Show Us Your Iray Renders. Part V

11920222425100

Comments

  • KnittingmommyKnittingmommy Posts: 8,191

    Really nice, lucidghost.  I recently broke those Greeble City blocks out, but haven't gotten anything near that good yet.  Still playing with them.  Did you use the orginial textures and just hit it with the Iray Uber Shader or did you redo some texture work?

    Thanks! I just used the Iray uber shader on them since Stonemason's textures are generally top notch and convert well in Iray. Although I did use Dzfire's Real Iray Lights for all the emissives on the windows.

    I have that product.  I'll dig it out and see what I can do with it and the Greeble City stuff.  Thanks.

  • Tim NTim N Posts: 193
    Szark said:

    Inspired by Tim N's GIS Sigma render I thought I would take a crack at the Future Quiet Texture Set for Sigma. Lit by one of DT's latest in the Clouds HDRI for Iray

    Nicely done, Szark.

  • kyoto kidkyoto kid Posts: 41,925
    edited March 2016

    ...been playing with nighttime scenes again. 

    This time I think I'm getting the hang ot it it. Turned the Environment Intensity down to .005, shifted the White Point to 1.00, 0.88, 0.86, and changed the SS Blue-Red tint to -.2.  Camera settings ISO 64 (loved the old Kodacolour)  f-stop 4.0, Shutter speed 1/75.  Used two emissive lights one plane to the right at 6,000/125kcd/m^2 simulating light spill from a set of windows, and one sphere to the left at 4,200K/650kcd/m^2 simulating a slightly distant streetlight fixture. The building in the background also used the emissive shader for the windows.  Render time just under 4 hours (completed while I was asleep - wish Daz had a "render statistics" pane like Bryce and Carrara do).

    Still need to add a few finishing touches.

     

     

     

     

     

    off to work.jpg
    900 x 1165 - 476K
    Post edited by kyoto kid on
  • ZilvergrafixZilvergrafix Posts: 1,385

    Midori running as hell

  • kyoto kidkyoto kid Posts: 41,925

    ...wow, I like the motion blur.  Very convincing.

  • ZilvergrafixZilvergrafix Posts: 1,385
    kyoto kid said:

    ...wow, I like the motion blur.  Very convincing.

    thanks, Kyoto, next one is based in real facts from...friday blush

    stop drinking 

  • j cadej cade Posts: 2,310

    So I've been having fun with expressions

     

    Slightly over an hour to render 29 frames at 700x700 pixels and a max of 135 iterations per frame. Honestly the nice thing about it is that I can oficially just pretend the noise is film grain.

    I'm really liking working with expressions especially with gen3 the face rig really gets shown off with movement.

  • KnittingmommyKnittingmommy Posts: 8,191

    Very cool.  I haven't tried this with animation yet, but will soon as I'm working on my first animation.  Just have the set and camera movements so far, but it looks good rendered in Iray.  I'm working on the people to go in it.  Hadn't thought about doing anyone actually talking yet, but I might.  Love the little hair movements you gave her.

  • zombietaggerungzombietaggerung Posts: 3,853
    edited March 2016

    That's really cool, j cade. It almost looks like she's saying "sweet"

    Post edited by zombietaggerung on
  • j cadej cade Posts: 2,310

    @knittingmommy The hair might be my favorite part. Hair moves so easily in the real world that it was really creepy when it just sat stiff.

     

    @zombietaggerung  Somewhere along the way she started looking like she was saying "please help" to me. Although I think thats more telling of my state of mind than anything else

     

  • Oso3DOso3D Posts: 15,088

    DANCER IS PRETAY

     

    Pretty Dancer.jpg
    1080 x 1080 - 163K
  • nonesuch00nonesuch00 Posts: 18,762
    j cade said:

    So I've been having fun with expressions

     

    Slightly over an hour to render 29 frames at 700x700 pixels and a max of 135 iterations per frame. Honestly the nice thing about it is that I can oficially just pretend the noise is film grain.

    I'm really liking working with expressions especially with gen3 the face rig really gets shown off with movement.

    Excellent!

  • kyoto kidkyoto kid Posts: 41,925
    j cade said:

    So I've been having fun with expressions

     

    Slightly over an hour to render 29 frames at 700x700 pixels and a max of 135 iterations per frame. Honestly the nice thing about it is that I can oficially just pretend the noise is film grain.

    I'm really liking working with expressions especially with gen3 the face rig really gets shown off with movement.

    ...this is really nice, looks very natural.

  • kyoto kidkyoto kid Posts: 41,925
    kyoto kid said:

    ...wow, I like the motion blur.  Very convincing.

    thanks, Kyoto, next one is based in real facts from...friday blush

    stop drinking 

    ...mmmm....whiskey,...

  • TesseractSpaceTesseractSpace Posts: 1,582
    edited March 2016

    Trying out some old effects props and seeing if I can make them work in Iray... Plus just got Mec4d's nifty PBR metal shaders so put those to use as well.

    powerup.jpg
    1000 x 792 - 404K
    Post edited by TesseractSpace on
  • Oso3DOso3D Posts: 15,088

    Playing with primitives and texture maps.

    http://willbear.deviantart.com/art/Skyscrapers-596810953

     

  • KnittingmommyKnittingmommy Posts: 8,191

    It looks good, Will!

