Show Us Your Iray Renders. Part V
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Very nice. I'm trying but am no were near that yet.
Experimenting more with my WTP shaders. Seeing how well I can make skin.
Now, I'm fully aware procedural skin, barring some VERY complex code, is never going to match up to texture mapped skin. That being said, it's fun to see how far you can push it.
(Omri hair and Laticis eyebrows, both with UHT conversion, and Unshaven 2 beard, aging and vascularity morphs)
...ahh, thanks Been away for a while (since Friday) Yeah I thought it was a buit dark too. I'll try dropping the f-stop slightly. Also still plan to add some "wash light" from below as well. I can alos up the intensity of the streetlight. The moon is fine as it looks like filtered moonlight.
Have you tried playing with the Crush Blacks and Burn Highlights sliders at the bottom of the Tone Mapping tab? They can lighten, or darken, an image without touching the other settings. It also makes shadows softer when using the Crush Blacks at the lower settings in a daylight scene. Balancing the two also helps with contrast in a scene between dark and light areas.
Not to sound all converted zealous, but holy poot, Photoshop tone mapping of Iray canvasses is AWESOME.
You can basically ignore tone mapping window and worry about it in post, and you have enough latitude so that the image can take whatever tweaking you do without looking horrible.
Oh, and I meant to post this image... experimenting with Normal map on UHT hair. Also experimenting with some stuff Mec4D said a while back about skin in Iray. (Now that I can actually mess with Vibrance, although in this specific case I just had a pale skin map)
A comment about wood and Iray got me revisiting ideas from before. I have the 3DL 'advanced metals and woods' and I've been generally pleased at how well they translate to Iray.
So, here's one of those woods, applied to an Iray decal with Spherical projection. All I did was convert to Iray, set glossy/specular values to something appropriate. If I wanted, I could create some sort of smooth lacquer surface or whatnot, but I liked the roughness.
I was rather surprised that this only took maybe 5 minutes to render, even at quality 5/99% convergence. I guess that's the power of a single figure and only a few maps.
..I really like this, especially the reflection. Maybe add a bit of turbulence in the water behind the boat and pole.
Happy accidents are always the best
...very nice, gives a warm feeling. Did you use one of Ron's fire brush sets?
...I tried lowering the crush blacks Setting but it tended to look somewhat washed out like slightly fogged film. I actually want slighly sharper shadows (shadows from the moon tend to be a bit more defined than from the sun).
@ kyoto
Leave the blacks and lower the Burn Highlights then use Tone Mapping to get a little more light into the camera.
The blacks and highlights sliders change the intensity of pixels used for each, much the same as Black Point and White Point in Curves in Photoshop, as far as I can make out anyway ☺
I like setting up old film noir and/or pulp fction style scenes so when I was playing Fallout 4 I loved the pulp comics they have for you to collect. The covers are awesome, do a search and check them out. Recreated the scene and rendered in Iray, psotworked to get a more pulpish look (still not really pleased with the result but for now it has to suffice). Then to get an aged/distressed look I created a plane and added a gemoetry shell. The shell got the cover texture plus an alhpa with holes/rips. The original plane underneth got a page from an old comic and a different alpha. Then rendered in Iray using a flat white png as the HDRI image to get a flat, even lighting.
Those custom shaders convert? I hadn't even tried them because I thought they would just fail...now I'm intrigued. Thanks, Will!
The thing about the Advanced Woods is that they aren't actually a custom shader, they are texture/shader presets.
The Advanced Metals DO use some custom shaders, but, again, a lot of it is driven by texture maps, and Iray pretty much handles all of that fine. It might require some eyeballing to know what should go where. I honestly haven't played with 3DL metals a lot because the Iray options I already have work great.
I think the biggest lack in Iray is that a number of 3DL shaders include two scales of displacement maps.
Another pass at the marble statue. Made him neuter for ease of posting. ;)
Needs a little more translucense/SSS...but otherwise that's a nice marble.
