The new pack will include both some red and three pink glossy shader presets that might be good for fingernails, BTW...

  • barbultbarbult Posts: 26,172
    edited December 1969

    barbult said:
    tomtom.w said:
    I've been creating a large batch of new Iray car paint shader presets lately, most of them based on information from a very good source, and very close to the original colours, because Iray is very good for shiny things, including cars...
    Thank you. They are great. I've used several of them. I'm getting error popups on some non-metallic ones. I'll PM the details later. I'm not on that computer right now.I sent you a PM about the errors.
  • tomtom.wtomtom.w Posts: 140
    edited June 2015

    barbult said:
    barbult said:
    tomtom.w said:
    I've been creating a large batch of new Iray car paint shader presets lately, most of them based on information from a very good source, and very close to the original colours, because Iray is very good for shiny things, including cars...
    Thank you. They are great. I've used several of them. I'm getting error popups on some non-metallic ones. I'll PM the details later. I'm not on that computer right now.
    I sent you a PM about the errors.

    Thanks, I'll fix it and add updated files to the next pack. I created those shader presets on a Morgan 4x4 model saved as a character...

    UPDATED: I've fixed the problem and will upload an updated pack 2 later today or tomorrow. I have also checked all shader presets I've made for pack 3 (around 70 different ones as of latest count...), and none of them has the problem. I usually uncheck "geometry" when saving shader presets, but must have failed to do so when creating those presets in pack 2 that had the problem.

    Post edited by tomtom.w on
  • ScytharScythar Posts: 127
    edited June 2015

    Tried to turn a normal texture map of a object into a metalllic one...

    CarRoland.jpg
    1600 x 900 - 497K
    JunkAlley_Crate.jpg
    1600 x 900 - 862K
    Scythe1.jpg
    1600 x 900 - 973K
    Post edited by Scythar on
  • mark128mark128 Posts: 1,029
    edited June 2015

    Just fiddling around with some of the new products to see how they look in Iray:

    FW Destiny HD for Victoria 6
    Buenaventura Hair For Genesis 2 Female(s) and Male(s)
    AlphaKini for Genesis 2 Female(s)
    AlphaKini Future
    DAZ Studio Iray HDR Outdoor Environments
    InaneGlory's Photo Studio - Point and Shoot Iray

    The HDR environment did not give enough light for a good portrait, so I used the InaneGloory lights at about half default intensity.

    I have a lowend Nvida graphics card that cannot be used by Iray, so this is a CPU only render. Render time was 3 hr and 45 min.

    Updated: re-rendered and change the image. Improved the eye posing. Increased the intensity of the key light some.

    FWDestiny_iray2.jpg
    1200 x 1600 - 1M
    Post edited by mark128 on
  • mark128mark128 Posts: 1,029
    edited December 1969

    Decided to try to make it look like the setting sun was back lighting her. I added a spot light behind and to the right of her. I reduced the color temperature of the spot light to 2800 degrees to simulate light from the sun low in the sky. I also turned the power up very high, 24,000. The default value for a spot light is 1500, so this is 16x the default light output of a spot light.

    FWDestiny_iray_backlight_02.jpg
    1200 x 1600 - 1M
This discussion has been closed.