Show Us Your Iray Renders. Part V

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  • IvyIvy Posts: 7,165

    Ninja Guard - rendered at 1080 HD @198 Kbs

    Rendered with daz 4.8 Iray with the new Ninja Chan outfit for g2f  http://www.daz3d.com/ninja-chan-for-genesis-2-female-s   ( Thanks Daz , Lyrra Madril & ShanasSoulmate for continuing support for Asian g2f products)

    My own custom made g2f  Karate Girl character,  HDRi Light & Background. .  Asian  Temple can be found at sharecg.com but you will need to convert the mats to Iray

     

     

    Karate Girl - Ninja Guard.jpg
    1920 x 1080 - 194K
  • IvyIvy Posts: 7,165
    edited December 2015

    Manga vs the slime beast 1 of 8 renders the other 6 are not TOS friendly because the beast rips her clothes off.

     g2f -a6 Character - custom Iray lights I did myself  this is all older stuff i have converted to Iray.

    rendered in 1080 HD click for best view full size for details

    In have a whole bunch of Manga/Anime renderes I did in Iray on my art thread if anyone is interested in Manga art.

    Art link Ivy Summers

     

    Post edited by Ivy on
  • tirenzi3dtirenzi3d Posts: 46
    edited January 2016

    Skin made in Zbrush and morph is done with scandata, hair is a simple prop. Tried to make a decent hair shader for Iray.

     

    Post edited by Chohole on
  • RAMWolffRAMWolff Posts: 10,373
    tirenzi3d said:

    Skin made in Zbrush and morph is done with scandata, hair is a simple prop. Tried to make a decent hair shader for Iray.

     

     

     

    That looks really good.  Nice work. 

  • Hellboy said:

    DAZ Studio 4.9

    • Michael 6

    • Scott 6 HD

    • Darius 6

    • Extreme Closeup: Freckles for Genesis 2 Male(s)

    • Iray Smart Converter and Advanced Skin Managers for Genesis 2

     

    Collision Detection is so useful... I`m quite happy with how the arm and fingers press the skin of the front guy. Might post full version later at Deviant. :)

     

    I usually just lurk, but I had to step out and say how impressed I was with this render when I saw it posted in the It's Raining Men Contest.  I'm glad to have an explaination of how you did those hands and fingers.  I've been working on a few couple poses and I usually try to handle places where the two meet with either deforms or taking it out of DS and into a program to make morphs for those areas, not always successfully since I'm still learning how to do morphs.  Thanks for the info because now I have to give this a try!!!  Amazing render, btw.

  • NovicaNovica Posts: 23,925
    edited January 2016

    Happy New Year!  I listed the products in my Art Studio post- love those shaders!

     

    EllieJaneMechGearApopLi3SpoHAPPY.jpg
    845 x 920 - 398K
    Post edited by Novica on
  • Oso3DOso3D Posts: 15,100

    Submitted my shader pack for consideration. Fingers crossed. Meanwhile, here's an example.

    There are limits to a procedural skin shader, such as not having an easy way to do, say, 'belly' vs 'back' shading, but I'm pretty pleased with how it looks.

    Skindragon4.jpg
    1000 x 1300 - 473K
  • Oso3DOso3D Posts: 15,100

    A test of the layering and rust presets.

    http://willbear.deviantart.com/art/Damaged-Goods-581808784

     

  • IvyIvy Posts: 7,165

    Hollywood School Girl

    I've been converted overing some old stuff I had to Iray mats & settings.

    Rendered in Daz4.8.  HDRi Background -  Click for HD view

  • alexhcowleyalexhcowley Posts: 2,407
    Ivy said:

    Hollywood School Girl

    I've been converted overing some old stuff I had to Iray mats & settings.

    Rendered in Daz4.8.  HDRi Background -  Click for HD view

    I gave this a thumbs up when it appeared in the gallery. It's a great render.

    Cheers,

    Alex.

  • IvyIvy Posts: 7,165
    edited January 2016

    Thank you very much alex :)

     this is the full sized of the same as the above

    Post edited by Ivy on
  • Oso3DOso3D Posts: 15,100

    Inspired by thread on space HDRIs...

     

    http://willbear.deviantart.com/art/Above-the-Planet-581945853

    Not completely thrilled with the atmosphere effect. Again running into the problems that Iray fog effects can't vary at all.

  • kyoto kidkyoto kid Posts: 42,159

    ...that's really cool

    Been playing around too much with G3F and messing with skin textures for both G2 and G3. Need to do s a full scene to break the monotony.

  • Oso3DOso3D Posts: 15,100

    Been on a weird space kick lately...

    http://willbear.deviantart.com/art/Stellar-Approach-581992092

     

  • kyoto kidkyoto kid Posts: 42,159
    edited January 2016

    ...well you are working on an SF space comic.  Makes sense.

    Love to do some work in that genre myself but for some of the races I have, there are no morphs available and I know jack about scripting to create them.  Also until I can get (or afford) a decent stable modeller, difficult to create the ships and settings I've designed.

    Guess I'll have to stick with cute teenage girls who do things like play piano and blow buildings up for now.

    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,100

    Well, yeah, but in my webcomic it's strictly STL so everything takes place in our solar system. Heh.

    I've thought about starting something more space operaish to scratch my itch for far-flung weirdness.

