Show Us Your Iray Renders

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Comments

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    jag11 said:
    Let's blow some smoke.

    NICE. That smoke looks really real.

  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    Szark said:
    let this run until 8000 samples, about 20 hours on I7 3440 no GPU

    ...holeee carp that is good.


    So when do those updated Nvidia 970/980s come out?


    Also wondering if the CPU had more cores, would it help shave some time off? Looking at an older i7 Extreme 6 core (12 thread) CPU.

  • jag11jag11 Posts: 885
    edited March 2015

    jag11 said:
    Let's blow some smoke.

    NICE. That smoke looks really real.

    Thx, You can replicate it by applying fog's settings and selecting Scatter & Transmit in the Glossy Color Effect listbox. And changing the volume's Transmit Color (67, 67, 67). Transmitted Measurement Distance is 40.

    Smoke was modeled in Hexagon.

    Post edited by jag11 on
  • jag11jag11 Posts: 885
    edited December 1969

    Szark said:
    let this run until 8000 samples, about 20 hours on I7 3440 no GPU

    Amazing.

  • tomtom.wtomtom.w Posts: 140
    edited March 2015

    Another one lit by the HDR image only. Two minutes of post-render work, with some adjustment to contrast and minor sharpening of objects in the foreground.

    Red_01b.png
    1920 x 1080 - 3M
    Post edited by tomtom.w on
  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    jag11 said:
    jag11 said:
    Let's blow some smoke.

    NICE. That smoke looks really real.

    Thx, You can replicate it by applying fog's settings and selecting Scatter & Transmit in the Glossy Color Effect listbox. And changing the volume's Transmit Color (67, 67, 67). Transmitted Measurement Distance is 40.

    Smoke was modeled in Hexagon.
    ...agh, Hex is too crash prone for me. I wonder if Nerd 3D'sSmoke tool will work.

  • jag11jag11 Posts: 885
    edited December 1969

    tomtom.w said:
    Another one lit by the HDR image only. Two minutes of post-render work, with some adjustment to contrast and minor sharpening of objects in the foreground.

    I feel like a kid in a Candy Store with all this great images.

  • jag11jag11 Posts: 885
    edited December 1969

    Kyoto Kid said:
    jag11 said:
    jag11 said:
    Let's blow some smoke.

    NICE. That smoke looks really real.

    Thx, You can replicate it by applying fog's settings and selecting Scatter & Transmit in the Glossy Color Effect listbox. And changing the volume's Transmit Color (67, 67, 67). Transmitted Measurement Distance is 40.

    Smoke was modeled in Hexagon.
    ...agh, Hex is too crash prone for me. I wonder if Nerd 3D'sSmoke tool will work.

    I was lucky I guess.

  • kyoto kidkyoto kid Posts: 42,117
    edited March 2015

    pearbear said:

    That does look great!

    So that's a super huge cube whose edges are offscreen, then?

    Yep, it is a massive cube with the left, right, and bottom edges off screen. The back and top edges extend behind the geometry of the big buildings, to make sure they're enveloped in the haze, but the edges don't need to go further than that. Also, the SSS settings here are lower than when making god-rays in a room. For a deep scene like this, the haze just needs to barely be there at all to make a noticeable effect. Like others have mentioned when doing their experiments, I was shocked at how little this trick lengthened render time, considering what a great and expensive looking effect it is.
    ...how did you get the sense of depth where the haze looks thicker the further away from the camera? I used the the same instructions but it cannot seem to achieve that same type of depth. Trying to simulate a foggy day similar to the effect AoA's Fog Camera creates.

    Post edited by kyoto kid on
  • The Paper TigerThe Paper Tiger Posts: 16
    edited March 2015

    Another test image completed using iray :) (GTX 780ti 3gb GPU only Render)

    0068_Stern_dsiRAY.jpg
    1020 x 1320 - 597K
    Post edited by The Paper Tiger on
  • Arnold CArnold C Posts: 740
    edited December 1969

    Variation of the standard Material Ball Scene, rendered in 52 minutes, 0.39 seconds on a
    AMD Athlon(tm) 64 X2 Dual Core Processor 4600+ 2,40 Ghz
    MSI GeForce GT 730 2GB DDR3 [96 CUDA-Cores]
    Windows 7, Build 7601, Service Pack 1, 6 GB RAM.

    I'm almost sure the GeForce bailed out during the process, since the former try with a size of 512x512 pixels just took around 14 minutes to completion.

    Can it be that one just have to apply the "Iray Optimized Genesis 2 Female MAT" instead of applying the "Iray Uber Base" first and then the Genesis2 MAT? The figure looks different in the preview window, with "Iray Optimized" only Genesis 2`s skin appears more glossy.

    V6_Iray_TEST_2.jpg
    1024 x 1024 - 576K
  • Oso3DOso3D Posts: 15,095
    edited December 1969

    I'm hoping to recreate something like that smoke but for 'dragon's fire.' Hmm.

    Meanwhile, I revisited my earlier still life and filled up the glass. My mother has a habit of making iced tea in those 50 cl glasses since I was a kid, and she also likes flowers/gardening, so it's a warm fuzzy from me.

    Still trying to work out how to make proper ice with an opaque core, but at least SOME ice actually looks like that, so...

    Still_life2.jpg
    900 x 1080 - 454K
  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    ...that actually looks pretty good.

  • KatherineKatherine Posts: 331
    edited December 1969

    Another test image completed using iray :) (GTX 780ti 3gb GPU only Render)

    Looks great. :)

    Kat

  • KatherineKatherine Posts: 331
    edited December 1969

    I'm hoping to recreate something like that smoke but for 'dragon's fire.' Hmm.

