Show Us Your Iray Renders. Part V

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Comments

  • Mattymanx said:

    That does have a very nice photographic feel to it.  If I did not know 3D art I would have believed

    Thanks.  I still am very bad with postwork, but these NIK filters make it very easy to get great looks.  I like that once I really know what I'm doing, I can also play with the sliders and fine tune things.  But, for right out of the box, they give very nice effects while I learn.

  • MasterstrokeMasterstroke Posts: 2,388
    edited September 2016

    New SexyRoxy render.

    Selfy from Venice.jpg
    920 x 1200 - 877K
    Post edited by Masterstroke on
  • Oso3DOso3D Posts: 15,104

    The eyes look really good, Masterstroke.

     

  • MattymanxMattymanx Posts: 7,000
    Mattymanx said:

    That does have a very nice photographic feel to it.  If I did not know 3D art I would have believed

    Thanks.  I still am very bad with postwork, but these NIK filters make it very easy to get great looks.  I like that once I really know what I'm doing, I can also play with the sliders and fine tune things.  But, for right out of the box, they give very nice effects while I learn.

    You're welcome.  I use the Nik filters too.  I find that as long as you can get the lighitng good in iray then you can use the nik filters to liven up the render in post .

  • nonesuch00nonesuch00 Posts: 18,856

    SexyRoxy looks spot on, well the hair is a bit overblurred but excellent.

  • My latest Iray image.  I just love these Plushies.  I seem to try and render them any chance I get.  Using the new Hand Knit Shaders seemed like a good excuse to render them again.  Post in beta GIMP 2.9 with the NIK Analog Effects for an older camera feel.  It seems so counter intuitive to add grain to an image you try really hard to render without grain, but I like the effects.

    Really cute and it does look like a photograph! I know what you mean about Nik Analog, I spent an hour trying to clean the image in PS and then I think how much better it would look with a little grain :)

  • Thanks! I'm very glad to be able to try these out, but, geesh, there are a lot of options to play with in those filters!  As soon as I saw how this filter looked, though, I knew I had to use it even if I was adding back in some grain.  It turned out to be a great look.  I'm very pleased that so many others like it, too.

  • kyoto kidkyoto kid Posts: 42,216

    My latest Iray image.  I just love these Plushies.  I seem to try and render them any chance I get.  Using the new Hand Knit Shaders seemed like a good excuse to render them again.  Post in beta GIMP 2.9 with the NIK Analog Effects for an older camera feel.  It seems so counter intuitive to add grain to an image you try really hard to render without grain, but I like the effects.

    ....look like my character Leela's room.

  • Oso3DOso3D Posts: 15,104

    I'm not completely satisfied with the ship wake, but after several hours of experimenting this is as good as I can get. Bah. (used Sickleyield's ripples and wakes, but having trouble capturing good frothy ridges)

    Otherwise, I'm rather pleased. Can you spot the three crewmembers in view?

     

    Ship at Sea.png
    1080 x 1080 - 2M
  • RAMWolffRAMWolff Posts: 10,373

    Totally cool Will.  Yes, I see all three!  lol

  • mjc1016mjc1016 Posts: 15,001

    I'm not completely satisfied with the ship wake, but after several hours of experimenting this is as good as I can get. Bah. (used Sickleyield's ripples and wakes, but having trouble capturing good frothy ridges)

    Otherwise, I'm rather pleased. Can you spot the three crewmembers in view?

     

    They'd better lay off the ale...

    The wake looks more like a foamy head (now that could come in handy sometimes).

    What are you using for the foam, anyway?  One of yours?  If so, drop back on the tiling a bit...

  • nonesuch00nonesuch00 Posts: 18,856

    Ha, you should have the dragon pushing the boat like a rudder.

  • Oso3DOso3D Posts: 15,104

    There's a wake, and then just the top bit of the wake (iray decal) is masked to shade into, essentially, white surface. The problem, I think, is that the wake isn't structured quite right to look like fast-moving sea stuff.

    At some point I need to experiment with VWD and try dragging ships across a surface to see if I can get a decent effect going. Hrm.

     

  • mjc1016mjc1016 Posts: 15,001
    edited September 2016

    Hmmm...I'd think you'd need a pretty high poly water plane for that to work.  Otherwise it would probably look more like it's pushing ice around

    Post edited by mjc1016 on
  • ArtiniArtini Posts: 10,668

    << Iray Noobie

    Here's my first Iray render

    Thanks to Enchanted Pixie, Changeling Chick and 3Anson for the use of Breeze for G3F.

