Show Us Your Iray Renders. Part V

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Comments

  • RafmerRafmer Posts: 564
    kyoto kid said:

    ...wow, nice.

     

    3CPO said:

    Very nice Rafmer. I could elaborate on some aspects of it, but overall, it conveys well the erotic excitement. Great composition!

     

    Rafmer said:

    Here is the finished version of my previous render. Some nudity.

    http://ragice.deviantart.com/art/Paint-finished-661675799

    Both are good but I like the effect of the previous one. It was like a pasteled charcoal sketch or something...

    Thank you all for your comments! Feel free to throw any advice or critic if you want, I don't mind.

  • TJohnTJohn Posts: 11,339

    Last page of the current Iray Renders Thread spam.

  • 3CPO3CPO Posts: 164
    edited February 2017

    @Rafmer,

    I will venture to make some suggestions with regards to your last posted render. This is of couse a personal point of view...

    So, IMHO, watching your render, my gaze tends to shift towards the buttocks of your character. The reason is, it's a large volume in your composition, it's fairly bright and in a warm light as opposed to the face,which is not as bright and lit in a cooler bluish light . Unless this was your intention to begin with, what I would do is swap the illumination chromatic and intensity of those. Another thing, due to the very similar brown hue of the room floor and the mattress your character is lying on, I have somehow the disturbing illusion she is on the floor. Again, unless this was also intended, I would change the color on the room floor to break this illusion. What bothers my eyes still is that shiny edge of the door frame just in front of her face. And similarly, that other shiny edge that is placed right behind her butt. Maybe you can rotate your backround or use a stronger depth of field to aleviate that. And lastly, the way her fingers sink into that mattress is a bit too much in my oppinion, regardless of how soft that mattress may be. They kind of look like claws right now.

    I hope all of the above makes sense and you really don't mind.

    All the best and I hope to see some more great renders from you.yes

    Post edited by 3CPO on
  • OdaaOdaa Posts: 1,548

    Attempt to make a stocky but attractive warrior woman using a mix of Bethany and G3F head morphs/body morphs. Weapon is from the old DM Legends set with Iray Iron shader preset slapped on top of it, pose is from Legends also, converted and tweaked. Set is Thieves Court Plaza, which turned out pretty well considering I didn't even bother to add Iray shaders.

    Barbaroia.png
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  • Oso3DOso3D Posts: 15,085

    Really nice, Odaa!

    I definitely prefer strong warrior women.

     

  • nelsonsmithnelsonsmith Posts: 1,337

    @msam921 

    That really is amazing work!

  • RafmerRafmer Posts: 564
    3CPO said:

    @Rafmer,

    I will venture to make some suggestions with regards to your last posted render. This is of couse a personal point of view...

    So, IMHO, watching your render, my gaze tends to shift towards the buttocks of your character. The reason is, it's a large volume in your composition, it's fairly bright and in a warm light as opposed to the face,which is not as bright and lit in a cooler bluish light . Unless this was your intention to begin with, what I would do is swap the illumination chromatic and intensity of those. Another thing, due to the very similar brown hue of the room floor and the mattress your character is lying on, I have somehow the disturbing illusion she is on the floor. Again, unless this was also intended, I would change the color on the room floor to break this illusion. What bothers my eyes still is that shiny edge of the door frame just in front of her face. And similarly, that other shiny edge that is placed right behind her butt. Maybe you can rotate your backround or use a stronger depth of field to aleviate that. And lastly, the way her fingers sink into that mattress is a bit too much in my oppinion, regardless of how soft that mattress may be. They kind of look like claws right now.

    I hope all of the above makes sense and you really don't mind.

    All the best and I hope to see some more great renders from you.yes

    Thank you very much for your comments; I will look into all of that. Surely, her buttocks were a priority :P, but not over her face. I thought a lighter light in her face would atract more atention.

  • msam921msam921 Posts: 141

    @msam921 

    That really is amazing work!

    Thank you so much! I'm glad you like it. :D

  • msam921msam921 Posts: 141
    Rafmer said:
    3CPO said:

    @Rafmer,

    I will venture to make some suggestions with regards to your last posted render. This is of couse a personal point of view...

    So, IMHO, watching your render, my gaze tends to shift towards the buttocks of your character. The reason is, it's a large volume in your composition, it's fairly bright and in a warm light as opposed to the face,which is not as bright and lit in a cooler bluish light . Unless this was your intention to begin with, what I would do is swap the illumination chromatic and intensity of those. Another thing, due to the very similar brown hue of the room floor and the mattress your character is lying on, I have somehow the disturbing illusion she is on the floor. Again, unless this was also intended, I would change the color on the room floor to break this illusion. What bothers my eyes still is that shiny edge of the door frame just in front of her face. And similarly, that other shiny edge that is placed right behind her butt. Maybe you can rotate your backround or use a stronger depth of field to aleviate that. And lastly, the way her fingers sink into that mattress is a bit too much in my oppinion, regardless of how soft that mattress may be. They kind of look like claws right now.

