Show Us Your Iray Renders. Part VI

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Comments

  • KnittingmommyKnittingmommy Posts: 8,191

    This was a little experiment I did in Iray.  I've become obsessed with just what one can and can't do with tone mapping inside DS and no postwork.  I really like how this one turned out straight out of DS.

    Red Rabbit

    Gallery Link

    I've like Jessica Rabbit for a long time, very good. The Jessica Rabbit look was why I 1st bought The Girl. If you have seen it the original had a Jessica Rabbit type dress, hair, gloves and such.

    I believe I have that, too.  I should dig her out sometime.  :)

  • kyoto kidkyoto kid Posts: 42,089

    This was a little experiment I did in Iray.  I've become obsessed with just what one can and can't do with tone mapping inside DS and no postwork.  I really like how this one turned out straight out of DS.

    Red Rabbit

    Gallery Link

    ...classy. 

    "I'm not bad, I'm just rendered that way"

  • KnittingmommyKnittingmommy Posts: 8,191
    kyoto kid said:

    This was a little experiment I did in Iray.  I've become obsessed with just what one can and can't do with tone mapping inside DS and no postwork.  I really like how this one turned out straight out of DS.

    Red Rabbit

    Gallery Link

    ...classy. 

    "I'm not bad, I'm just rendered that way"

    LOL!  Thanks.  :)

  • New work trying out  lighting setup. Not 100% happy yet, but getting clean noiseless results and seemingly fast render times.

    IMG_4709.JPG
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  • BruganBrugan Posts: 365
    edited April 2017

    Expanded the Toon Trek crew and hit them with Zev0's fit control to make the clothes a little less sticky looking. The hologram version of the AI took forever, but as I was making her I realized that you can delete a LOT of character maps that load on figures with very little change to the look of the character, yet save a TON of vram.

    Another trick in this render is that I'm only using 3 different skins and then re-coloring them to make the characters appear different. When you use this trick and set optimization for memory instead of speed it's like you're only rendering 3 figures instead of 8. Then further removing maps for reflection and some of the bump maps reduce your memory footprint even more.

    Now I have to decide what ship they should crew surprise

    BTW, if anyone is interested, I updated my drivers last night and I'm seeing something odd at render time,

    Rendering in NVIDIA Iray
    Compiling Shaders - 0/1
    Rendering image
    Rendering...
    Iray VERBOSE - module:category(IRAY:RENDER):   1.4   IRAY   rend progr: CUDA device 0 (GeForce GTX 1050 Ti): Processing scene...
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Geometry memory consumption: 320.202 MiB (device 0), 0 B (host)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Texture memory consumption: 4.90262 GiB (device 0)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Lights memory consumption: 91.5548 MiB (device 0)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Material measurement memory consumption: 0 B (GPU)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Materials memory consumption: 1.19371 MiB (GPU)
    Iray Iteration: 1

     

    According to that, I'm way overbudget on my 4gb card but it's GPU rendering anyways. Is this working because of compression? I really wish there was better documentation for Iray frown

    Post edited by Brugan on
  • Oso3DOso3D Posts: 15,095

    Testing stuff.
    So one of the challenges down the road will be developing figures or figure morphs when I can't generate/distribute high definition morphs. So I have to find ways around that for intricate figures... one of which is to generate good displacement maps. Which is... a different challenge.

    So my test here:
    I took Exile full morph with high definition details, then extracted world normal map, set that as a Height map back to the figure. Then switched the figure to a regular G3M figure, exported height textures.

    The results are promising; there's a gap near the chin, but the displacement map is 'strained' by being applied to a figure drastically different than the world normal map was generated for. That is, the displacement map fits the tall, lanky, morphed Exile, not a shorter, stockier human.
    Presumably, if I was adding details to a mostly morphed figure, it would mesh better. (I'll have to poke at that idea some more)

     

    G3M Exiled.png
    2160 x 2160 - 4M
  • Oso3DOso3D Posts: 15,095

    Aaand I think I did that the hard/stupid way. Hmm.
     

  • kyoto kidkyoto kid Posts: 42,089
    Brugan said:

    Expanded the Toon Trek crew and hit them with Zev0's fit control to make the clothes a little less sticky looking. The hologram version of the AI took forever, but as I was making her I realized that you can delete a LOT of character maps that load on figures with very little change to the look of the character, yet save a TON of vram.

    Another trick in this render is that I'm only using 3 different skins and then re-coloring them to make the characters appear different. When you use this trick and set optimization for memory instead of speed it's like you're only rendering 3 figures instead of 8. Then further removing maps for reflection and some of the bump maps reduce your memory footprint even more.

    Now I have to decide what ship they should crew surprise

    BTW, if anyone is interested, I updated my drivers last night and I'm seeing something odd at render time,

    Rendering in NVIDIA Iray
    Compiling Shaders - 0/1
    Rendering image
    Rendering...
    Iray VERBOSE - module:category(IRAY:RENDER):   1.4   IRAY   rend progr: CUDA device 0 (GeForce GTX 1050 Ti): Processing scene...
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Geometry memory consumption: 320.202 MiB (device 0), 0 B (host)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Texture memory consumption: 4.90262 GiB (device 0)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Lights memory consumption: 91.5548 MiB (device 0)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Material measurement memory consumption: 0 B (GPU)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Materials memory consumption: 1.19371 MiB (GPU)
    Iray Iteration: 1

     

    According to that, I'm way overbudget on my 4gb card but it's GPU rendering anyways. Is this working because of compression? I really wish there was better documentation for Iray frown

    ..are you sure?   The scene will render on the CPU until it's memory is exceeded, then dump to the CPU,  Considering you are about 1.35 GB "overbudget"  and your scene was half of what my average scene size it, it still may not have taken that long to finish.