     

    Excellent scene and beautiful use of iray possibilities.

     

  • MattymanxMattymanx Posts: 7,000
    edited September 2016

    Lambo Girls

    http://www.daz3d.com/gallery/#images/220966/

     

    Dumor3D's new penthouse suite level 1 has a really nice showroom setting.  Mirrors were done simply by setting the Refraction weight to 0.  ALL lighting is mesh lights in the set, exactly as loaded for the showroom setting.

    Post edited by Chohole on
  • 3CPO3CPO Posts: 164

    @Mattymanx

    I think you should have named them Llama girls, even if your car model emulates a Lamborgini, just for the fun of it.

    Even though I am not into luxury sports vehicles, I could not resist and  bought it a while back. Owning it virtually, made me feel richer.devilGreat and especially versatile product by the way...

    Comming back to your render,I feel there is a disturbing discrepancy between the hyper realistic car and environment and the dolly-look apearance of your female caracters which I find consistently similar throughout your other renders as well, including your avatar. Is this intentional ? Do you particularly like that model? I was just wondering for some time and I thought I should ask. I hope I am not overstepping any boundaries here. Please feel free to ignore if this is indeed the case. All this is in a way in the context of the "poser art" thread discussed recently.

    Cheers!

     

     

  • MattymanxMattymanx Posts: 7,000
    edited September 2016

    Thanks 3CPO.  You comment is perfectly fine.  I was thinking last night how we all develope are own styles and regardless of render engine, we tend to go for a certain look and style.  I have noticed this in my own work too.  I have always refered to my style as "comic book realism" meaning its got that comic book feel but doesn't really enter the uncanny valley of realism.  As for the car and set, its always easier to make those look far more real then it is anything organic.

     

    And on that note...

     

    Lambo Girls 2

    http://www.daz3d.com/gallery/#images/221366/

     

    Post edited by Chohole on
  • 3CPO3CPO Posts: 164

    @mattymanx

    So, I guess now I knowlaugh. Thank you too.

  • MattymanxMattymanx Posts: 7,000

    You're welcome! :)

  • SaphirewildSaphirewild Posts: 6,727
    edited September 2016

    Here is my latest IRay render (Only got to 83%) but I am kinda proud of this one as it is a new charactor I made out of the free Morphs I got.

    Iray trail.png
    1146 x 1433 - 2M
    Post edited by Saphirewild on
  • kyoto kidkyoto kid Posts: 42,216
    3CPO said:

    @Mattymanx

    I think you should have named them Llama girls, even if your car model emulates a Lamborgini, just for the fun of it.

    Even though I am not into luxury sports vehicles, I could not resist and  bought it a while back. Owning it virtually, made me feel richer.devilGreat and especially versatile product by the way...

    Comming back to your render,I feel there is a disturbing discrepancy between the hyper realistic car and environment and the dolly-look apearance of your female caracters which I find consistently similar throughout your other renders as well, including your avatar. Is this intentional ? Do you particularly like that model? I was just wondering for some time and I thought I should ask. I hope I am not overstepping any boundaries here. Please feel free to ignore if this is indeed the case. All this is in a way in the context of the "poser art" thread discussed recently.

    Cheers!

     

     

    ...I have the same issue with my scenes as well.  The setting, props, environment, etc. will look great, but the figures look like rubber dolls. I gave up on tweaking skin shaders in Iray a while back as I discovered I was getting too obsessed and spending more time doing that than getting any actual work done.  There has to be a better balance.

  • 3CPO3CPO Posts: 164

    @kyoto kid

    If I may elaborate,in my oppinion, it's not just the shaders. It's the whole attitude and posture of the character as well as the facial expression and a good pose. All has to come together in a believable way and interact with other props and the environment to best create the illusion and the emotion... Any and every detail counts. I also think that good observation and reference study is key in being able to achieve something better . But not necessarily photorealistic, mind you, can even be just suggested. Then the brain does the rest, fiiling the blanks. But, I think it needs to be homogeneous. Yes, it requires time, patience, dedication and a little knowhow, technical as well as artistical,and I think we should all strive to better ourselves and shake off the "poser art" label. I, for one, never use something as is out of the box. But, again, it all depends of what one is going for and a matter of personal taste and esthetics. So, that was the essence of my comments.

    Happy rendering!

  • MattymanxMattymanx Posts: 7,000
    kyoto kid said:

     There has to be a better balance.