    I hope all of the above makes sense and you really don't mind.

    All the best and I hope to see some more great renders from you.yes

    Thank you very much for your comments; I will look into all of that. Surely, her buttocks were a priority :P, but not over her face. I thought a lighter light in her face would atract more atention.

    It is a beautiful render (and I prefer the "half-baked" version, for reasons others have stated). The only thing about it that bothers me is her fingers really are soaking into that mattress, lol. Other than that I wouldn't change anything, not even the butt light! laugh

  • kyoto kidkyoto kid Posts: 41,841
    Odaa said:

    Attempt to make a stocky but attractive warrior woman using a mix of Bethany and G3F head morphs/body morphs. Weapon is from the old DM Legends set with Iray Iron shader preset slapped on top of it, pose is from Legends also, converted and tweaked. Set is Thieves Court Plaza, which turned out pretty well considering I didn't even bother to add Iray shaders.

    ...very nice.  She is more what I would expect a warrior woman to look like. Like the armour too as it at least covers the biggest target.

    For my namesake character I used a lot of body shaping/morphing as sell as the Youth Posture morph from Growing Up (to get rid of the "supermodel swayback" stance) to get her to look more like someone who was athletic.

  • K T OngK T Ong Posts: 486

    Trying lots of different things lately. Here's a tentacle-head geograft.

     

    That's one scary creature!

    Sorry about my earlier post in which I talked about your Ganesh render, by the way. Don't know how I could have been so careless, but I absent-mindedly keyed in the words 'Here's one I recently did' above your render, as if claiming it for my own. The thing is that I at first thought of uploading some of my own work when keying that post, but had second thoughts and forgot to erase those words. Really sorry... (Error in said post already corrected.)

  • OdaaOdaa Posts: 1,548
    kyoto kid said:
    Odaa said:

    Attempt to make a stocky but attractive warrior woman using a mix of Bethany and G3F head morphs/body morphs. Weapon is from the old DM Legends set with Iray Iron shader preset slapped on top of it, pose is from Legends also, converted and tweaked. Set is Thieves Court Plaza, which turned out pretty well considering I didn't even bother to add Iray shaders.

    ...very nice.  She is more what I would expect a warrior woman to look like. Like the armour too as it at least covers the biggest target.

    For my namesake character I used a lot of body shaping/morphing as sell as the Youth Posture morph from Growing Up (to get rid of the "supermodel swayback" stance) to get her to look more like someone who was athletic.

    Thank you, Will and Kyoto. I like the Champion outfit because it's something a bit different from the skimpwear armor. The plunging cleavage annoys me (as you might have guessed from the way I arranged her hair, lol), but apparently there's no happy medium in G3F-land between "covered up to the neck" and "breastbone and surrounding areas largely exposed," at least to judge by the clothes I've seen.

  • Oso3DOso3D Posts: 15,085

    I figured, which is why I didn't bother to comment. ;)

    No worries.

     

  • Oso3DOso3D Posts: 15,085

    I'm having a lot of fun with geografts.

     

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  • OdaaOdaa Posts: 1,548

    Nice! Looks like you're making progress on this crazy geograft stuff :)

  • Oso3DOso3D Posts: 15,085

    Yep! Once I got past a few initial 'omg don't do THAT' nonintuitive steps.

    Also getting the hang of node weights. Still a little tricky, and thankfully the stuff I'm making is weird enough that people will tolerate a little lack of fidelity/realism.

     

  • kyoto kidkyoto kid Posts: 41,841

    I'm having a lot of fun with geografts.

     

    ...so to they thrive on light (I imagine that is one big compound eye)

  • WonderlandWonderland Posts: 7,133
    edited February 2017

    Experimenting with using renders with my own photo backs... Helps render time a lot!

     

    Whiskey-Couple-Hollywood-Sunset-Strip-Alicia_Hollinger.jpg
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    Post edited by Wonderland on
  • IvyIvy Posts: 7,165
    edited February 2017

    On Point  - Gallery Post #

    this was "Look at my hair Iray render test." . Hardest render I ever did set up in Iray to date.  I set up the hair groups in instances its was a pain in the butt to get right.  I did the same for the esha's Grass props   no post work. best viewed full size 1080 HD

    Post edited by Ivy on
  • jb16jb16 Posts: 52

    A transparent one this time.

    I feel like this is one of my best car renders yet. All materials are Iray and lighting is done from an HDRI.

    231.png
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  • msam921msam921 Posts: 141

    Experimenting with using renders with my own photo backs... Helps render time a lot!

     

    I love this! The color and lighting are fabulous.

  • Oso3DOso3D Posts: 15,085

    Debated whether to put it here or in my WIP thread, but it's interesting/cool enough, IMO, to stand on its own.

