Show Us Your Iray Renders. Part VI

12324262829100

Comments

  • Oso3DOso3D Posts: 15,108

    Working on weird textures.

    And since INEVITABLY people want such things to have textures for 'anatomicals,' FINE, there you go. Weird magma dude has weird magma... bits.

    Nudity, duh.

    http://willbear.deviantart.com/art/MagmaM-Complete-hot-678378100

    http://willbear.deviantart.com/art/MagmaM-Complete-cold-678378171

     

  • Oso3DOso3D Posts: 15,108

    And hey, duh, I can use the same skins to do other things...

    (minus the anatomy)

     

    Stream.jpg
    1335 x 2160 - 445K
  • TJohnTJohn Posts: 11,355
    edited May 2017

    And hey, duh, I can use the same skins to do other things...

    (minus the anatomy)

     

    @Will: you might want to check this out. smiley https://help.deviantart.com/565/

    Post edited by TJohn on
  • Oso3DOso3D Posts: 15,108

    Ah foo, thanks for the tip. So to speak.

    (Honestly, the only reason it's like that is because otherwise you can't even see it against the randomness of the texture, but ok)

     

  • EurocoinEurocoin Posts: 302

    Bath

  • L'AdairL'Adair Posts: 9,479
    jonttex82 said:

    Bath

    Very cute. I really like it.

  • L'AdairL'Adair Posts: 9,479

    The Elder
     

    The Elder, by L'Adair


    I did this for the Skin Builder 3 render competition. I used the base G3F skin with skin builder, making it very pale to go with the white-ish horse coat, adding blotches, veins and so on. The eyes were also created in SB3. The background is Willow Creek. I rendered it all together, but liked the lighting better on the centaur without the set around him, so I ended up rendering Willow Creek without the centaur then layering them together in Photoshop. I added the distance blur in Photoshop, as well. The base G3M is Dale and I used Dale's beard, but the fiber eyebrows are two instances of FW Alfred's eyebrows, with Mec4D's Unshaven 2 hair shaders. The body hair is Oh My Body Hair from RedzStudio, available eleswhere. For the full list of products used, check out the gallery page, here.

  • Oso3DOso3D Posts: 15,108

    A commission, sort of, for my daughter. ;)

     

    Madison's Fairy.jpg
    668 x 1080 - 170K
  • L'AdairL'Adair Posts: 9,479
    edited May 2017

    I was working on another entry for the SB3 render competition, and decided to do Aiko as a toon, in something reminiscent of the old World War II posters. I had a terrible time coming up with some sort of background. I wanted to use an American flag, but the one I have is dynamic, and I have yet to make that plugin work. Or work well. I tried applying a flag texture over the pirate flag from Pirate Treasure Chest, Coins and Flag, but I still didn't like the results. Finally, I went to Deposit Photo and purchased a vintage flag. That still didn't work with the pirate flag, but it made a decent texture for the backdrop props from the Render Studio Iray.

    I started out with the full body in the frame, and I still really like the pose. I added a salute to a Callie 6 playful pose. Don't know if it was the conversion process from G2F to G3F, but the left hand looked a bit wonky, so I used one of the many hand pose products to make it look more natural. This images uses the Floor and Wall backdrop, with the flag on the wall and, oddly enough, one of the ribbon shaders from the Dance of the Butterflies product on the floor. The entire skin, makeup, brows and lashes were all created in Skin Builder 3.

    Hooray For The Red, White, and Blue


    Hooray For The Red, White, and Blue, by L'Adair

    You can find the complete list of products used on the gallery page here.

    Post edited by L'Adair on
  • L'AdairL'Adair Posts: 9,479

    One of the tricks I use to get the eyes pointing where I want them is to spot render the face to a new window. In the process, I realized this image lent itself well to a close-up portrait, so I created another camera and reframed the face and upper torso. Besides using the Render Studio Infinity Cove, this image has a different angle on the face, and she's not wearing a flower in her hair. The main thing is, this image really shows off the SB3 skin and makeup.

    Feeling Patriotic
     

    Feeling Patriotic, by L'Adair

    You can find the complete list of products used on the gallery page here.

  • nonesuch00nonesuch00 Posts: 18,856

    those are good

  • L'AdairL'Adair Posts: 9,479

    those are good

    Thank you, nonesuch00. I really do like the Skin Builder 3 product. (It's a shame there won't be one for the males, but I hear it wouldn't sell well enough to be worth the time and effort for the vendors.)

  • nonesuch00nonesuch00 Posts: 18,856
    L'Adair said:

    those are good

    Thank you, nonesuch00. I really do like the Skin Builder 3 product. (It's a shame there won't be one for the males, but I hear it wouldn't sell well enough to be worth the time and effort for the vendors.)

    Well, at one time I wanted the Skinbuilder for Genesis 3 but since then I have gotten good enough at manipulating the G3F & G3M surfaces myself I don't need it. I might still buy the Geisha Builder Product but that is more so I have a ready-made reference to use myself.

  • JamesJABJamesJAB Posts: 1,766
    edited May 2017

    I'm just going to leave these here.
    A couple of renders of my current project.  All of the light in these scenes are being generated by shaders.  Emissive shaders make my life so much easier, It's nice being able to make a light, line the housing with a reflective surface and have it react like a real light.

    fa1a62174d93ab31a4d4aba5367f7f.png
    1920 x 822 - 3M
    4626c1c4d0a224cc2e853791d518ca.png
    1920 x 1080 - 5M
    Post edited by JamesJAB on
  • alexhcowleyalexhcowley Posts: 2,408
    Mattymanx said:

    Excellent pose and lighting.

