Show Us Your Iray Renders. Part V

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  • BobvanBobvan Posts: 2,653
    edited March 2016
    DP.png
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    Post edited by Bobvan on
  • Oso3DOso3D Posts: 15,088

    I use http://www.daz3d.com/uht-hair-shaders-for-iray a LOT. Like nearly all hairs, when I use Iray.

    It occurred to me that when using bump... it would be nice to also have Normals. I wonder if it would improve things?

    So I fed the UHT bump map through http://cpetry.github.io/NormalMap-Online/ and gave it a whirl, and I think it does improve things.

     

    Hair test.jpg
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  • KnittingmommyKnittingmommy Posts: 8,191

    It looks like it might bring the highlights out a little more.  UHT is one of those things on my wishlist, but I haven't gotten yet.  Will have to test this out once I get it.  That looks like an interesting link to the normal map thing.  I usually do my normal maps in Gimp or FF, if I'm using that for a texture.  I'll have to try using this in the future.  Thanks for the link.

  • Oso3DOso3D Posts: 15,088

    I have FF, GIMP, and now Photoshop, so they can all do Normal mapping. Not sure why I still use the browser thing, but hey. ;)

    And yeah, the thing that hit me was that the point of Normals is to reflect the play of light at angles to the viewer, rather than bump. Previously I was swapping the bump map into displacement, but that frankly stinks in Iray (although, interestingly, I think UHT would work pretty well in 3DL!).

    I think just having Bump and not Normal ends up leaving the hair looking a little flat.

     

    Thankfully, it's a VERY easy thing to add. (I just plopped the normals in the same directory as the other UHT stuff and it takes me an extra second or two to add)

     

  • TabascoJackTabascoJack Posts: 865
    edited March 2016

    My latest attempt - learning GIMP through using Ron's Brushes for smoke and flame. 

     

    All in a Day's Work

    After a long day at the office, sometimes it's nice to just stop, take a deep breath, and contemplate the joys of job well done....

     

    All in.jpg
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    Post edited by TabascoJack on
  • Oso3DOso3D Posts: 15,088

    For Mec4D's contest thingie, and trying out Photoshop for the first time, seriously, in years.

    (For the distance effect; distance canvas masked very nicely)

    http://willbear.deviantart.com/art/Fearing-Green-597406154

  • TabascoJackTabascoJack Posts: 865

     

    For Mec4D's contest thingie, and trying out Photoshop for the first time, seriously, in years.

     

    Which Mec4D's contest thingie?

     

     

  • Oso3DOso3D Posts: 15,088

    http://www.daz3d.com/forums/discussion/72523/mec4d-pbr-shaders-vol-2-w-i-p-commercial/p11

    Though I think it's too late to pick up the free shaders for it.

     

  • KnittingmommyKnittingmommy Posts: 8,191
    edited March 2016

    It looks like the link is still active so grab them while you can!

    edit: then enter the contest and show Mec4D how much you appreciate her shaders!

    Post edited by Knittingmommy on
  • Oso3DOso3D Posts: 15,088

    Here's another example of the power of reshading. This is Greek Baths, which came out in 2004. That's a 12 year old set... useless and ancient, huh? Nooot quite.

    A combination of Marble, ceramic pack, Mec4d pack, and my WTP ocean ripples shader for the water.

     

    Greek Bath2.jpg
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  • nonesuch00nonesuch00 Posts: 18,762

    Reminds my that I have a typical UK street and an Arab house in my cart & meant to look at other place models today...I have practically nowhere to make intersting scenes.

     

  • Oso3DOso3D Posts: 15,088

    REALLY liking Photoshop's tone mapping -- making it so much easier to deal with bright skies without blow out.

     

    Green Idyl2.jpg
    1920 x 1080 - 2M
  • D.RobinsonD.Robinson Posts: 283

    Experimenting with Iray Worlds, it occurred to me to try some of the approaches to skydomes I had before.

    In this, I hid the sun object and instead decided to try different 'sun/sky bleedthrough' ideas. What worked best:

    Refraction 1/1, refraction color set to the skydome texture map. I got rid of luminance.

    In previous attempts, this approach often didn't look very good, but I think the key issue is making sure the skydome is decently polygon dense and having a high quality image to work with. The other key is to get the base sky just right.

    In this case:

    Environmental intensity .5

    Sun disk intensity 1, glow intensity 5 (I wanted a good halo effect to light up the clouds)

    I'm attaching the initial render and then the version after postwork -- the problem with this approach is that it tends to make the main scene rather dark, or else you blow out the sky. If you can use canvasses and exr, that would probably work better so you have more 'room' to adjust tone. There may be tone settings that would help, not sure.

     

     

    One of the things i really appreciate about Iray worlds is that its real texture maps..i been expermenting with changing the shaders for the ground as well as tile sizes etc.

    Daniel

  • cjmarshcjmarsh Posts: 62

    I really like cars. This one's (supposed to be) an Audi R8:

  • XpiderManXpiderMan Posts: 426
    edited March 2016

    That car looks cool, cjmarsh!

