Show Us Your Iray Renders. Part V
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Nice render, Will!
One of the latest. More in my DAZ Renders Gallery.
Click on image for full size.
Just a bit of an experiment.
Skin builder -> devibrance the diffuse (which is silly, next time I'll try adding more Pale) and then use http://www.daz3d.com/iray-smart-converter-and-advanced-skin-managers-for-genesis-2 to convert, tweak a bunch. Also experimenting with hair some more.
And FINALLY... Mec4d's new leather texture (from Vol2)
I was watching Star Wars again, started making hair inspired by Kylo Ren, then it sort of veered into Poe and... here you go.
Another Skydome Superpak render.
Also AM's woolly Rhino. Woot.
A test of my freebie shaders. I had earlier done some 'dirty' stuff with them, but I wasn't happy at how they turned out. This time around... came out nicely.
The skin, hair, and shirt all have geoshells with WTP cutout on them. I kept the skin dirt in a light range, 0-.3 cutout or so, so it overlaid nicely. Gave it diffuse roughness to contrast with the glossiness of skin.
Skin/morph is Eisa, which translated very nicely to Iray. I hardly needed to do anything, but I used Iray Converter to do the initial conversion and a few tweaks.
LOL, actually looks more like a nice tan.
The skin looks nice, Will. I like how it looks like a natural rubbed in type of dirty. What free shaders? Your procedural shaders you posted about earlier? I want make sure I didn't miss somthing. I still haven't had a chance to try those out yet. That's a lot of underarm hair! If you want it to look more natural, I'd back it off the arm just a bit. Girls don't normally grow hair that far up the underarm. It also tends to be a little darker so if you use the same shader for the hair and underarm hair, you might try just darkening up the underarm hair just a tad and see how that looks. I really like the image, though. You did a nice job, Will.
And finally a good trial of Mec4d's new shaders (on the wasp and jacket)
Knitting: I figure it's post apoc or something. Then again, that hair isn't knotted enough, then. Hrm. ;) Thanks!
And yes, it's in my sig, the 'Free Iray procedural shaderpack.' Just the cutout shader alone can do a bunch of funky things.
LMAO, another Madonna.
I am trying Will's Shader presets now. I've seen the random noise concepts he's using to generate procedural landscapes and such in Unity but didn't know they could be parameterized to create patterns reminiscent of human skin and other patterns.
I like this one.
Mind you, skin is a bit tough to pull off. The skin default I have relies on two very similar colors, and I've already learned a huge amount more since I first played with the shaders.
I'm starting to contemplate a new shader with something like toggle noise or something, and then more options, like top coat color and whatnot.
I've external searched in hope of finding some clues as to how to approache it but it's still seems beyond what I could manage in the Surface Tab.
e.g. this link - http://www.orbolt.com/asset/_danylyon::PBR_skin
So starting at your pale skin shader and looking at the pictures in the link above (didn't buy it because I don't have Houdini) and also using a Gimp 'color picker' from a set of reference photographs from also a very pale person I found there is a deeper layer of quite a few slightly varying closely alike colors that make a visibly discernable mottled pattern (I think people call that look commonly being flushed). I think it must be related to fat and blood distribution and the similar pattern should be there for everybody but not as easy to see with the eye. I'm just going layer by layer from what I've learn so far and that's not even considering pores, sweat glands, hair follicles, load bearing areas like the clavicles, sheen and so on.
I looked at the pale skin.duf you made and was surprised to see it was so long. You mention perlin noise & such but I guess until I read how to modify the DAZ Studio shaders I will be stuck at the Sufaces tab messing around with colors and sliders and drop down tabs. I'm kind of curious now though so I'll read about DAZ Shader tomorrow I guess from their documents. :-)
Nonesuch00, decided this warranted branching off: http://www.daz3d.com/forums/discussion/78916/iray-shaders-n-stuff
Thank you for the comment. the Back ground is a HDRi image I got for free at HDRLABS.COM you have to hunt aroundn they have tons of hdr's . These HDRi bg came with back plates you can change in Photoshop too.
Wow, that's really good then the way you added the DAZ models to the HDRI. You had me fooled.
Robowasp is from 2005. 11 years old, and still kicking (with Mec4d's PBS v2)
http://willbear.deviantart.com/art/MechWasp2-601808713
You know, comparing Iray and 3DL, I think the real kicker is skin. I just can't get good medium/close skin look in 3DL. Best I get looks really dry and... blech.
