Show Us Your Iray Renders. Part V
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Just a test (maybe a time traveller that has just arrived in Old London) rendered while working on a workflow for processing 32-bit EXR output. This one covers 16EV, and also uses the information from the dark end to add in a little bloom. My personal taste for HDR processing is to not go too overboard - bringing out detail to add some hyper-realism, but no major violations of the tone curve. The background is just the HDRI, which was the only lighting.
- Greg
Your image looks great, Greg! I like how the shadows play around the figure from the hdri lighting.
Another WTP2 test. The only maps are the window opacity, eyes, and hair.
1 hour with 2x GTX 970 (rendered double size, tone mapped and reduced from Beauty canvas)
This is gorgeous. Are the candles emmissives or spotlights?
Emissives. It definitely slows things down, but it LOOKS gorgeous.
Winter Halls is a wonderful set, but with a normal texture map arrangement, there's no way in heck I can get it to run on GPU. So it renders slooooooooooooooooowly, and emissives is just a cherry on the top.
But now... hey, not so bad.
Thanks Knittingmommy - I've always loved the detail/materials on the EXO Suit! There's just something about the way the metals and all the fabrics look together. One of my goals was to ensure that the HDRI only lighting didn't wash any of them away, or make anything look flat. The noise inside the window still bugs me, but overall I'm satisfied with the results:
I believe I better understand a few of the inner workings of DS's implementation of Iray now (after using DS to create the HDRI). I know you've done some work on this, too. Don't want to clog up this thread, but if you have any questions now that we've both had the opportunity to gain some more experience, feel free to PM me.
- Greg
@algovincian Reflective surfaces like that do tend to take longer especially those with shadows like your mask. What render settings did you use and how long did it render? If it quit on its own, you can up the settings and force it to render longer and possibly get rid of the noise.
I've started rendering all my Iray images with the Architectural Sampler on. Sometimes that makes for a faster render, sometimes not, but it updates pretty evenly across the image so when the main subject is smooth enough, so are the shadows and usually the reflections. Might be something to try...?
Beautiful image, by the way.
As usual, Will, very nice.

And now for another round of guess which Sargent painting jcade's ripping off now! I'm really liking the morph, It still needs some more obsessive tweaking back in a modeller, but its 90% where I want it via dial spinning, custom morphs and some transferred Antonia (seriously)
Since this is the Iray thread not the lots of postwork thread I'm sticking up a comparison of low (just the background and tonemapping) and quite postworked versions
A larger version of the postworked version is also in my gallery
Very lovely. She looks Mediterannean, Italian or Greek, and a like classically beatiful painting.
J Cade, one of my favorite morphs/models I've seen in a long time.
Nicely done.
She's very lovely and has an intriguing face, J Cade! Great morph. I love the finished postworked image, too. I'm not familiar with Sargent, though, I believe I know who you are trying to emulate. John Singer Sargent, yes? Great artist. He was one of the artists I vaguely remember from the one Art History class I took.
My latest Iray render. Sort of my own character from mixing morph dials. Bethany 7 skin. I was having a little fun with the morphs for the JeanZ for Genesis 3 that I picked up this week. I love the new Bobbity Hair as it has some nice morphs with it.
She pissed those don't fit like they used to? lol
- Greg
@algovincian She could be. The title I gave her in my gallery was Constance Interrupted. I just thought it was a cute title because she is in the middle of what she is doing. Whether the pants still fit or she is having issues is up for debate! ;)
The noise is in the HDRI that I rendered out of DS. It is very high res (I believe I stitched 22 3072x3072 images to make the final pano, IIRC). I pulled the plug on each very early on, as I was trying to figure out the most efficient rendering, processing, etc.
- Greg
Thanks,L'Adair - I've yet to play with either sampler, but I'll give it a try. Thanks for mentioning it!
- Greg
Looks like she could get 'em buttoned . . . suck it up (in) buttercup!
- Greg
Ah, I see. My eyes aren't what they used to be and it is hard for me to see the noise in the smaller images. You should see what how large I blow some of my images up to find the mistakes! :)
One of the changes I made with new WTP stuff is making sure some of the presets have Top Coat, particularly for skin.
This render took 16 mins at double-size; I should probably have gone longer, but got impatient. ;) Maps are used for eyes, the leaf Normal texture (otherwise the leaves just look really awful), and the DZFire.
...yeah the pipe organ from Magus Manor that I used in one scene was no doubt part of the reason it took so long to render with all those nice shiny pipes.
Oh! Something else I stumbled upon. I'm sure a lot of people already do this. I'm pretty sure Mec4d does, from things she said way back when 4.8 was in Beta... Turn Quality Off!
With Quality On, Iray programmatically determines how many samples are enough based on your Quality and Convergence Ratio settings. That means every so often, it stops rendering to calculate convergence. (Probably not a big hit in total render time, though.) We've always known we could set Max Samples to something low to cause the render to end when we're just testing something like lighting. But with Quality Off, you can use Max Samples to render to your heart's content. Just set Max Time to zero (0) to effectively turn off that limit. Now Max Samples is the only setting affecting the length of the render. And if 15000 samples isn't enough, you can remove the limits in the setting's parameters.
No more increasing the Quality value to force the image to keep rendering! Yay!
Kind of curious how the reptilian would look closer up...
This approach relies on very good HD models for this kind of detail.
I did not know that! I think I'll try that my next render. Thanks.
That looks pretty good, Will!
Tried getting a bit more complex, with fog, terrain, and a lot of texture edits.
http://www.daz3d.com/gallery/images/194676/
My newest closeup. Was playing around with some different hairs and hair styles and this one fit perfectly for the look.
Awesome render!
To make this idea work as well as it could is a long way above my present Daz skill level, but this second render shows me that the idea has some merit.