Show Us Your Iray Renders. Part V
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From a series of promo shots I'm working on. All the statues come from threedscans.com, most have been converted STL > OBJ via Meshlabs.
All shaders in the shot are presets from my upcoming shader (and are procedurally generated)
Always focus on what you want to sell even if you only need to use a primative sphere to do it. This will allow the customers to see them clearly. Look at the different shader sets in the store to see what works. Your excisting image posted above does not do a very good job at showing off your work.
Well, it has a two squee rating from my highschool aged daughters...
I think Mattymanx is hinting that the shot seems to be highlighting the objects more than the shader presets.
I'd say something like that shot is good for a secondary/tertiary role, but the primary focus should be something simple with just the shaders applied.
BTW...they looking good.
Not mattymanx but what I think they could mean is that the objects might be pulling some of the focus. It looks sort of like they're what you're selling.
If you want a more detailed object than a sphere, perhaps use just one of the objects multiple times with different materials, that would make it much clearer that the material is what the viewer should be focusing on.
Does it make a difference when the labels are on?
I thought 'hey, I wonder if I can rig noise thin film...' and yep.
...nice bubble.
Now you can put Glenda in the bubble and have some munchkins gather round for a tune. Lol Looks great!
Very similar to the soap-bubble shader I'm working on. Though mine has a lot of extra elements I'm adding, such as the ability to control the 'age' of the color film distortion noise (so as the bubble gets 'older', the noise function applies less and less to the thickness, which runs from near zero at the top to the max thickness parameter at the bottom. Also a lot of the noise function parameters are exposed to allow animation of the 'swirling' colors. Got a modified fresnel-like mixing function as well (which uses a (tan x)^n type of falloff) to best control the fresnel effect at the bubble edges.
But a truly realistic soap-film is VERY tricky to build a shader for. Even with the flags to mark a surface as 'infinitely thin' and double-sided, it treats the interior as 'inside' rather than 'outside' the surface. Makes for having things INSIDE a bubble problematic.....I'm still working on it.
Yeah. Your shader will be better, but I realized I could probably get tolerably 'close enough' with mine.
I see good shaders as having overlapping areas of use... the one I'm working on can cover a lot of ground, but will tend to be worse at certain things to other shaders. Just a matter of deciding on tools.
Oh, that looks super nice Timmins! :D
I'm going to disagree.. Balls are great for an overview of everything included in the product but you do need focused promos that make people sit up and take notice. Shaders are transformative and unless people see that transformation in the most positive light possible then they may take a miss. That means showing them on things. In this case all the statues are wonderful and you should focus more directly on them in the image. The other shaders maybe add information overload. Consider highlighting them in a more curated/museum like setting so that they really pop. Perhaps have the table and room in an off white that will not draw away focus from them. And consider a different table that is smaller so you can pull things closer and move the camera in some.
Well, I had hoped the shader on the wall, floor, and table to also be examples. As for a tighter focus, I also wanted to be able to put in shader names without it getting hugely crowded, but I can experiment with that.
Rerender of earlier work. The previous time, I used Iray Decals to apply marble textures. This time took the easier approach of using my shader (don't have to worry about UV seams for most presets).
http://willbear.deviantart.com/art/Marble-male-nude3-610742757
Oooo, pretty, shiny, pretty
I'm rather happy with this, though I think I need to create another base shader for 'translucency and cutout' noise. That way I can have the center of the clouds be less translucent than the edges -- that will make the clouds like this more realistic-looking.
It's a bit grainy, though I think it works for the image. Some postwork in Photoshop.
Generally if I'm going to have an image with a VERY wide range of brightness (which shots like this or of the sun often have), I prefer to use Canvasses so manipulating the tone doesn't look cruddy. I then added a bloom-like effect.
Edit:
Oh, to be clear -- there are no texture maps. The ocean is from Ocean Wide with a WTZ preset, clouds and moon are also presets (tweaked a bit for scale and such), and the boat has rather basic featureless Iray uber shaders on it. (Boat is something I picked up free... somewhere)
Some great noir-ish effects there. Very nice.
Now that I have a new rig that can handle Iray, I thought I would give it a try.
I am so used to longer renders with luxrender, so this being done in 10 minutes was pretty mindblowing for me. I still need to play around with material settings to make them more realistic and to stand out more, but liking the results so far.
Image uses Aako's dry mud desert, an HDRI file, a few M4s with custom, kitbashed uniforms and some game assets with no postwork
Awesome! Great render, FSMCDesigns.
- Greg
Absolutely awesome moon there Will!
Great picture and only ten minutes render time, very impressive...may I ask what specs your new rig has?
Thanks guys. Musicplayer, i have an i7 6700K OC to 4,25, 16 gig DDR4, Gigabyte GTX 970 with 4 gig DDR. Keep in mind that none of the materials are IRay materials and I also used instancing which might have something to do with it
Cool start Mike I get faster times when I use HRDI backdrops. Here is one similar to what you had rendered with lux a few years back *Nudity strong language* http://fav.me/da33mn8
Khory said it best.