Product Updated: UHT2: Ultimate Color [Commercial Product] with video links... Share your renders!

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Comments

  • Oso3DOso3D Posts: 15,116

    Displacement is inefficient in iray so it's not woth making any settings for it as it will just bloat render times and memory for renders which is at a premium for GPU rendering. Normal maps are the way to go in iray, not displacement.

    Except there are times when it's useful. Not as often as people do it, but more than 0.

     

  • Oso3DOso3D Posts: 15,116

    I tried UHT2 with Michael's fantasy beard and... well, it improved it, but it's just too darn old, imo. ;)

     

  • barbultbarbult Posts: 27,501
    edited June 2016

    Here is my blended hair style render. I used Paisley Hair and Cailin Hair. I had two goals with this render: 1) blend two hair styles, 2) make a dark skinned model with very light blonde hair. I had a tough time blending these two hair models. Just hiding surfaces and applying morphs didn't get me where I wanted to be. I used a push modifier weight map to push some of the Paisley strands down under the Cailin strands and I even did some touch up in Photoshop.

    UHT2 Paisley Cailin Hair blonde_005 PS.jpg
    1600 x 2000 - 2M
    Post edited by barbult on
  • barbultbarbult Posts: 27,501

    Slosh, I have a question. In the UHT2 colors I've used, the Translucency Weight channel uses uht2bump.tif. I noticed that there is a uht2translucency,tif in the same folder. Is is ever used for anything?

  • SloshSlosh Posts: 2,391
    barbult said:

    Slosh, I have a question. In the UHT2 colors I've used, the Translucency Weight channel uses uht2bump.tif. I noticed that there is a uht2translucency,tif in the same folder. Is is ever used for anything?

    I honestly can't remember, lol!  I know I made the map with the intention of using it there, but like the results with the bump map better.  

  • ChangelingChickChangelingChick Posts: 3,441

    Did I overlook a displacement option?

    If not, it's trivial to add: just put the bump map into displacement map (UHT2 Bump.tif, I think). I'd suggest setting it to 0 min, .1 max, and at least subd 3 (I usually use 4, anything more kills my machine).

    Though always see if the non-displacement will work for you first. ;)

     

    If you put displacement on something and the min and max aren't opposites, you shift the black and white, so on those settings, neutral gray would be at +.05. You'll basically inflate all of the hair and pull it away from the head since the UHT2 bump is set to a neutral gray base. With the way Iray handles displacement, even putting it at subD 3, you're not going to get the fineness of hair. It will just kind of buckle randomly, though it makes an interesting ironed curls kind of look to most hair. I notice the hair you used as an example doesn't seem to have a trans map on it (maybe a toon style hair?). Depending on how it was modeled, you can put one of the more solid masks from UHT2 into the cutout opacity (use LIE to flip it so the ends will be at the bottom) and you might get a better result than displacement and won't increase render time, inflate or buckle the hair. I'd like to see a render of the original UHT2 shader on that hair without displacement next to the one with displacement to demonstrate the difference.

  • Oso3DOso3D Posts: 15,116

    Will work on CC's request. In the meantime, Edwardian hair with UHT2! I'm happy with the layering of black and reddish brown, though my attempt to get white threads shot throughout didn't quite work as I wanted.

    (I think the problem was that my original attempt looked good, THEN I tiled it x10, which made the white too thin to be noticeable; I should have started with larger segments of white)

     

    Edwardian Joanie and friendp.png
    1080 x 1080 - 2M
  • Oso3DOso3D Posts: 15,116

    Ok, here's a comparison.

    First image has displacement. Not a lot, but a scootch (based on Bump)

    Second image has no displacement, pretty much straight UHT2.

    Third image uses the cutout suggestion, though with cutout upped a bit to keep it from looking too transparent. Still... meh.

     

    I think the first is best, and the speed differences aren't too significant, IMO.

     

    Nell hair comparison.jpg
    3240 x 1080 - 2M
  • IrrafayIrrafay Posts: 14

    I didn't have much time to doodle with this one, but it was fun to match the outfit.

    (I feel so strange sharing my renders.)

    Ulanda-UHT2.png
    2500 x 1500 - 3M
  • Oso3DOso3D Posts: 15,116

    Crazy experiment with rainbow beard! (I ended up turning the rainbow pattern 90 degrees to get this. Heh)

     

    Rainbow beardp.png
    1080 x 1080 - 1M
  • barbultbarbult Posts: 27,501

    Crazy experiment with rainbow beard! (I ended up turning the rainbow pattern 90 degrees to get this. Heh)

     

    Now that's a wild and crazy man! I can see you are having fun with this, Will. Keep pushing it to the limits and show us what you come up with. I'm enjoying them.

  • barbultbarbult Posts: 27,501
    edited June 2016

    I wanted to try an extreme closeup with UHT2. I think it worked great! This is Coleraine Hair (which I really don't like much, because it is too bushy for me, but what the heck, I can crop some of the width off). This isn't the same morph or skin or UHT mix as the lady in the leather jacket, but they are all quite similar. Maybe the women are related. wink

    Post edited by barbult on
  • Oso3DOso3D Posts: 15,116

    The hair and skin are marvelous!

     

  • Male-M3diaMale-M3dia Posts: 3,584

    Displacement is inefficient in iray so it's not woth making any settings for it as it will just bloat render times and memory for renders which is at a premium for GPU rendering. Normal maps are the way to go in iray, not displacement.

