Show Us Your Iray Renders
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Awesome DZ! You beat me to it! I was only in the thought process of how to do a proper cut. LOL Sheesh... now you have really hot cars and diamonds! You win... you get all the women. ;)
You did a great job with it. :)
KatThanks Kat
Any ideas on how to create a shadow catcher outside of dome and scene settings. wondering if it's possible to create shadow alpha for overlaying/merging to regular photos or footage. thanks so much.
There are still obvious flaws with this but I wanted to post it anyway. A couple of things to note is that I used 4 photometric lights in the scene. On is behind her facing the background to light it a bit more, one is behind her over her shoulder, one is a big low and in front of her and another is on her left side. Because I made adjustments to the tone mapping none of the lights is super bright. The one in front of her (If you look at her eyes you can see it as the large rectangular highlight on the cornea) is set at 1300 lumen (a bit brighter than a 100 watt light bulb) and set to rectangular and is quite large at 40 x 30. The one on her left side is at 200 lumen (about 20 watts) and the two behind her are 1500 lumen.
Tone mapping settings are ISO 200, fstop 2, and shutter speed 350. Not exactly camera settings but we are not married to those with this.
I'll note that I made sure that the cornea bulge morph was set to 1 so that it was a more natural surface. I also swapped the cornea (and eye surface) to a thin water and removed redundant maps on them. Be sure to set the cornea refraction or the reflections/highlights will not behave correctly.
Primary skin corrections were to move the specular strength map out of color and down to the correct strength slot. Since the map was so dark I increased the strength a bit to compensate. I also made sure to increase the bump. If you don't do that you get a really smooth highlight on the lips especially. I think that the highlights on her lips are still a bit to sharp to be realistic and if I redo the scene I will roughen that some. She is rather pale (which I like) but in a redo I might consider adjusting the translucence to be a bit darker.
I also wish that it had rendered longer to resolve more of the grain. I had increased the settings but not enough. I think that the render time was about 2 hours which actually may be faster than an UE2 render would have been of the same subject. Keep in mind though that I am on a 7 year old computer and use cpu only.
Wow! I love how this one is going! And yep, I have done more reading on lighting physics than I ever thought I'd have to. LOL Great title!
Kat
Thank you Kat
I see so much great work her. Obviously Iray did a lot to us DAZ users.
So far I've been a pure DAZ and 3Delight user. I was on the edge of considering to buy the Reality Plug-in, untill this came up.
Reading this part of the forum allready answered a lot of questions for someone who never did anything else but building up scenes mainly with regular lights and just recently with Uber Enviroment.
So with this new toy I played with the sun-sky setting, scene only setting and IBL (gloom is very nice when put on a candle with IBL on the flame).
But, I'm still a little confused on HDRI.
So this render is a bike, with various basic Iray shaders, no adjustment to settings.
In render settings I applied an HDRI image to the ""nvironment map". Only thing changed is the environment map setting. Went from 2 to 1.5 (Love the render preview!!!!!) and rendered in Dome Only setting.
So ... dumb question ... is this HDRI lighting or does it need something else. In Uber Environment you have to apply the maps to light and sphere settings.
Besides this question .... I really love the way Iray works.
Just forgot.
CPU render only. Stopped at 1 hour. Using the advice to render twice the size of the post. Used the camera on the Ball Scene that came with 4.8. Hence the DOF.
If you had included Scene Lighting then the Headlamp would have been on as well. (You can turn that off by placing an invisible light in the scene or going to the camera and specifically turning it off.
Great job for a first time out.
So, with a camera's headlamp on auto, and the env set to dome only, I don't have to keep going back/forth turning the headlamp on/off? If that's true, you just saved another small portion of my sanity. lol
Playing a bit with the Iray uber shader and trying to get an acceptable skin without losing too much details even rendered in low res
Just lit with an IBL and only changed a few parameters in tone mapping and environment. Didn't touch Quality or Filtering. Rendered in 20 min CPU + GPU
And if the result is OK in my POV, the quality is not good. You can especially see that under the chin.
So if someone has any suggestion to avoid that, before I begin to run a battery of tests changing convergence ratio, quality or whatever could come to my mind, that would be helpful
If you had included Scene Lighting then the Headlamp would have been on as well. (You can turn that off by placing an invisible light in the scene or going to the camera and specifically turning it off.
Great job for a first time out.
Thanks spooky
So, with a camera's headlamp on auto, and the env set to dome only, I don't have to keep going back/forth turning the headlamp on/off? If that's true, you just saved another small portion of my sanity. lolYou can also add a light to the scene, that turns off the Headlamp when in auto. If it is invisible neither the light added or the headlamp will emit light.
So I've been working on learning things from ground up, after, ah, persuading Significant Otter to get me a new GPU.
Today, I spent about six hours wondering what I'm doing wrong, and I still don't know what went wrong, but I finally got my scene rendered when I started it from ground up again. FML.
So here are the results:
Found a reasonable skin preset for my character, check.
Managed to create a hair preset that looks presentable, check.
Learned something about metals and gemstone presets, check.
Learned that it is not normal for this render to try and render it for nine hours, while stuck at iteration 5, check.
Blue sky background is Photoshop, as is a trail of hot angel dust, plus top row image placement.
I can haz a new toy, CHECK!
Had to look for it myself. You can find it at Share CG. Just google:
Ravenous Chopper.
Thank you!
I have been experimenting with HDRs using some tips from these forums.
The following image's environment settings are:
Environment Mode - Dome and Scene
Dome Mode - Finite Sphere
Draw Dome - On
Environment Map - Tokyo BigSight (free from hdrlabs)
Dome Radius - 10
Ground Position Mode - Manual
Draw Ground - On
Oh and the only lights are from the HDR.
Looks really good!
Kat
Had to look for it myself. You can find it at Share CG. Just google:
Ravenous Chopper.thanks DLing now
Got a new GTX 970 card and it's much more enjoyable to keep making adjustments and rendering now. LOL
Using Bright Loft, Olympia, and DT's Yosemite HDR set to finite cube with ground and scaled to 100%. (default seems to be 200%)
First render is no Iray shaders at all with Olympia using SSS skin shaders.
Second (with many renders in between tweaking things lol) using Iray base shaders on all, G2F Iray skin shader on Olympia changing some settings found on the forums, and adding emissive cones to the 2 hanging lights set to 50watts.
I actually think I like her skin better in the first picture only using SSS but I'm not sure.
And another skin test with M6 (5 mins. GTX780).
Too bad I messed up the eye reflection and couldn't get it back again...
OK, some typos I just simply can't pass up. "How many abalones did that cost you?" ROTFL!
I didn't see an answer to this. If I get the question right, under environment turn on the floor. If you want a simple image as a background, under the Environment tab, generally found over on the other side under Scene, you can set it to backdrop and load your image there. Very easy! If you use a HDR for lighting, under Render Settings, Environment, Environment map, it will light the scene while only your backdrop image will display.
OK, some typos I just simply can't pass up. "How many abalones did that cost you?" ROTFL!
Oh my goodness, no, that's how I call him on purpose. :lol:
OK, some typos I just simply can't pass up. "How many abalones did that cost you?" ROTFL!
This gave me a good chuckle too. I think the Significant Otter should be a new Alice in Wonderland character. :)
Edit: LOL Skiriki that pic
Oh my goodness, no, that's how I call him on purpose. :lol:
Ah!!!! That's great! So abalones go back and forth all the time then. ;) New processor = good otter.
Playing with Iray and some selfmade lights, made with three planes and the 'Emissive'-Shader!
It's the V6 HD skin, but I took the Iray Skin Shader on it!