Show Us Your Iray Renders. Part V

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Comments

  • Oso3DOso3D Posts: 15,100

    Experimenting a bit with high quality closeup: http://willbear.deviantart.com/art/Edit-Boy-578942735

     

  • kyoto kidkyoto kid Posts: 42,159
    edited December 2015

    I don't render female nudes that often, so I thought I'd rectify that with a topless woman!

    http://willbear.deviantart.com/art/Topless-578186983

    (warning, may be NSFW)

     

    ...that's great. 

    Love the "Serenity Landscape" and gunshot thorugh the window scenes as well.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 42,159
    Fishtales said:

    Star Bridge

     

    ..wow.  I like how you got the stars seen though the side widows to make it appear the ship is going into hyperspace.  "Happy accident" or deliberate?

  • kyoto kidkyoto kid Posts: 42,159
    edited December 2015
    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 42,159

    ...Dustrider and KT Ong, both very nice pics.

    Been geting the feeling I was the only one who bought Andoria City.

  • kyoto kidkyoto kid Posts: 42,159
    KurzonDax said:

    Little test run of a gimmicky contraption I've been working on.  I call it the BlizzardCam (because SnowCam sounded too plain).  I know, I know...I get zero points for originality with either name.

    No postwork.  I made use of mCasual's snowy terrain (available in the Freebies forum) with some shader tweaks.  HDRI background is from HDR Labs, I think.

    If anyone is interested in the BlizzardCam, I'll package it up after I do a few more tweaks to it and post it in Freebies.  Prepare to be underwhelmed.

     

    ...that looks very real, better than the old Snow Tool.

  • FishtalesFishtales Posts: 6,225
    kyoto kid said:
    Fishtales said:

    Star Bridge

     

     

    ..wow.  I like how you got the stars seen though the side widows to make it appear the ship is going into hyperspace.  "Happy accident" or deliberate?

    Happy accident :)

  • kyoto kidkyoto kid Posts: 42,159

    Whew. A load of work, but I'm pretty happy: http://willbear.deviantart.com/art/Mossy-Stone-Giant-578747613

     

    ..cool.  Looks like something straight out of an illustrated fantasy book.

  • kyoto kidkyoto kid Posts: 42,159

    ...OK end of spamming.  Frogot that the thread was about to split and I'd have to resubscribe.

  • Oso3DOso3D Posts: 15,100
    kyoto kid said:

    The first, though I intend on picking up the second at some point -- I have a feeling that the instancing in the megapack might be set up in a way more conducive to deforms.

    That said, I will not regret having gotten the grass/plant pack, because it has LOTS of cool stuff and 99% of the time just layering a few tilted tiles will do the job nicely.

     

  • kyoto kidkyoto kid Posts: 42,159
    Taozen said:
    kyoto kid said:
    Taozen said:

    Got a Poser character for V4 as a Christmas gift from a vendor, gave it a try with iRay for fun to see how it would handle the Poser mats without any IRay shaders (used JM Human Shaders for the eyes though, as the Poser ones looked weird). Looks pretty good IMO (had expected something awful). The dark version is with the JM Human Shaders skin shaders.

     

     

    ...the skin tones in the top one look similar to the albino experiments I've been working on.  Just wish I could get whiter hair.

    What skins/shaders are you using? BTW, it looks like the character I used has been put as a public freebie if you want to try it:

    https://www.renderosity.com/mod/freestuff/vyk-maria/75893

     

    ..I used Skin Builder Pro to mix the skin tones and give her white eyebrows and lashes, then applied the G2F Generic Iray shader to get the proper channels to adjust.

    Really hoping there will be an update of the Skin Builder for G3 that includes Iray settings.

     

  • kyoto kidkyoto kid Posts: 42,159
    edited December 2015
    kyoto kid said:

    The first, though I intend on picking up the second at some point -- I have a feeling that the instancing in the megapack might be set up in a way more conducive to deforms.

    That said, I will not regret having gotten the grass/plant pack, because it has LOTS of cool stuff and 99% of the time just layering a few tilted tiles will do the job nicely.

     

    ...the second one seems like it would work better with uneven terrains.

    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,100
    Exactly. Using d-form with the grass/plant pack runs into a problem: it is composed of overlapping groups of geass. When you deform the node, you end up with arches as each instance deforms mostly independently.
  • kyoto kidkyoto kid Posts: 42,159

    ...the one advantage of the Grass and Plant Pack is that is is optimised for Iray.  However applying the base Iray shader preset to Grassy Grounds is pretty much a no brainer.

  • Oso3DOso3D Posts: 15,100

    OH MY GOODNESS.

    Tobor, I think, recommended that I look at Decals to deal with covering a surface. And... wow, wish I had poked at that sooner.