    Except there are times when it's useful. Not as often as people do it, but more than 0.

     

    But it still doesn't outweigh the disadvantages of using them versus a normal map.

     

    Ok, here's a comparison.

    First image has displacement. Not a lot, but a scootch (based on Bump)

    Second image has no displacement, pretty much straight UHT2.

    Third image uses the cutout suggestion, though with cutout upped a bit to keep it from looking too transparent. Still... meh.

     

    I think the first is best, and the speed differences aren't too significant, IMO.

     

    I disagree, There is simply not much of a difference between the renders to take a hit in processing and memory by using displacement. 

  • Oso3DOso3D Posts: 15,116

    Your views are duly noted.

    Here's another silly experiment, again transferring UHT2 to 3DL (because I wanted to try it on LAMH and it's just easier in 3DL).

    With a very very sexay man.

     

    Crazy hair.png
    1080 x 1080 - 2M
  • Oso3DOso3D Posts: 15,116

    Another question... is there a reason the bump channel got vaporized in the shader?

     

  • MattymanxMattymanx Posts: 7,001
    Irrafay said:

    I didn't have much time to doodle with this one, but it was fun to match the outfit.

    (I feel so strange sharing my renders.)

    that looks great.  What hair are you using

  • Oso3DOso3D Posts: 15,116
    edited June 2016

    Just generated some crazy hair with LAMH.

    70 points, then a lot of frizz and tilt and whatnot.

    I was a bit curious how stuff would map. It looks like mapping on it sort of 'projects' on, which I suppose is what I'd expect.

    So a band of color crosses hairs regardless of orientation.

     

    Post edited by Oso3D on
  • IrrafayIrrafay Posts: 14
    edited June 2016
    Mattymanx said:
    Irrafay said:

    I didn't have much time to doodle with this one, but it was fun to match the outfit.

    (I feel so strange sharing my renders.)

    that looks great.  What hair are you using

    Thanks. It's SAV's zero gravity hair from Rendo. It's one of my favorites. Whoops, forgot I also used their Alpha scalp instead of the cap from the hair.
    Post edited by Irrafay on
  • barbultbarbult Posts: 27,501

    Another question... is there a reason the bump channel got vaporized in the shader?

     

    I think Slosh is using the normal channel instead of the bump channel. I think the normal channel generally gives more convincing results.

  • Oso3DOso3D Posts: 15,116

    Another fairly straightforward hair attempt, this time mixing blond and brown.

    The underlying hair has some limitations, or maybe I should have used a more organic-looking mask ... mmm.

    I need to experiment with using the default hair patterns, though so many of them have baked in highlights that I hate.

     

    Iray uht staciap.png
    1080 x 1080 - 2M
  • MelanieLMelanieL Posts: 7,867
    edited June 2016

    I've been playing with UHT2 on and off for a few days, this is the first where I've saved the render. Finley character and Marielle Hair with a few colours overlaid.

    Finley-Marielle.jpg
    768 x 1024 - 591K
    Post edited by MelanieL on
  • IceDragonArtIceDragonArt Posts: 12,972
    Irrafay said:

    I didn't have much time to doodle with this one, but it was fun to match the outfit.

    (I feel so strange sharing my renders.)

    You should definitely share more this is amazing!

  • TaozTaoz Posts: 10,346
    edited June 2016

    Old V4 stuff - Orion hair with original texture. Character skin looks a bit odd in some places (nose, neck, shoulder), I'm using V3Digitimes iRay shaders, looks like there is some unwanted bump map effect or something.

     

     

    fabia-orion-origtex-cutout4.jpg
    1066 x 1041 - 604K
    Post edited by Taoz on
  • TaozTaoz Posts: 10,346
    edited June 2016

    More old stuff - Xenia & Aspasia hair with UHT2 textures.

     

     

     

    fabia-xenia-UHT2raven-shine08-cutout4.jpg
    1066 x 1041 - 637K
    fabia-aspasia-UHT2-mix.jpg
    1066 x 1041 - 690K
    Post edited by Taoz on
  • OstadanOstadan Posts: 1,133

    Did this in a hurry – no background, even – but wanted to post it because I was surprised and delighted at how Pure Hair Sassy for Genesis turned out. 

    UHT2 Test PH Sassy.png
    1000 x 800 - 819K
  • DarwinsMishapDarwinsMishap Posts: 4,087
    edited June 2016

    This one is the Flirty Hair with the Chestnut setting, blended with the Bluebell, low transparency, medium shine, scatter, cut out 1 on the fine hairs and 2 for the main hair portions. A butterfly spotlight and an HDRI environment only.

     

    Danica redone morphs.png
    1000 x 1300 - 2M
    Post edited by DarwinsMishap on
  • WonderlandWonderland Posts: 7,137
    edited June 2016

    Hmm... Got this weird pop up when I tried the color mixer... Where is the log file?

    Screen Shot 2016-06-29 at 3.38.51 PM.png
    860 x 298 - 23K
    Post edited by Wonderland on
  • DarwinsMishapDarwinsMishap Posts: 4,087

    Top of your Studio Help>Troubshooting>View Log File.  Go all the way to the bottom and start reading up and it will tell you the issue.

  • WonderlandWonderland Posts: 7,137

    OK thanks. In the middle of a render now... Will check later...

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