Show Us Your Iray Renders. Part V

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  • nonesuch00nonesuch00 Posts: 18,762

    I HIGHLY recommend UHT. Although I also highly recommend making a Normal map of the BumpTN and using that, it helps immensely.

    The big shift I've made is simply to do translucency and glossy as a fairly rough, slightly lighter color from the main diffuse hair color, and then a more glossy even lighter color for top coat. Gives the hair a nice shine to it, and you can play with the colors a little to get nice effects.

    Again, the purist view of 'all glossy should be white' is interesting but not helpful, IMO, at capturing some of the look of hair. Some hair products use backscatter (UHT has an option to do that) but I just don't like the results compared to simply having colored glossy.

     

    I've only seen gloss that looks white on hair in real life in bright lights and the hair being drench in something like Brylcream or water. I've got quite a few hair products that might be worth a second look now with the UHT. I had pretty much made up my mind to learn and use HairWorks or LAMH but now I will look at what I have first.

  • Oso3DOso3D Posts: 15,088

    LAMH is great, but I'd find it impractical to use in every shot.

    Tweaked earlier Catrina image... you were right about highlights, and also had been struggling with her orange look, tweaked vibrance. The translucence mapping didn't quite work out as intended, but hey. Now I'm thinking the original skin map might be good in Trans color. Hmmm.

    The nice thing about this is that since I didn't have to mess with the tone mapping as much, the hair looks better.

    Catrina Sapphire2.png
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  • nonesuch00nonesuch00 Posts: 18,762
    edited March 2016
    j cade said:

    Another portrait, this time with a good bit of postwork. (though less than you'd think) I'm going to be going to this method a lot I think, Its right in my wheelhouse. Nicest thing, its not like I have to change my methods in Studio at all the skin and eye material settings are pretty identical as is the lighting.

    For fun, once again I'm also posting the unedited 8-bit output, I probably could've kept the coloring closer to the original, but I'm having way too much fun expririmenting right now.

     

    I'm going to go off and pick some good reference to emulate

    This is something like the toon style I'll be trying for but less of a master oil painter and more of a caricature water color (a very clean steady-handed non-dripping watercolor, LOL) although I'm not sure how to acheive that yet.

    LAMH is great, but I'd find it impractical to use in every shot.

    Tweaked earlier Catrina image... you were right about highlights, and also had been struggling with her orange look, tweaked vibrance. The translucence mapping didn't quite work out as intended, but hey. Now I'm thinking the original skin map might be good in Trans color. Hmmm.

    The nice thing about this is that since I didn't have to mess with the tone mapping as much, the hair looks better.

    For sure any long hair or wavy hair is probably not going to happen with me using LAMH or Hairworks. It'll mostly be for customized short hair styles and eyebrows, although I can't resist trying for learning's sake if my computer doesn't run out of resources and the editing programs freeze or crash.  

    Post edited by nonesuch00 on
  • j cadej cade Posts: 2,310

    @nonesuch00  I'd highly recommend playing with rendering out exr's and then using photoshop's camera raw filter. Not watercolor, but fresco inspired; only filter for this one used were the aformentioned camera raw tools. Plus a little bit of manual color corection (I made a layer set it to color and brished in a less saturated color for the hair with a mouse and really big brush, otherwise basically just 1 filter)

     

     

    Exr's get you better color data, so its way easier to play with shadowing to gest something less photorealistic.

  • nonesuch00nonesuch00 Posts: 18,762
    j cade said:

    @nonesuch00  I'd highly recommend playing with rendering out exr's and then using photoshop's camera raw filter. Not watercolor, but fresco inspired; only filter for this one used were the aformentioned camera raw tools. Plus a little bit of manual color corection (I made a layer set it to color and brished in a less saturated color for the hair with a mouse and really big brush, otherwise basically just 1 filter)

     

     

    Exr's get you better color data, so its way easier to play with shadowing to gest something less photorealistic.

     

    Thanks. I'll give it a try. I didn't realize I could render to EXR. 

  • j cadej cade Posts: 2,310

     

    Thanks. I'll give it a try. I didn't realize I could render to EXR. 

    If you do a beauty pass in canvases (under advanced in render settings) it gives you an exr. I do it for pretty much all my renders these days

  • nonesuch00nonesuch00 Posts: 18,762
    j cade said:

     

    Thanks. I'll give it a try. I didn't realize I could render to EXR. 

    If you do a beauty pass in canvases (under advanced in render settings) it gives you an exr. I do it for pretty much all my renders these days

    The EXR must be made available with Photoshop or some other SW I don't have but I did find the Canvas: Beauty (and a drop down list of alot of other canvas types to choose from) so that's good. I'll save as tif.

  • j cadej cade Posts: 2,310
    j cade said:

     

    Thanks. I'll give it a try. I didn't realize I could render to EXR. 

