What was the real percentage of iray convergement?
You can see it, if you expand the History in the little status window.
Most grainy areas only resolve above 99% of real convergement. (This step takes longer then to reach 99% )
So you may adapt the settings for progessive render.
Hm, I think it said 95% at the end. Setting it to 100% would take ages to render then?
indeed, 100% is eternity.
And you can multiply eternity by increasing the "Rendering Quality" parameter.
No - seriously. Set "Rendering Converged Ratio" to a value little below 100%. Rendering takes very long, but it is up to you now to decide when it is good enough for you. If it is not - after render finished you're ever able to change the mentioned parameters and resume the render until the quality suits you.
In case of that specific eye: take care that glossy roughness of Pupil and Iris is set to 1. I know about these grainy eyes. But now it isn't a problem in my renders anymore.
Reflection is built only by Cornea (Genesis 1) or Eye Reflection (the newer generations).
indeed, 100% is eternity.
And you can multiply eternity by increasing the "Rendering Quality" parameter.
No - seriously. Set "Rendering Converged Ratio" to a value little below 100%. Rendering takes very long, but it is up to you now to decide when it is good enough for you. If it is not - after render finished you're ever able to change the mentioned parameters and resume the render until the quality suits you.
In case of that specific eye: take care that glossy roughness of Pupil and Iris is set to 1. I know about these grainy eyes. But now it isn't a problem in my renders anymore.
Reflection is built only by Cornea (Genesis 1) or Eye Reflection (the newer generations).
Setting it to 100% looked way better, but took like 20 minutes instead of 4 for just the face.
I found and set the glossy roughness of the pupil and iris to 1, now it's not grainy anymore. So I guess my problem is fixed then :D
Setting it to 100% looked way better, but took like 20 minutes instead of 4 for just the face.
That's what you shouldn't do — remember that an Iray render never finishes (in the same way as a 3Delight render), it just hits a stop condition. If you set the converged value to 100% that's almost the same as telling Iray "never stop", because it'll never hit that value. Use a tiny fraction below 100% instead, that will produce a render looking just as good, in a quicker time.
It looks like you have applied 3DL eyes. Also, those eyes already don't look real based just on their textures, ignoring the rendering. You should use iRay eyes meant to look real. Yook in the mirror to get a better ideal and V7, M7, G3F, G3M, and most DAZ realistic characters come with realitic eyes.
Properly selecting the shaders for the eye surfaces is important because the internal reflections causes fireflies and speckling. What happens is that the light bounces internally, because the surfaces are stacked right on top of one another, contributing to this noise. You may want to try setting the inner surfaces so they have little or no reflectivity.
You often don't need anything more than 95% convergence. This is merely a "stop at" value and isn't a reliable metric for creating a dependable workflow. Instead control the threshold of the pixel convergence via the Render Quality setting. Values over 1 increase the threshold, which requires Iray to be more discerning in what it deems a converged pixel. Rendering will naturally be extended with higher values. A 2X increase in this value fairly well parallels a 2X increase in render time.
You should use iRay eyes meant to look real. Yook in the mirror to get a better ideal and V7, M7, G3F, G3M, and most DAZ realistic characters come with realitic eyes.
What do you mean talking about iRay eyes?
As you see, the parameter "Glossy Roughness" is only valid for surfaces where the iray base shader is applyed already. (see the posts above)
What are iRay-eyes for the G1 and G2 family?
You should use iRay eyes meant to look real. Yook in the mirror to get a better ideal and V7, M7, G3F, G3M, and most DAZ realistic characters come with realitic eyes.
What do you mean talking about iRay eyes?
As you see, the parameter "Glossy Roughness" is only valid for surfaces where the iray base shader is applyed already. (see the posts above)
What are iRay-eyes for the G1 and G2 family?
For all the G1 & G2 products I have there are no iRay eyes, only 3DL eyes, so I use G3 eyes because they are iRay eyes. You can convert 3DL eyes by selecting the model and selecting the Surfaces Tab and holding CTRL while you click all the Eyes Surfaces, and then in your Content Library clicking in the iRay Shader Presets folder the iRay Ubershader Icon.
For all the G1 & G2 products I have there are no iRay eyes, only 3DL eyes, so I use G3 eyes because they are iRay eyes. You can convert 3DL eyes by selecting the model and selecting the Surfaces Tab and holding CTRL while you click all the Eyes Surfaces, and then in your Content Library clicking in the iRay Shader Presets folder the iRay Ubershader Icon.