     

  • Oso3DOso3D Posts: 15,100

    http://willbear.deviantart.com/art/Four-armed-veiny-582065464

    http://willbear.deviantart.com/art/Four-armed-metal-582065537

    One of the nice things about procedural shading is that I can get around the limits I've run into with stuff like four arms. Heh.

     

  • kyoto kidkyoto kid Posts: 42,159

    ...that's really wild.

  • TaozTaoz Posts: 10,307

    Just working the usual: skin, lights, render settings...

    James Spader?

  • ScytharScythar Posts: 127

    Easter Egg revived...

    EasternEgg.jpg
    2048 x 2048 - 2M
  • evilded777evilded777 Posts: 2,487
    Taozen said:

    Just working the usual: skin, lights, render settings...

    James Spader?

    uhh... now that you mention, he does look a little like him.  But... no, just Leo.

  • BobvanBobvan Posts: 2,653
    edited January 2016

    Been a while been organizing my content manually fun fun...  http://fav.me/d9mmrst

     

    Hellboy you still king!!

    Post edited by Bobvan on
  • Oso3DOso3D Posts: 15,100

    Playing around with the Ghastly Dog freebie from a few years back. Migrated it to G2M to play with.

    http://willbear.deviantart.com/art/Scaly-Dog-582267069

    http://willbear.deviantart.com/art/Ghastly-furry-dog-582273631

     

    I REALLY wish someone would make a 'quadruped' morph that would move the arms, legs, pull out the torso a bit, and do the work at the back of the head, and leave everything else alone -- I have plenty of other morphs for all sorts of things.

  • IvyIvy Posts: 7,165
    edited January 2016

     

    The Flying Dutchman      Orignal Post in Daz Galleries

    Rendered in Daz Studio 4.8 , with No post work.

    This is made up of all older content, that I kit bashed together and converted to Iray Mats. The lighting consist of Magix's 101 world domes for Iray and I custom illuminated the clouds & the windows on the ship by hand. it took me 32 hours total to build and convert mats for the scene and 22 minutes of rendering with Dz Studio Iray. Click for best view 1080 HD

    The Flying Dutchman.

    Post edited by Ivy on
  • Oso3DOso3D Posts: 15,100

    Another pass on tweaking webcomic character to look more quadrupedal. This came out pretty decently... I'm happy, primarily because I figured out a way to keep the neck from being bent like a noodle. (I had to go with a spine curving in rather than out, but that's ok for my purposes)

    http://willbear.deviantart.com/art/Cricket-revamp-582385776

     

  • http://willbear.deviantart.com/art/Four-armed-veiny-582065464

    http://willbear.deviantart.com/art/Four-armed-metal-582065537

    One of the nice things about procedural shading is that I can get around the limits I've run into with stuff like four arms. Heh.

     

    So how do you add the extra arms - geografts?  Four-armed is forewarned, as they say...

  • Oso3DOso3D Posts: 15,100
    edited January 2016

    Geografts, yes : http://www.daz3d.com/four-arms-for-genesis

    (I love some of the gonzo geografts you can get to make weird stuff)

     

    And let me tell you, a procedural shader on a Baryolax looks really f'in weird.

     

    Post edited by Oso3D on
  • Ivy said:

     

    The Flying Dutchman      Orignal Post in Daz Galleries

    Rendered in Daz Studio 4.8 , with No post work.

    This is made up of all older content, that I kit bashed together and converted to Iray Mats. The lighting consist of Magix's 101 world domes for Iray and I custom illuminated the clouds & the windows on the ship by hand. it took me 32 hours total to build and convert mats for the scene and 22 minutes of rendering with Dz Studio Iray. Click for best view 1080 HD

    The Flying Dutchman.

    Wow! that is stunning Ivy.  How did you do the fog?  Is that done in Iray or was that in post?

  • IvyIvy Posts: 7,165
    edited January 2016
    Ivy said:

     

    The Flying Dutchman      Orignal Post in Daz Galleries

    Rendered in Daz Studio 4.8 , with No post work.

    This is made up of all older content, that I kit bashed together and converted to Iray Mats. The lighting consist of Magix's 101 world domes for Iray and I custom illuminated the clouds & the windows on the ship by hand. it took me 32 hours total to build and convert mats for the scene and 22 minutes of rendering with Dz Studio Iray. Click for best view 1080 HD

     

    Wow! that is stunning Ivy.  How did you do the fog?  Is that done in Iray or was that in post?

    I used the cloud props from stonemsons Wintery terrain set.   I then applied  the Uber Iray default mat preset and pressed the control button at the same time and then i clicked ignore instead of replace texture. it created a Iray Mat for the cloud prop using the orginal cloud texture map.. Then under the surface tab  way down the list you will see emissions I selected the Original  Cloud Base map and placed it in the emissions setting. and set the color from black ( defualt) to white and then a few more settings down there is a setting called lumes. it will adjust the brightness for the texture. and I set the lumens around 45 lumes for each cloud prop this made the clouds appear to glow softly  with their own light.  it also allowed me to blanket a old Poser Pirate ship model  which I had spent a week converting to Iray mat in the cloud props . giving me this fishned render without using any post work at all.  Cool cheat huh. :)

    Post edited by Ivy on
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