    If you do a beauty pass in canvases (under advanced in render settings) it gives you an exr. I do it for pretty much all my renders these days

    The EXR must be made available with Photoshop or some other SW I don't have but I did find the Canvas: Beauty (and a drop down list of alot of other canvas types to choose from) so that's good. I'll save as tif.

    If you render with canvasses daz should also be creating a folder with the exrs as long as you save it as something

  • nonesuch00nonesuch00 Posts: 18,762
    j cade said:
    j cade said:

     

    Thanks. I'll give it a try. I didn't realize I could render to EXR. 

    If you do a beauty pass in canvases (under advanced in render settings) it gives you an exr. I do it for pretty much all my renders these days

    The EXR must be made available with Photoshop or some other SW I don't have but I did find the Canvas: Beauty (and a drop down list of alot of other canvas types to choose from) so that's good. I'll save as tif.

    If you render with canvasses daz should also be creating a folder with the exrs as long as you save it as something

    OK, thanks. I'll run a render tonight.

  • Oso3DOso3D Posts: 15,088
    Yeah. I bought (or subbed) Photoshop just a week ago and it's been amazing for exr output. Of course, now I have to get smarter about tone mapping. Heh.
  • kyoto kidkyoto kid Posts: 41,925

    D&D theme! Heh

     

    ..ahhh a Carrion Crawler....! Run!!!!!

  • Oso3DOso3D Posts: 15,088

    Hee. Yeah, there's a lot of cool old school D&D models that are surprisingly robust here: http://threednd.com/

    Going over past renders, decided she deserved a closeup. Full size here: http://willbear.deviantart.com/art/Greek-bath-2-599260789

     

    Greek bath 2sm.png
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  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited March 2016
    kyoto kid said:

    As to shadow definition, the issue with mesh lights is that the shadows cast tend to be more diffuse. The only way to get more defined shadows is to use photometirc lights but then  I am back to dealing with setting up 3DL styled lighting which is really cumbersome and a total PITA and defeats the whole purpose of physics based lighting.  Even worse when I st up photometric lightrs I have to use totally ludicropus luiminance values (akin to using Uberlights) to get them to do their job properly. I used to work in theatrical ligjhting and  find having to use kluges rather annoyoing.

    You can get very good shadows with a mesh light by decreasing its size. You can cut down the very high values somewhat by changing luminance units to watts (W) but even better use mesh lights with HDRIs attached. You can make HDRIs for this purpose very easily in Photoshop. Create a 32bit image and with the foreground colour picker increase the white by, say, 8 stops and paint the image with this colour. Save this as an exr or hdr and attach it to a single-face plane, convert the surface to Iray Uber and attach the HDRI to the Luminance channel. With something like this I had a good light level with default Luminance (1500) and only 50 lm/W in Luminous Efficiency. You can also make lights of any shape—for example by painting a donut on the HDRI against a dark background. And of course you can colour them.

    As to environment HDRIs, these can create sharp shadows too. The problem is that many do not have a good high dynamic range and where there is a visible sun or bright light source it may only have a few extra stops of exposure which is not going to be enough. You can fix these by editing them—increasing the value of the sun area by an appropriate number of stops.

    This image is lit by HDRI environment only, which has a visible bright sun(+8 stops). You can see the sharp shadow under the nose and under the jaw. It creates good highlights, too.

    timothy_sun.jpg
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    Post edited by Hiro Protagonist on
  • nicsttnicstt Posts: 11,715

    One i'm fairly happy with; trying to decide what's wrong, but pleased with my progress... Most I don't think are worth posting. Might gallery it.

    Grrr I hate sightseeing.jpg
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  • nicsttnicstt Posts: 11,715

    Whew, finally done.

     

    Behold, Chez Lucille's Hair Salon after a very odd apocalypse. (Running theme of some of my renders)

     

    Impressive!

  • nonesuch00nonesuch00 Posts: 18,762
    nicstt said:

    One i'm fairly happy with; trying to decide what's wrong, but pleased with my progress... Most I don't think are worth posting. Might gallery it.

    I think the expression alone is worth putting it in your gallery.

  • fatel666fatel666 Posts: 21
    edited March 2016

     

    Thanks for the help guys :)

    discovery postwork.png
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    Post edited by fatel666 on
  • fatel666 said:

    Not actually sure how to link a bigger image :(

     

    Now that you've attached it, click on it to get its URL (which I pasted below for you), copy the URL, go back and edit your post, click the Image icon on the tool bar and paste the URL into the URL box. The image size will be filled in for you. If it is very big you should change the width. I usually make mine 800p wide. The height will be calculated and filled in for you.

    http://www.daz3d.com/forums/uploads/FileUpload/ed/64032fb49e929e0296622591b4008e.png

  • nonesuch00nonesuch00 Posts: 18,762
    edited March 2016
    fatel666 said:

    Not actually sure how to link a bigger image :(

     

    Once you post the original image...post the comment containing it and then click to open the included image in a new tab, copy that URL, and then edit the original comment, click on the image icon in the editor controls for the message and paste the URL to your ful size image. Nice picture by the way.