    Geograft is mine, and so is the skin... which is one reason I wanted to show it here. Substance Painter is _amazing_... really powerful way to layer and create a variety of effects. Wow.

    Going to have a skin texture for regular humanoids, too. Hee.

    Bubblehead Fleshling.png
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  • algovincianalgovincian Posts: 2,664

    Experimenting with using renders with my own photo backs... Helps render time a lot!

    It sure does! Your postwork really helps the two (photo & render) play well together, too. Have you ever tried, or considered, creating HDRI from your photography?

    - Greg

  • FSMCDesignsFSMCDesigns Posts: 12,842
    Ivy said:

    On Point  - Gallery Post #

    this was "Look at my hair Iray render test." . Hardest render I ever did set up in Iray to date.  I set up the hair groups in instances its was a pain in the butt to get right.  I did the same for the esha's Grass props   no post work. best viewed full size 1080 HD

    Nice work Ivy!! He needs some food though, LOL

  • IvyIvy Posts: 7,165
    edited February 2017
    Ivy said:

    On Point  - Gallery Post #

    this was "Look at my hair Iray render test." . Hardest render I ever did set up in Iray to date.  I set up the hair groups in instances its was a pain in the butt to get right.  I did the same for the esha's Grass props   no post work. best viewed full size 1080 HD

    Nice work Ivy!! He needs some food though, LOL

    Thank you very much

    Yea the POV makes him look a little skinny I have owed dozens of Greman shorthair pointers, we use to raise and field train them for upland game.   I thought i got it pretty close . they are a very lean dog the LAMH in Iray was a bigger the whole scene kept maxing out my vram.  I didn; want to do it in layers i can never get the camera DOF right using layers in Photoshop

    These are pictures of  a couple GSP I used to base my render on

    germanshorthairedpointer_thorner.jpg
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    Buck 2.jpg.8265.jpg
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    Post edited by Ivy on
  • kyoto kidkyoto kid Posts: 41,841

    ...heh, the college I went to in Stevens Point WI named their sports teams The Pointers.

  • IvyIvy Posts: 7,165

    German Shorthair Pointer ~ Gallery Post

    DOF on the camera off this time.

  • WonderlandWonderland Posts: 7,133
    msam921 said:

    Experimenting with using renders with my own photo backs... Helps render time a lot!

     

    I love this! The color and lighting are fabulous.

    Thanks! :)

  • WonderlandWonderland Posts: 7,133

    Experimenting with using renders with my own photo backs... Helps render time a lot!

    It sure does! Your postwork really helps the two (photo & render) play well together, too. Have you ever tried, or considered, creating HDRI from your photography?

    - Greg

    Thanks, Greg. I have no idea how to create HDRIs... I Googled it once but it looked ridiculously complicated. Do you know a simple way? Is there a way to do it in Photoshop rather than with a camera?

     I pitched the idea to Daz to sell a pack of photos as backgrounds for people who don't have time or equipment for IRay renders, including indoor Hollywood Hills upscale photos of bedrooms, kitchens, etc... like many of the high end 3D sets here, but they passed saying there wouldn't be an interest. If anyone who happens to read this thinks there might be an interest, please let me know :)

  • algovincianalgovincian Posts: 2,664
    edited February 2017

    Experimenting with using renders with my own photo backs... Helps render time a lot!

    It sure does! Your postwork really helps the two (photo & render) play well together, too. Have you ever tried, or considered, creating HDRI from your photography?

    - Greg

    Thanks, Greg. I have no idea how to create HDRIs... I Googled it once but it looked ridiculously complicated. Do you know a simple way? Is there a way to do it in Photoshop rather than with a camera?

     I pitched the idea to Daz to sell a pack of photos as backgrounds for people who don't have time or equipment for IRay renders, including indoor Hollywood Hills upscale photos of bedrooms, kitchens, etc... like many of the high end 3D sets here, but they passed saying there wouldn't be an interest. If anyone who happens to read this thinks there might be an interest, please let me know :)

    I use some proprietary tools, but the concepts and process is similar no matter how you do it. A quick google search for "photoshop creating HDRI from bracketed images" produced a ton of results. Here is the first result:

    http://photoshopcafe.com/tutorials/HDR_ps/hdr-ps.htm

    After a quick skim it looks like it discusses bracketing a bit, and the actual merging process in Photoshop. For best results and use in DS, as wide a dynamic range as possible is necessary, so you will need to cover many stops (and thus many bracketed photos). Not sure it mentions it in the article or not, but I would normally suggest locking your focus and shooting with a narrow aperture (high f number) in order to capture a large depth of field in focus. This will also help with stitching multiple positions if you are creating a panorama.

    Hope this helps, Alicia - look forward to seeing your results!

    - Greg

    --------------------------------------------------------------

    Next thread http://www.daz3d.com/forums/discussion/147781/

    Post edited by Richard Haseltine on
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