  • Oso3DOso3D Posts: 15,088

    I'm still likely to pick up Urban Sprawl and a few other things eventually, but it's gratifying to know I can populate a city scene with reasonably realistic-looking buildings, at least in the background.

     

  • KnittingmommyKnittingmommy Posts: 8,191

    I still find the Urban Sprawl series and a lot of the older products useful.  I used Rocky Flats in my wolf render and, while I just got it within the last year, FirstBastion said that was one of his older products.  That whole bundle is still very useful.  While I think some of the PAs think their older products don't reflect their talents today, they were still very solidly built and still useful for new users even today.

  • BlueIreneBlueIrene Posts: 1,318

    I still find the Urban Sprawl series and a lot of the older products useful.  I used Rocky Flats in my wolf render and, while I just got it within the last year, FirstBastion said that was one of his older products.  That whole bundle is still very useful.  While I think some of the PAs think their older products don't reflect their talents today, they were still very solidly built and still useful for new users even today.

    I agree. While some products undoubtedly look dated now, as long as they've got material zones defined in all the right places then many of them can be made to look quite spectacular with all the shaders that are around, particularly now iRay is on the scene. As the PA's talents have grown, so have the tools and materials that have been made available to the rest of us and it's amazing what can be done with a lot of the old stuff by the average user.

  • Oso3DOso3D Posts: 15,088

    Yeah. And, heck, you don't even have to go to Iray. Some of the improved shaders in 3DL can do some really fancy stuff.

    Recently I grabbed some of my oldest content and ... it can look REALLY spiffy.

    I grabbed the Octopus recently. It was released 16 years ago... and it looks AWESOME, with spruced up shaders.

     

  • Oso3DOso3D Posts: 15,088

    Did a closeup rerender of said image. Here's V4 muscle maps (on G2F) AND octopus with painter's lights. I love how it comes out.

    And this is content that's 10-14 years old.

     

    Visible woman and octopus closeup.jpg
    1747 x 1080 - 617K
  • TabascoJackTabascoJack Posts: 865
    edited March 2016

    Playing around with ParrotDolphin's Iray Shader Kit #1 for the dress and of course MEC4D's PBS Shaders along with my very first modelling attempt (made the wine glass in Blender).

     

     

    Destiny - DS.jpg
    768 x 768 - 319K
    Post edited by TabascoJack on
  • BobvanBobvan Posts: 2,653
    edited March 2016

    Cool stuff guys!   Airline disaster *Nudity Gore* http://fav.me/d9vf5pm

    & putting together a model for an upcoming commish project

    ww.png
    443 x 918 - 322K
    Post edited by Bobvan on
  • Gr00vusGr00vus Posts: 372

    Are you conforming the ultra bodysuit to the figure? 

    http://willbear.deviantart.com/art/Fitted-dress-with-ultra-bodysuit-596238099

     

    So after extensive testing of different options, the easiest way to get a properly fitted bodice is using Ultra Bodysuit with spandex options. Fit the dress (or top) to the bodysuit, collide with the figure.

     

     

  • Oso3DOso3D Posts: 15,088
    edited March 2016

    Gr00vus: Yes, the ultra bodysuit is fit to the figure and set to collide with it (although the collision is probably not necessary in this case). The spandex morphs do a great job at filling underneath the breasts to look more clothingish.

    I think I'll do a followup, showing what it looks like with the dress off and ultrabodysuit visible.

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088

    This highlights the difference. I mean, she's still very busty and the first dress doesn't look impossible, but it flows a lot more like a properly fitted dress.

     

    Ultrabodysuit dress fitting example.png
    2000 x 1080 - 1M
  • BobvanBobvan Posts: 2,653

    Watch out for thems bugs http://fav.me/d9vf6x1

  • Oso3DOso3D Posts: 15,088

    Experimenting with Iray Worlds, it occurred to me to try some of the approaches to skydomes I had before.

    In this, I hid the sun object and instead decided to try different 'sun/sky bleedthrough' ideas. What worked best:

    Refraction 1/1, refraction color set to the skydome texture map. I got rid of luminance.

    In previous attempts, this approach often didn't look very good, but I think the key issue is making sure the skydome is decently polygon dense and having a high quality image to work with. The other key is to get the base sky just right.

    In this case:

    Environmental intensity .5

    Sun disk intensity 1, glow intensity 5 (I wanted a good halo effect to light up the clouds)

    I'm attaching the initial render and then the version after postwork -- the problem with this approach is that it tends to make the main scene rather dark, or else you blow out the sky. If you can use canvasses and exr, that would probably work better so you have more 'room' to adjust tone. There may be tone settings that would help, not sure.

     

     

    Skydome test.jpg
    1404 x 1080 - 882K
    Skydome test2.jpg
    1404 x 1080 - 1M
  • Oso3DOso3D Posts: 15,088

    More experiments (and changing tone mapping to 'realistic' is helpful -- burn by components off, highlights 1, crush blacks 0)

     

    Second image has some postwork to add moon tweaks and stars. (I find stars are generally way easier to do in post than trying to play with transparencies, unless you have a background explicitly made for it)

    All three images (day, dusk, night) use the same scene and Iray Worlds skydome. (I think it's the first one)

    With dusk I tweaked environment, sun intensity and glow intensity. Maybe some haze to enhance the duskiness.

     

    Skydome dusk test.jpg
    1404 x 1080 - 947K
    Skydome nighto.jpg
    1404 x 1080 - 795K
This discussion has been closed.