...that's a lot of figures there on the lawn.
...was that done with LAMH?
...I was getting skin down pretty well using AoA's SSS shaders and Advanced Lights in 3DL until the 4.7 update broke the flagging option when using SSS. In Iray it seems a far more monumental task. I gave up on the Tweaking Skin Shaders in IRay thread as it was beginning to go way way over my head.
I wanted a crowd and hadn't used Instances Plus much since I got it so it was just an experiment. Did you spot the odd one out?
...yep.
Not been doing much lately. Kind of lost my inspiration.. The whole thing with trying to create a really good looking, accurate night scene (where it doesn't look like what they did back in the old days when they just put a dark filter on the camera lens) along with trying to get skin shaders to look right and RL politics sort of muffled my muse.
..yeah the polycount must be pretty bad.
So looks like those of us without beefy systems are still stuck without realistic grass, hair, and fur. Makes me almost think of going back to 3DL.
I looked back at the two pics of the girls at the bus stop I did last year (one in 3DL with the AoA Advanced Lights/SSS, and the other in Iray) and am beginning to prefer the detail in the 3DL one more. The grass in the background of the 3DL scene looks more natiural while the bump of the brickwork on the shelter and road actually look more believable. The big difference are the shadows, though I forgot to adjust the softness and colour in the 3DL pic.
I'm REALLY impressed with V3Digitimes' Iray Converter. Here's an example:
Felicity skin, ran it with Preset 3 for dark skin, and... did absolutely nothing else. And it came out awesome.
The hair is goofy (simple LAMH thing), but at least the hairs look realistic.
I'm going to be experimenting with V3Digitimes' amazing skins for 3DL to see how well that works for me.
I enjoy Iray a lot, Kyoto, but there are definitely a bunch of situations where I'd much rather play around in 3DL. I just... hate most of the closeup skins I've seen in it so far.
...as I don't do portraits, extreme close up detail is not as critical however even at a slight distance I find Iray skin being somewhat "rubbery" in its appearance. Partly that is due to the lack of SSS (I'm still running 4.8 as I'm not yet convinced about 4.9 and the whole "call home" thing).
Heavily transmapped hair is a real pain at times in Iray as well for it often looks too "thin". I have the UHT hair shaders for Iray, but when I apply them, the result is often darker than I want. For example, Leela looks like a Brunette rather than a Ginger even using the lightest red shade available.
Really wish I knew my way around the shader mixer and scripting to try to discover (and possibly fix) what is hosing the flagging of subsurface shaders when using the AoA lights.
You can use 4.9 perfectly well without it communicating with the DAZ servers at all. I managed it, and you're a DS power-user-super-plus compared with my early fumblings.
I agree about the Iray skin. But it has been my opinion that its not the renderer thats at fault here, but lack of good details in the skin textures. I am by no means demeaning anyone because i dont have any clue how to do texture skins. I think (and this my opinion) that the character artists are having growing pains with the new renderer. It seems as each new Genesis 3 character that drops they are more and more detailed. Mei Lin is a perfect example. She is beautiful right out of the box. I was kinda dismayed that the first characters for Genesis 3 were so lacking in fine detail compared to the V4 and V5 elite texture that have so much detail that even when converted to iray materials the renders were in that uncanny valley. That and the fact that in Iray as opposed to 3dl rely heavily on really really good normal maps. Some of the early Genesis 3 figures dont even have normal maps and the bump maps and displacement maps are sub par. I am hoping that going forward we see more detail information in the new Genesis 3 characters.
Daniel
...unfortunately the real rub for me is G3's change in mapping structure which, without some form of conversion, no longer allows for use of older skins thus making G3 far less versatile than its predecessors I cannot afford every new or reissued character that Daz releases just to get decent quality skins. Nobody seems to be going back to update Genesis or even G2 skins to Iray let alone Gen4. It seems one has to move to G3 or nothing.
This is why I am sitting back and waiting for the next edition of Skin Builder (which as I understand is in the works) as it should also include settings for Iray.
As to 4.9, I don't want it creating directories for Daz Connect that I will not use, or mess with my current setup as I have a dual drive system where my content libraries are not in the Documents folder on the C drive.
If you've installed content with DIM, and it knows where that is, 4.9 will use it just like older versions did. And there are utilities to convert from 3DL shaders to Iray as well, and several vendors have done these for the different generations of DAZ characters.