Show Us Your Iray Renders
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Still working on materials and lights.
...for some reason this makes me think of Fox Mulder. Nicely done.
...great, I love it.
..I love it.
New Avatar perhaps?
I know this is a few pages back but the skin on your fairy is kissing-fingers wonderful and I just had to say so! And her expression is so Brittany Murphy. A total delight.
Something is off here, not quite right. I wouldnt put too much confidence just yet in the render times because right now the scenes are not lit similarly at all. The Iray version shows the key light coming from behind. The woman's front is more or less in shadow. But in the 3Delight version, there appears to be a key light placed in front of her. When benchmark testing render times and quality I think it best to leave as many parameters unchanged between the competing engines as possible. If the two renders cannot even agree on where the light is coming from, then we shouldnt compare them.
There was a bug that caused an hdri to be rotated 35 degrees in the wrong direction. I do not know if this bug was ever fixed, but if not it would explain why the lighting looks as it does in the 3Delight version. I'd say maybe give the render another try but see if you can adjust the hdri's so that the light matches better.
Really compelling study. Please do keep it up.
A little bit of obvious post work with the splashes but...
My quest for human skin continues...
I found an easier way :D
(though this only works if the sun is in the scene and you've already rendered a backdrop)
- Add a null object and put it where the sun is on the backdrop
- Set the SS Sun Node to the null object
I looked through the sun-sky docs and after some fiddling, I got this 1st image using SS Blue-Red Tint=0.4 and SS RGB Unit Conversion=0.318, which gives the shadow and about the right color and amount of lighting for the figure for this scene. But it looks like in sun-sky mode it won't use an environment map anymore, so the environmental reflections on her skin and dress are lost. So then I took this image and used it as a backdrop for the final render in Dome and Scene mode. Now the orange reflections are back and there's a proper shadow too. *whew*
Wow!!!
8eos8 and ACross, I can not thank you enough for jumping in there and taking a look.
That is just great. After playing hours with photometric light and getting nowhere ... someone pointed me back here. :)
Can't wait to jump back in there!
Will post an update when I get it applied. ;)
Some tutorials about iray in Cinema4D
https://vimeo.com/channels/575815
...for some reason this makes me think of Fox Mulder. Nicely done.
Thank you! Yes, that's who it is supposed to be.
That's looking great! Very nice work. The only thing that strikes me as odd is that little reflection above his ear.
That's looking great! Very nice work. The only thing that strikes me as odd is that little reflection above his ear.
Thanks! That's from the back light (used to accent the translucency of the ears). Maybe I should have used a mesh light instead of photometric for softer lighting.
Peter.
Peter, what kind of texture are you using? Man.
Looks really good. :)
Kat
Question about lighting: I have a lot of very hot overhead lights (very institutional). White/blueish lights are going to wash out skin tones, right? Any tips on compensating?
Dance of fLight
(Now with 90% more shadow)
Monique 6 test for healthy looking skin, so moist & shiny was my aim (I did a levels adjust in post to get more depth to shadows)...
I need help with this one. The overhead lights are hot and blue-ish, and she's lit mostly from the back and sides, softly.
I THINK that's not doing well to make the model pop.
(The hair is a mess, but until the transmap intersection bug is fixed there's only so much I can do -- I tried to fake it a little with translucency, but eh)
Advice on improving things?
(Edit: Trying out a cooler/neutral tone light, which seems to help a bit. I still think I might need to add some sort of spot to bring out more details, though)
I cannot claim this to be truly photorealistic, but I am pleased with the result. The base model is Brodie 6 with Jayce skin texture map.
I tried getting some realism to the eyes using the water-thin shader, from methods described in this thread, but need a lot more practice, and further instruction. The eyes are from the model Brandon. http://www.daz3d.com/brandon
Five photometric spotlights were used in this render, and a real sky photograph taken by myself, dropped into the Environment Map.
Cheers :-)
2 things. She's wearing the same color as the background, which makes her blend in, unless there is a specific story reason for her to be matching the wall I would change the color of her shirt.
The background is much more bright and intense that her, There appears to be a light coming from behind and to the right of her, But it looks like its effecting the wall more,
I'd probably also add some rim lighting (point a spotlight at her from the back either slightly to the left or right and crank up the lumens) which would thoroughly separate her from the background
2 things. She's wearing the same color as the background, which makes her blend in, unless there is a specific story reason for her to be matching the wall I would change the color of her shirt.
The background is much more bright and intense that her, There appears to be a light coming from behind and to the right of her, But it looks like its effecting the wall more,
I'd probably also add some rim lighting (point a spotlight at her from the back either slightly to the left or right and crank up the lumens) which would thoroughly separate her from the background
Very good pointers here. :) Add to that you may need to adjust the fit of the hair a bit. The transparency issue really isn't affecting hair. It affects more plants, grass, forests etc where you have a multitude of planes intersecting. Also apply the Iray Uber shader (Hold CRTL and click) so you can make sure the transmap is in the Cutout property correctly.
For the light, you can also check the Tips thread. There are a bunch of good bits of advise there on making adjustments in Render Settings > Tone Mapping, that might help as well. :) Especially the ones on lighting interiors.
There is a bunch to learn. I am really glad to see people helping each other out.
Kat
There is a story reason (Cobalt Vanguard wears lots of blue uniforms, lots of blue fashion), but I can make the walls dimmer/less saturated.
And yeah, rim light. Hmm.
Thanks!
Kat, the transmaps on the hair caused the system to lock up every single time. I'll give it another attempt, but... yeah.
There are three different hair objects. I converted all to Iray base. Machine locked up any time I used Cutout on more than one of them.
Which ones are you using? I'll give them a try here as well. :)
Kat
Well flux me.
Ok, looks like I got confused with a different bug and it DOES, in fact, work fine. Thanks for prompting me to double-check!
Much better render baking...
This is best viewed full size. I used YosemiteHdr from DimensionTheory in the environment and pumped up the ground shadows a bit. One photometric spot and 12 minutes later, this is what I came up with. My system is an iMac 3.4 GHz Intel Core i5 with 32 gb ram and NVIDIA GeForce GTX 780M 4096 MB.
I love that even when using 3Delight rendering my renders are getting complete in record time for me.
My first experiment and I can see myself using iray quite a bit.
...wow, looking really good. Are you using the Iray skin shader?
...looks really nice.
It's the G2M Iray shader, but I tweaked it a bit (mostly more translucency, SSS, reflectivity.
I think the most important part is the lights : I start with only a photometric at the back so I can 'tune' the translucency of the ears. Than add a meshlight (I had from Reality), this gives softer shadows and less specularity to the skin than a photometric spotlight.
Than I add a HDRI (Redspec).
I also tweaked the eye materials a lot (sclera, tear, iris,...) to add more refraction and reflectivity (top coat weight).
Peter.
BTW : the base character was https://www.daz3d.com/hector-for-gianni-6 + M6 HD.