  • BruganBrugan Posts: 365
    kyoto kid said:
    Brugan said:

     

    BTW, if anyone is interested, I updated my drivers last night and I'm seeing something odd at render time,

    Rendering in NVIDIA Iray
    Compiling Shaders - 0/1
    Rendering image
    Rendering...
    Iray VERBOSE - module:category(IRAY:RENDER):   1.4   IRAY   rend progr: CUDA device 0 (GeForce GTX 1050 Ti): Processing scene...
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Geometry memory consumption: 320.202 MiB (device 0), 0 B (host)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Texture memory consumption: 4.90262 GiB (device 0)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Lights memory consumption: 91.5548 MiB (device 0)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Material measurement memory consumption: 0 B (GPU)
    Iray VERBOSE - module:category(IRAY:RENDER):   1.5   IRAY   rend stat : Materials memory consumption: 1.19371 MiB (GPU)
    Iray Iteration: 1

     

    According to that, I'm way overbudget on my 4gb card but it's GPU rendering anyways. Is this working because of compression? I really wish there was better documentation for Iray frown

    ..are you sure?   The scene will render on the CPU until it's memory is exceeded, then dump to the CPU,  Considering you are about 1.35 GB "overbudget"  and your scene was half of what my average scene size it, it still may not have taken that long to finish.

    Is that how it's supposed to work? Usually if I'm overbudget on vram it dumps straight to CPU at the start of the render.

  • BruganBrugan Posts: 365

    Also for kicks, I rendered these two. Aiko/Anime style and de-Tooned.

  • EurocoinEurocoin Posts: 302

    Sometimes rainfall can be very enjoyable.

  • Oso3DOso3D Posts: 15,095

    One for Easter.

    'He HAS risen!'

     

    Easter Surprise.png
    667 x 1080 - 524K
  • nohiznguyennohiznguyen Posts: 263
    edited April 2017

    Sshhhh ... wink

    d041a.jpg
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    Post edited by nohiznguyen on
  • BruganBrugan Posts: 365

    Final version of my ToonTrek crew, LOVE the Antares series from Petipet but I feel like I need a slicker ship to put them in, still deciding on that one. Rendered as usual in 4k click to explore :)

  • nonesuch00nonesuch00 Posts: 18,812

    looks good, love those shades of blue

  • Oso3DOso3D Posts: 15,095

    Someone was asking about the python and I wondered...

    Also hadn't used the Mouse yet, so here we go.

     

    The Ophidian Horror.png
    1748 x 1080 - 3M
  • ArtiniArtini Posts: 10,537
    edited April 2017

    Experimenting with terrains created in Bryce, then exported as .obj to Daz Studio and rendered in iray.

    image

    Ter123a06pic02ps08.jpg
    1920 x 1080 - 557K
    Post edited by Artini on
  • SaphirewildSaphirewild Posts: 6,680

    Titled: Sandra

  • nonesuch00nonesuch00 Posts: 18,812

    Sandra's lovely.

  • Oso3DOso3D Posts: 15,095

    I hesitate to offer unasked for advice, but I think the gloves would look better as part of a geoshell with a very low offset (like .01), so it looks more like it's clinging to the skin.

     

  • FSMCDesignsFSMCDesigns Posts: 12,849

    I hesitate to offer unasked for advice, but I think the gloves would look better as part of a geoshell with a very low offset (like .01), so it looks more like it's clinging to the skin.

     

    or apply a smoothing modifier and then use the FBMexpandall slider/scaling to make a tighter fit. Other than that, nice render

  • SaphirewildSaphirewild Posts: 6,680

    I hesitate to offer unasked for advice, but I think the gloves would look better as part of a geoshell with a very low offset (like .01), so it looks more like it's clinging to the skin.

     

    I am thinking the same thing Will thanks for the advice.

    I hesitate to offer unasked for advice, but I think the gloves would look better as part of a geoshell with a very low offset (like .01), so it looks more like it's clinging to the skin.

     

    or apply a smoothing modifier and then use the FBMexpandall slider/scaling to make a tighter fit. Other than that, nice render

    Hmmmm that just may work FSMCDesigns, I thought it looked a might like she had man hands giggles.

  • SaphirewildSaphirewild Posts: 6,680

    Sandra's lovely.

    Thanks so much Nonesuch00!!

  • BruganBrugan Posts: 365
    edited April 2017

    I've spent way too much time fiddling with the materials on this character, but it's been so much fun.

    These are kind of grainy because I decided I needed to move on lol.

    Post edited by Brugan on
  • nonesuch00nonesuch00 Posts: 18,812
    Brugan said:

    I've spent way too much time fiddling with the materials on this character, but it's been so much fun.

    These are kind of grainy because I decided I needed to move on lol.

    they're cool

  • Robert FreiseRobert Freise Posts: 4,622
    edited April 2017

    Definitely cool really like the second set

    Post edited by Robert Freise on
  • Oso3DOso3D Posts: 15,095

    Now that I have Substance Painter 2, poking at various things to see what easy reskins I can do. Here's the slimebeast, which I've had a lot of problems with; the standard displacement map has a really obvious seam down the middle.

    Also thinking of making some odd skins for Millennium Dog. Hmm.

     

    Slimebeast Skin1.png
    1748 x 1080 - 2M
  • ArtiniArtini Posts: 10,537
    edited April 2017

    Another terrain created in Bryce, then exported as .obj and rendered in Daz Studio with iray.

    image

    Ter124a03pic04ps02.jpg
    1920 x 1080 - 851K
    Post edited by Artini on
  • KnittingmommyKnittingmommy Posts: 8,191

    Finally finished this one last night.  It took forever to render the skin. 

  • nonesuch00nonesuch00 Posts: 18,812

    nicely done

This discussion has been closed.