     

  • sheedee3Dsheedee3D Posts: 214
    edited December 2015

    Genesis 2

    View at full resolution.

    wwww.jpg
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    Post edited by sheedee3D on
  • Oso3DOso3D Posts: 15,100

    Here's a simple concrete decal covering an entire figure. Now I feel like a doof. Wish I had tried this before. ;)

     

    Concrete guy.jpg
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  • L'AdairL'Adair Posts: 9,479

    OH MY GOODNESS.

    Tobor, I think, recommended that I look at Decals to deal with covering a surface. And... wow, wish I had poked at that sooner.

    Uh... please define "decals" ...
    blush

  • Oso3DOso3D Posts: 15,100
    It's basically a projected image on an object. What's great is that it can ignore mat zones and uv and is pretty much my request for projected maps. Select the figure, then 'create Iray decal node.' I placed it in the middle of the figure, cubic projection, front and back. May also have rotated it.
  • Kev914Kev914 Posts: 1,134

    So how do you know what skin textures are for iray and which are for 3DL? Then there are those SSS mats. No idea what they are for. I suppose they make the skin look better in some lights.

    I read in the manual the section about lights and now I am getting better results...that I even like. But it said something about iray settings that it would get into later. But the chapter ended before those were discussed. Is that section somewhere else in the manual? Or is it something that hasn't been added yet.

  • Kev914Kev914 Posts: 1,134

    Experimenting a bit with high quality closeup: http://willbear.deviantart.com/art/Edit-Boy-578942735

    I liked this very much. I looked in the store for something called edit hair, but nothing came up. How did you get the sides cropped like that. I know the sides are the short hair, but didn't the longer hair have sides too? Can you just hide them? Or were there morphs to hide them?

    Thanks.

  • L'Adair said:

    OH MY GOODNESS.

    Tobor, I think, recommended that I look at Decals to deal with covering a surface. And... wow, wish I had poked at that sooner.

    Uh... please define "decals" ...
    blush

    Menu Create - New IRay Decal Node...

    Than select the node and you can edit it in the surface tab and parameters tab ( for 3d objects like G3F you will probably want to set Face Mode to Front And Back and Projection Type to Cubic or something that reduces the stretching of projection). 

    Clip_3.jpg
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  • Oso3DOso3D Posts: 15,100
    KevinH said:

    I liked this very much. I looked in the store for something called edit hair, but nothing came up. How did you get the sides cropped like that. I know the sides are the short hair, but didn't the longer hair have sides too? Can you just hide them? Or were there morphs to hide them?

    Thanks.

    http://www.daz3d.com/edit-hair-for-genesis-2-females

    There's normally a textured hair cap (scalp material zone) as the base hair, but I didn't like it in close-ups so I just set it's Cutout to 0 and added the Really Short Hair.

     

    Further experiments with mossy giants: http://willbear.deviantart.com/art/Flagstone-Moss-Giant-579088947

    Decals don't have displacement, so for this particular purpose I may go back to texturing the base thing. But still, very useful tool.

     

  • Oso3DOso3D Posts: 15,100

    And back to regular material zones ... in the end, I suppose the seams aren't terribly noticeable.

    http://willbear.deviantart.com/art/Flagstone-Moss-Giant2-579107814

    I really like the look of the surface. Hee.

    (Texture was generated in FilterForge)

     

  • Oso3DOso3D Posts: 15,100

    http://willbear.deviantart.com/art/Lichen-stone-giant-579124785

    Here, the seams are more noticeable. Bah.

    (If I liked 3DL, this would all be solved, since there ARE parametric shaders for 3DL)

     

  • http://willbear.deviantart.com/art/Lichen-stone-giant-579124785

    Here, the seams are more noticeable. Bah.

    (If I liked 3DL, this would all be solved, since there ARE parametric shaders for 3DL)

     

    I think that looks really good, but yeah, the seam on the shoulder kind of stinks.  For a specialized render like that, maybe redefine the material zones?  I'm not sure if that would help or not.

  • Oso3DOso3D Posts: 15,100

    How do you do that? :)

    One approach that seems to be promising is using UVMapper to do a projection from, essentially, the camera's point of view. Tricky to set up, but seems to be bearing fruit.

     

  • HavosHavos Posts: 5,637

    An alternative would be to bake the textures, then take them into a 3D paint program like Blacksmith 3D to paint over the seams.

  • Oso3DOso3D Posts: 15,100

    Woot.

    http://willbear.deviantart.com/art/Flagstone-Mossy-Giant3-579249175

    Exported the figure as an obj, used UVMapper to get a planar projection UV map from a 45 degree angle, roughly lining up where the camera is. And... bam. No stretching or seams.

    It's a touch laborious, and obviously useless for animation, but I don't do animation, so.

     

  • kyoto kidkyoto kid Posts: 42,159

    ...that is really nice.

This discussion has been closed.