Yes - so: ...
That way you generate iRay eyes. You only have to think wise to select the best parameters / values.
Converting is what I talked about. And because in oroseaux' post he spoke about "glossy roughness", he already did the conversion.
I even have to rework the G3 iRay eyes. As I have to do for the iRay skin (as demonstrated in the Tween Rayn discussion - see especially the German discussion thread).
And: Applying the Uber iRay Shader doesn't need to use the CTRL key !!
Comments
What was the real percentage of iray convergement?
You can see it, if you expand the History in the little status window.
Most grainy areas only resolve above 99% of real convergement. (This step takes longer then to reach 99%
)
So you may adapt the settings for progessive render.
Hm, I think it said 95% at the end. Setting it to 100% would take ages to render then?
What are the surface settings for the various eye surfaces....particularly, iris, cornea and sclera, if it's G3F also the eye moisture?
In particular, which shader is being used on those surfaces.
indeed, 100% is eternity.
And you can multiply eternity by increasing the "Rendering Quality" parameter.
No - seriously. Set "Rendering Converged Ratio" to a value little below 100%. Rendering takes very long, but it is up to you now to decide when it is good enough for you. If it is not - after render finished you're ever able to change the mentioned parameters and resume the render until the quality suits you.
In case of that specific eye: take care that glossy roughness of Pupil and Iris is set to 1. I know about these grainy eyes. But now it isn't a problem in my renders anymore.
Reflection is built only by Cornea (Genesis 1) or Eye Reflection (the newer generations).
I don't know where to see which shaer is being used, sorry. :(
Setting it to 100% looked way better, but took like 20 minutes instead of 4 for just the face.
I found and set the glossy roughness of the pupil and iris to 1, now it's not grainy anymore. So I guess my problem is fixed then :D
Thanks to you both for your effort!
Select the surface in the Editor tab of the Surfaces pane - the shader will be listed at top-left.
That's what you shouldn't do — remember that an Iray render never finishes (in the same way as a 3Delight render), it just hits a stop condition. If you set the converged value to 100% that's almost the same as telling Iray "never stop", because it'll never hit that value. Use a tiny fraction below 100% instead, that will produce a render looking just as good, in a quicker time.
It looks like you have applied 3DL eyes. Also, those eyes already don't look real based just on their textures, ignoring the rendering. You should use iRay eyes meant to look real. Yook in the mirror to get a better ideal and V7, M7, G3F, G3M, and most DAZ realistic characters come with realitic eyes.
Properly selecting the shaders for the eye surfaces is important because the internal reflections causes fireflies and speckling. What happens is that the light bounces internally, because the surfaces are stacked right on top of one another, contributing to this noise. You may want to try setting the inner surfaces so they have little or no reflectivity.
You often don't need anything more than 95% convergence. This is merely a "stop at" value and isn't a reliable metric for creating a dependable workflow. Instead control the threshold of the pixel convergence via the Render Quality setting. Values over 1 increase the threshold, which requires Iray to be more discerning in what it deems a converged pixel. Rendering will naturally be extended with higher values. A 2X increase in this value fairly well parallels a 2X increase in render time.
What do you mean talking about iRay eyes?
As you see, the parameter "Glossy Roughness" is only valid for surfaces where the iray base shader is applyed already. (see the posts above)
What are iRay-eyes for the G1 and G2 family?
For all the G1 & G2 products I have there are no iRay eyes, only 3DL eyes, so I use G3 eyes because they are iRay eyes. You can convert 3DL eyes by selecting the model and selecting the Surfaces Tab and holding CTRL while you click all the Eyes Surfaces, and then in your Content Library clicking in the iRay Shader Presets folder the iRay Ubershader Icon.
Yes - so: ...
That way you generate iRay eyes. You only have to think wise to select the best parameters / values.
Converting is what I talked about. And because in oroseaux' post he spoke about "glossy roughness", he already did the conversion.
I even have to rework the G3 iRay eyes. As I have to do for the iRay skin (as demonstrated in the Tween Rayn discussion - see especially the German discussion thread).
And: Applying the Uber iRay Shader doesn't need to use the CTRL key !!
I know this is a million years later, but thank you to everyone who responded. You're the MVPs for turning this nightmare into this.