    Cheers,

    Alex.

  • MattymanxMattymanx Posts: 7,000

    Thanks Alex.

     

     

    James, your lighting in the bridge is excellent

  • OdaaOdaa Posts: 1,548
    JamesJAB said:

    I'm just going to leave these here.
    A couple of renders of my current project.  All of the light in these scenes are being generated by shaders.  Emissive shaders make my life so much easier, It's nice being able to make a light, line the housing with a reflective surface and have it react like a real light.

    I like the second one alot, it reminds me of some of the colored gel lighting effects from 1960s Star Trek.

  • kyoto kidkyoto kid Posts: 42,221
    JamesJAB said:

    I'm just going to leave these here.
    A couple of renders of my current project.  All of the light in these scenes are being generated by shaders.  Emissive shaders make my life so much easier, It's nice being able to make a light, line the housing with a reflective surface and have it react like a real light.

    ...really nice. 

    You must have a bretty hefty GPU all those emissives in the second pic would take the better part of a day rendering on the CPU on my system.

  • nonesuch00nonesuch00 Posts: 18,856

    I have emissives turned on for 6 instances of RTDNA's Atmospherics fog to give that 'glowy healthy fresh cool morning look' and 2 days and 21 1/2 hours into my render I am 23% converged but then I lowered the quality level down from 5 to the default 1 again a while back. 

  • JamesJABJamesJAB Posts: 1,766
    kyoto kid said:
    JamesJAB said:

    I'm just going to leave these here.
    A couple of renders of my current project.  All of the light in these scenes are being generated by shaders.  Emissive shaders make my life so much easier, It's nice being able to make a light, line the housing with a reflective surface and have it react like a real light.

    ...really nice. 

    You must have a bretty hefty GPU all those emissives in the second pic would take the better part of a day rendering on the CPU on my system.

    On each of the wall sections there are 2 baseboard lights, 2 ceiling fixtures [each fixture has 2 light housings consisting of 1 white (@ 7000k) and one red light (@ 1000k).], and allof the screens / consoles emit light. And there is the light in the center dome.
    To create the red alert look, I turn down the strength of the main white lights and turn up the red ones.
    Most times I will kill the render at about 10-15 min, but sometimes I will start one before work or sleep.
    GPU is a GTX 1060 6GB version.  This card seems to strike a nice balance between cost and performance.

    Light01.png
    960 x 540 - 1M
    Light02.png
    960 x 540 - 1M
  • MattymanxMattymanx Posts: 7,000

    Are all your mesh lights lowpoly?  If not it would be wise to make them so.  (pun not intended)  That way it will take resources and less time.

     

    I would remove the fog all together and use the Nik Color Effects to add it back in via "Classical Soft focus" in post.  I would also not bother going over Quality 3 in Iray.

  • Oso3DOso3D Posts: 15,108

    Quality 3? Huh. I usually set it to 100 and then keep an eye on the convergence; personally, if it's above 25% and it's not incrementing more than .5% per iteration, I stop it. Usually that's good enough.

     

  • fred9803fred9803 Posts: 1,565
    kyoto kid said:

    Haha, yeah just me. I must be a purist, I think. I know postwork is common, but it feels like cheating...

    ...on the same bus here.

    Are you saying that da Vinci didn't do lots of major touch-up work on Lisa before he was satisfied? Recent research shows that the Mona Lisa went through many itterations before the final product. I reckon most artists do whatever it takes to produce an image to convey their message. The method is subordinate to the purpose.

  • kyoto kidkyoto kid Posts: 42,221

    ...iterations, meaning different attempts is one thing (I used to paint in oils there was only so much work you could do to an original before you had to scrap it and start over again).  This what happens.  I have a lot of files that are different versions of the same scene or scene element until I settle on what I feel looks right.  I cannot do a lot of postwork, particularly digital painting, as I do not have a steady hand any more due to serious arthritis. 

    This is why I need to get the most out of a final render pass as I can.  I can alter tone mapping, add filters, or text in post, but that is about it.

  • fred9803fred9803 Posts: 1,565

    Postwork to me is more about manipulating a 3D render in a 2D program to correct errors that cannot or would be too time consuming to correct with re-rendering. Stuff like poke-through and meshes intersecing each other. Maybe adjusting some contrast or exposure.

    I'm not talking about renders post-worked to within an inch of their death... which I think are quite obvious and leave me cold.... the really highly "liked" ones in the gallery I might add. God save me from difuse glow LOL.

    I guess it goes to prove that everyone's idea of postwork is different to others. But I wouldn't say that postwork is something to be frowned upon for purely artistic/ethical reasons. And I now fully understand the reasons why you avoid it. There but for the grace of God go I.

  • StewmanStewman Posts: 9
    edited May 2017

    Dirty Girl...

    Post edited by Stewman on
  • JamesJABJamesJAB Posts: 1,766

    So, someone mentioned that there is a bloom setting in Iray....  So I played with it.
    Set the bloom filter threshold to 8000, and the pixel filter to triangle
    It slowed down the render a bit 1269 iterations in 23 min @ 1920x1080
    1st render has the ceiling lights temperature set at 7500k, 2nd one is at 1200k

     

    BloomTest02.png
    1920 x 1080 - 4M
    BloomTest03.png
    1920 x 1080 - 4M
  • StewmanStewman Posts: 9
    edited May 2017

    Caught out in the rain.

    Post edited by Stewman on
This discussion has been closed.