99% of the 'shaders' are custom presets for one of the 3 main Studio shaders. Most will work in Iray...but not all will be automatically converted. Many of them use tiling and offsets that would probably need a fair amount of manual tweaking to get right, something that isn't going to lend itself to being done automatically.
Maybe I misremember them as custom shaders...
/edit that came off snarkier than I intended.
LMAO, he's still hard as a rock.
Yes...but you are one of the few, it seems.
I tend to make blanket statements that can be useful for general inquiries...you probably wouldn't be surprised at how fast this stuff shows up on Google.
But even some of the custom shaders can be converted...manually (or with enough messing around in Shader Mixer). There's very few that can't be done with some work. I'm actually working the other way...converting some Iray stuff to 3DL. It's a bit harder, because Studio doesn't have the latest advances in 3DL in an easily accessible form.
I was frustrated trying to convert Iray metals to 3DL until it dawned on me that I needed to use reflectance (and, to do it very well, fresnel, but I don't usually bother. Too finicky)
I'm doing an iRay render and I've applied 'iRay Optimized Skin Shader for Genesis 2 Male' and that's working out OK but he is wearing the Grantham Suit with the original textures and apparently the tie and shirt are made of some type of silk because there is a light bleeding glare like you get with bright lights at night, eg, neon signs.
Otherwise for the iRay enviromental setting I am using the default DAZ Studio HDR for the lighting settings even though the image is not usually for the skydome because it creates a nice portrait style lighting. I've tried other free HDRs and while some of them are good they aren't creating the portrait style lighting I want, not that's I'd expect them too, the lighting is what it was in those pictures. Maybe if I spend a lot of time rotating the dome or the character in the dome I'd find a nice portrait angle but for now I am learning how to do character edits in DAZ Studio. I have Infinite Dome & Scene, Infinite Dome with Ground, Show Dome (although it's obscurred by an old DAZ cyclorama background), Draw Ground, . I've changed the converge to 98% and the allowed render time to 8 hours. The actual rendering took though about 5 hours and 600 merges. It's optimized for memory and Firefly, Noise Filter, & Bloom Filter are enabled.
So really I want to know why the tie & shirt is blurred? Or is there other ways to improve it? I know the background looks like one of those backgrounds used in school portraits (although those are usually autumn leaves). This is the 1st image I've posted that I've actually put a little effort into although everything in it is out of the DAZ Store or paid for elsewhere. Or is this question better asked in the http://www.daz3d.com/forums/discussion/54239/fiddling-with-iray-skin-settings#latest
...lowered the Burn Highlight to .2. changed the speed to 1/60 kept the fstop set at 4 and added the emissive shader to a light just off the right opf the render screen. Definitely a noticeable difference. Original is first thumbnail. new version is second
@kyoto
I would try the highlights at 0.96. If the image goes too light then slowly lower it and see how it looks.
The problem I have with those pictures is I see no shafts of light on the ground or the walls which is my experience growing up in downtown Chicago and elsewhere in the cities at night there are always shafts of light. There is no shadow falling in the direction you'd expect from the character although you can tell from the character's face a much stronger light behind him than in front of him. It looks like the character has dim portait lighting rather than lighting as you'd expect the character to have in such a location.
That looks like the bloom filter, try lowering the intensity.
Thanks alot, will do.
More experiments! Not... high convergence, because it only hit 4% after an hour and a half and it looked neat enough as an experiment. Woof. (Lots of translucency and complex stuff)
The teeth and gums are too much and to distracting too me but the rest of the character I find excellent.
Uhg! Will! I can see its innards! Cool, but gross!
edit: I showed it to my son. He loved it! I kind of thought he would as he likes that sort of thing.
Yeah, I thought that, too. Maybe a mask effect so the translucency is lower around the mouth. Hmm.
@kyoto
Tried some ripple but I think I need to work on them more