     

    I'm playing around with settings to give it a bit of a toon look to the genesis 2 figure...

    Tim

    Post edited by XpiderMan on
  • Oso3DOso3D Posts: 15,088

    Really happy about Photoshop some more. This image was proving really hard to do in just 8 bit. But with good tone mapping to carefully balance the sky and ground, it balances very nicely.

     

    Skydome transparency day city.jpg
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  • BobvanBobvan Posts: 2,653
    edited March 2016

    Using HRDI BG speeds things up significantly  http://fav.me/d9vpg2a

    Post edited by Bobvan on
  • TabascoJackTabascoJack Posts: 865
    edited March 2016
    Bobvan said:

    Using HRDI BG speeds things up significantly  http://fav.me/d9vpg2a

    Like the invisible jet off to the side there....

    Post edited by TabascoJack on
  • CzexanaCzexana Posts: 167

    I keep forgetting how useful 'second skins' can be. Here's a couple of Vyktohria's recent ones applied to geoshells and recoloured.

    cool

     

    skinz2.jpg
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  • BobvanBobvan Posts: 2,653
    edited March 2016
    Bobvan said:

    Using HRDI BG speeds things up significantly  http://fav.me/d9vpg2a

    Like the invisible jet off to the side there....

    Thanks just used the uber glass shader on a plane prop. Diorama http://fav.me/d9vqnnv

    Post edited by Bobvan on
  • cjmarshcjmarsh Posts: 62

    Another one, Mercedes SLR:

  • Gr00vusGr00vus Posts: 372

    Nice work. I'll have to move that suit up to the top of my wishlist, as I'm failing miserably with the dynamic clothing.

    This highlights the difference. I mean, she's still very busty and the first dress doesn't look impossible, but it flows a lot more like a properly fitted dress.

     

     

  • Oso3DOso3D Posts: 15,088

    I love dynamic clothing, but it's a HUGE amount of work to get it to play right, and that takes up enormous time you could be doing other stuff.

     

  • mjc1016mjc1016 Posts: 15,001
    cjmarsh said:

    Another one, Mercedes SLR:

    The headlights don't look quite right...and I'm not sure if it is a setting or a modelling problem, but there is something a bit 'off' about them. 

  • nonesuch00nonesuch00 Posts: 18,762
    mjc1016 said:
    cjmarsh said:

    Another one, Mercedes SLR:

    The headlights don't look quite right...and I'm not sure if it is a setting or a modelling problem, but there is something a bit 'off' about them. 

    I think they need headlight covers, they look missing.

  • mjc1016mjc1016 Posts: 15,001
    mjc1016 said:
    cjmarsh said:

    Another one, Mercedes SLR:

    The headlights don't look quite right...and I'm not sure if it is a setting or a modelling problem, but there is something a bit 'off' about them. 

    I think they need headlight covers, they look missing.

    Or they are perfectly flat...I looked up some lights for it and all the ones I saw had a curve to the cover/lens.

  • cjmarshcjmarsh Posts: 62

    Yeah, there actually wasn't any lenses on the model at all so I was trying to fake it a bit with reflections. Not a lot of angles without something that jumped out at me as fake, this one included, but at least the bright metal hides the missing pieces a little.

  • Oso3DOso3D Posts: 15,088
    edited March 2016

    Boy, this project was a pain. Heh. Had to rerender a bunch of times to get the effects I want. Four images of same scene at different zoom (more or less).

    http://willbear.deviantart.com/art/Marble-male-nude-1-1-597730628 (warning, nudity)

    http://willbear.deviantart.com/art/Marble-male-nude-1-2-597730708 (warning, nudity)

    http://willbear.deviantart.com/art/Marble-male-nude-1-3-597730758

    http://willbear.deviantart.com/art/Marble-male-nude-1-4-597730812

     

     

    Marble male nude 1-3.jpg
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    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088

    The water in this uses my WTP Ocean Ripple shader on a cube, then an Iray decal with the same and also a ripple Normal map plopped on top (decal set to project from above).

    At first I was disappointed that Iray decals don't do Displacement, but I've really started to appreciate the value of Bump/Normal maps. ALSO really starting to appreciate the way bump and normal maps can be combined in different ways -- my WTP shaders have procedural bump options but not procedural normals, but you can just add a regular normal.

     

    Raindrops on pond.jpg
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  • cjmarshcjmarsh Posts: 62

    The water in this uses my WTP Ocean Ripple shader on a cube, then an Iray decal with the same and also a ripple Normal map plopped on top (decal set to project from above).

    At first I was disappointed that Iray decals don't do Displacement, but I've really started to appreciate the value of Bump/Normal maps. ALSO really starting to appreciate the way bump and normal maps can be combined in different ways -- my WTP shaders have procedural bump options but not procedural normals, but you can just add a regular normal.

     

    I really like that water texture, nicely done. The normals really do work well too, although I think there's a few too many ripples on the big ones.

     

    I may or may not have found a free car model site...

    Ford Mustang GT Eleanor

This discussion has been closed.