     

    Oops already answered.

    Post edited by nonesuch00 on
  • evilded777evilded777 Posts: 2,482

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

    As to shadow definition, the issue with mesh lights is that the shadows cast tend to be more diffuse. The only way to get more defined shadows is to use photometirc lights but then  I am back to dealing with setting up 3DL styled lighting which is really cumbersome and a total PITA and defeats the whole purpose of physics based lighting.  Even worse when I st up photometric lightrs I have to use totally ludicropus luiminance values (akin to using Uberlights) to get them to do their job properly. I used to work in theatrical ligjhting and  find having to use kluges rather annoyoing.

    You can get very good shadows with a mesh light by decreasing its size. You can cut down the very high values somewhat by changing luminance units to watts (W) but even better use mesh lights with HDRIs attached. You can make HDRIs for this purpose very easily in Photoshop. Create a 32bit image and with the foreground colour picker increase the white by, say, 8 stops and paint the image with this colour. Save this as an exr or hdr and attach it to a single-face plane, convert the surface to Iray Uber and attach the HDRI to the Luminance channel. With something like this I had a good light level with default Luminance (1500) and only 50 lm/W in Luminous Efficiency. You can also make lights of any shape—for example by painting a donut on the HDRI against a dark background. And of course you can colour them.

    As to environment HDRIs, these can create sharp shadows too. The problem is that many do not have a good high dynamic range and where there is a visible sun or bright light source it may only have a few extra stops of exposure which is not going to be enough. You can fix these by editing them—increasing the value of the sun area by an appropriate number of stops.

    ...I do not have a digital camera or Photoshop. The camera I do have still uses that stuff called "film".

    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,088

    I don't know why it took me this long to figure out 'hey, I can render multiple images and composite the one with the fog effect I want on top of a render without fog.' Facedesk. Really, Will? DUUH.

     

    So, hey.

  • KnittingmommyKnittingmommy Posts: 8,191

    Looks nice, Will!  Did you do the light in the window yourself or use SY godrays?  It's very nicely done.

  • Oso3DOso3D Posts: 15,088

    I did it myself.

    There's a distant light from outside, and a spotlight set to a rectangle near the ceiling pointed down, for better inner ambient lighting.

    I made a fog volume and did three renders: one with the distant light, one with spotlight, one with distant light + fog. Then I adjusted in post. (In retrospect, I'm not sure if doing two lighting passes was all that necessary, but hey)

    I'm also realizing that while .exr canvasses are cool, they are often overkill -- just taking a regular png, converting to 16 bit/channel and playing with it is good enough most of the time, and it can be a little easier to do tone mapping before the render than after. Sometimes.

     

  • KnittingmommyKnittingmommy Posts: 8,191

    Cool.  I haven't done anything with separate passes yet.  Every time I try to do something similar to what you did, it blows up in my face.  I may have to add this to my long laundry list of things to try in DS.  I like your final result, though.

  • Oso3DOso3D Posts: 15,088

    Well, if it helps, I found it useful to have the fog layer on 'Lighten' rather than 'Normal.'

     

  • KnittingmommyKnittingmommy Posts: 8,191

    I'll keep that in mind.  There is so much to learn I sometimes wonder if I'll even get there, where ever there is. :)  Always nice to know you are around to answer questions when I get stuck, though.

  • j cadej cade Posts: 2,310
    edited March 2016

    More postwork experimenting. This time I was going for something along the lines of Lely or Vigée-Lebrun, that sort of glowy baroque portraiture.

    Also despite using a Gen2 skin and morph, and hair that's actually Gen3 there. Yes I'm transferring morphs now. Don't expect a tutorial on this though, its 60% straight up manual modeling.

    Post edited by j cade on
  • KnittingmommyKnittingmommy Posts: 8,191
    j cade said:

    More postwork experimenting. This time I was going for something along the lines of Lely or Vigée-Lebrun, that sort of glowy baroque portraiture.

    Also despite using a Gen2 skin and morph, and hair that's actually Gen3 there. Yes I'm transferring morphs now. Don't expect a tutorial on this though, its 60% straight up manual modeling.

    Really lovely work!

  • Oso3DOso3D Posts: 15,088

    Picked up a nifty body hair thing over at Rendo (which is great for the small fuzzies, I also have http://www.daz3d.com/real-hairy-for-genesis ).

    Trying that out, plus my new approach to hair shading (which I'm happy about).

    The hair is http://www.daz3d.com/real-short-hair-for-genesis-2-male-s , copied twice with various settings and offset to thicken it more.

     

    Fuzzywoman.png
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