    Do it in post.  I use the Nik filters in Capture NX 2 to do all my post work and the Nik filters are now free.

  • kyoto kidkyoto kid Posts: 42,216

    ...my compositing skills suck rocks as big as the moons of Jupiter. especially when it comes to shadows falling on multiple planes. I cannot paint them in as I do not have a steady hand.

     

  • MattymanxMattymanx Posts: 7,000

    Didn't say paint in shadows, let that be done in the render.  Render as best you can and then post work to bring the colours out and adjust brightness and contrast

  • kyoto kidkyoto kid Posts: 42,216
    3CPO said:

    @kyoto kid

    If I may elaborate,in my oppinion, it's not just the shaders. It's the whole attitude and posture of the character as well as the facial expression and a good pose. All has to come together in a believable way and interact with other props and the environment to best create the illusion and the emotion... Any and every detail counts. I also think that good observation and reference study is key in being able to achieve something better . But not necessarily photorealistic, mind you, can even be just suggested. Then the brain does the rest, fiiling the blanks. But, I think it needs to be homogeneous. Yes, it requires time, patience, dedication and a little knowhow, technical as well as artistical,and I think we should all strive to better ourselves and shake off the "poser art" label. I, for one, never use something as is out of the box. But, again, it all depends of what one is going for and a matter of personal taste and esthetics. So, that was the essence of my comments.

    Happy rendering!

    ...yeah that too.  I see a lot of  "unnatural" posing that ruins a scene.  I study photos, then use a set pose as a base and modify it from there.

    As to the skin, I just burned out on messing with the settings as like I said, I found myself spending more time doing that then completing scenes.

    Again I feel 3DL has better visual continuity, but so many new items are coming out with Iray shaders only and it's tricker to convert backwards than it is to do so from 3DL to Iray.  There seems to be no more "middle ground" anymore.

     

  • kyoto kidkyoto kid Posts: 42,216
    Mattymanx said:

    Didn't say paint in shadows, let that be done in the render.  Render as best you can and then post work to bring the colours out and adjust brightness and contrast

    ...considering I tend to do fairly complex scenes, shadows will invariably fall on the multiple render layers. For me it's not tonemapping, it's just that skins look rubbery in Iray and there seems to be little way to get around that without spending an inordinate amount of time meessing with shaders.

  • Here is a recent one

     

     

    sadako2.jpg
    3000 x 1688 - 4M
  • nelsonsmithnelsonsmith Posts: 1,337
    edited September 2016
    3CPO said:

    @kyoto kid

    If I may elaborate,in my oppinion, it's not just the shaders. It's the whole attitude and posture of the character as well as the facial expression and a good pose. All has to come together in a believable way and interact with other props and the environment to best create the illusion and the emotion... Any and every detail counts. I also think that good observation and reference study is key in being able to achieve something better . But not necessarily photorealistic, mind you, can even be just suggested. Then the brain does the rest, fiiling the blanks. But, I think it needs to be homogeneous. Yes, it requires time, patience, dedication and a little knowhow, technical as well as artistical,and I think we should all strive to better ourselves and shake off the "poser art" label. I, for one, never use something as is out of the box. But, again, it all depends of what one is going for and a matter of personal taste and esthetics. So, that was the essence of my comments.

    Happy rendering!

    I don't think it's simply posing, but a lot of times the its the limitations of the models when it comes to certain poses.  Zev has helped out a lot, with many of his productions like correcting joints when they bend to look more natural, including glute and breast morphs that inable deformation  for when coming into contact with other objects.   The other thing I see a lot of is the over exaggeration in expression and movement (combined with unnatural poses).  Photo references can be a great help.

    I'd say though that lighting is the overall biggest problem.  Even in 3D it's amazing that objects in the same scene can be lit in such a way that it looks like very bad composite work.  The figures many times simply don't look like they are actually in the scene that they are in.  There's lots of work arounds to compensate though, like forground and background items, use of shadow, and basically a lot of the tools developers have provided that give those little details.  They can make the difference even if you aren't morphing figures, cause some of the characters look fairly good as is.  No different than hiring a model in a live shoot,  I might provide clothes and make-up, but the model is still going to be recognizable as that person.  

    BTW Mattymanx,  I like the comic book realism look.  It fits very nicely in that space between the pixar cgi-toon look and the pseudo-realistic look of stuff like Beowulf, or FF the Spirits Within.

     

    Post edited by nelsonsmith on
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