    Meanwhile, I revisited my earlier still life and filled up the glass. My mother has a habit of making iced tea in those 50 cl glasses since I was a kid, and she also likes flowers/gardening, so it's a warm fuzzy from me.

    Still trying to work out how to make proper ice with an opaque core, but at least SOME ice actually looks like that, so...

    This looks really good!
    Kat

  • Arnold CArnold C Posts: 740
    edited December 1969

    Rendered in 13 minutes, 56.57 seconds on a
    AMD Athlon(tm) 64 X2 Dual Core Processor 4600+ 2,40 Ghz
    Gainward GeForce GT 730 2048MB SilentFX [384 CUDA-Cores]
    Windows 7, Build 7601, Service Pack 1, 6 GB RAM.

    On this one I reduced the "Rendering Converged Ratio" to 88.25 % instead of the standard 95.0% since you really can't tell a noticeable difference between the resulting renders, except the 95.0% one needed 23 minutes, 56.85 seconds to completion. I guess I could even lower that to 87.0% or even 86.0%.

    The floor is a 40 x 40 m plane with the "Glass - Solid - Clear" shader applied, "Iray Optimized Genesis 2 Female MAT" on V6 and the "Iray Uber Base" on the suit and the hair.

    Background is a part of the skybox texture from Flipmode's "FM Solar System", used as a backdrop.

    Lighting is the "SoE-Sunny1" TIF from DimensionTheory's "Skies Of Economy" applied to the "Dome" (Infinite Sphere) on the Environment Render Settings, rotated 180° and set to 4.00. I guess I could raise that a notch or three to brighten it more up.
    On my first attempt there was a value of 2000.00, maybe remaining from one of the basic scenes loaded before.
    That was waayy too bright. On the other hand, that one finished in under 2 minutes. :-)

    Gl(o)ass.jpg
    964 x 582 - 269K
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Rendered in 13 minutes, 56.57 seconds on a
    AMD Athlon(tm) 64 X2 Dual Core Processor 4600+ 2,40 Ghz
    Gainward GeForce GT 730 2048MB SilentFX [384 CUDA-Cores]
    Windows 7, Build 7601, Service Pack 1, 6 GB RAM.

    On this one I reduced the "Rendering Converged Ratio" to 88.25 % instead of the standard 95.0% since you really can't tell a noticeable difference between the resulting renders, except the 95.0% one needed 23 minutes, 56.85 seconds to completion. I guess I could even lower that to 87.0% or even 86.0%.

    The floor is a 40 x 40 m plane with the "Glass - Solid - Clear" shader applied, "Iray Optimized Genesis 2 Female MAT" on V6 and the "Iray Uber Base" on the suit and the hair.

    Background is a part of the skybox texture from Flipmode's "FM Solar System", used as a backdrop.

    Lighting is the "SoE-Sunny1" TIF from DimensionTheory's "Skies Of Economy" applied to the "Dome" (Infinite Sphere) on the Environment Render Settings, rotated 180° and set to 4.00. I guess I could raise that a notch or three to brighten it more up.
    On my first attempt there was a value of 2000.00, maybe remaining from one of the basic scenes loaded before.
    That was waayy too bright. On the other hand, that one finished in under 2 minutes. :-)

    Just a quick note. The Iray Uber Base only needs to be applied if you intend to adjust the shaders specifically for the render. If you leave them as 3Delight Shaders, the auto-conversion that happens to render does exactly the same thing as applying the Uber Shader.
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Rendered in 13 minutes, 56.57 seconds on a
    AMD Athlon(tm) 64 X2 Dual Core Processor 4600+ 2,40 Ghz
    Gainward GeForce GT 730 2048MB SilentFX [384 CUDA-Cores]
    Windows 7, Build 7601, Service Pack 1, 6 GB RAM.

    On this one I reduced the "Rendering Converged Ratio" to 88.25 % instead of the standard 95.0% since you really can't tell a noticeable difference between the resulting renders, except the 95.0% one needed 23 minutes, 56.85 seconds to completion. I guess I could even lower that to 87.0% or even 86.0%.

    The floor is a 40 x 40 m plane with the "Glass - Solid - Clear" shader applied, "Iray Optimized Genesis 2 Female MAT" on V6 and the "Iray Uber Base" on the suit and the hair.

    Background is a part of the skybox texture from Flipmode's "FM Solar System", used as a backdrop.

    Lighting is the "SoE-Sunny1" TIF from DimensionTheory's "Skies Of Economy" applied to the "Dome" (Infinite Sphere) on the Environment Render Settings, rotated 180° and set to 4.00. I guess I could raise that a notch or three to brighten it more up.
    On my first attempt there was a value of 2000.00, maybe remaining from one of the basic scenes loaded before.
    That was waayy too bright. On the other hand, that one finished in under 2 minutes. :-)

    BTW that is a nice effect with the glass. If you use a cube instead you will get a slightly different effect. Refraction from the solid shader on a plane can be unpredictable, while the Thinwalled shader is designed for planes.
  • Oso3DOso3D Posts: 15,095
    edited December 1969

    As a tip, for the iced tea and other fluids, setting a light transmitted color in volume does a great job -- the darker the color, the more 'opaque' it makes things, effectively.

    (It looked great for wine -- I should try to make a wine bottle/glass, though modeling liquids within glass containers is a bit time consuming)

  • L'AdairL'Adair Posts: 9,479
    edited December 1969


    Can it be that one just have to apply the "Iray Optimized Genesis 2 Female MAT" instead of applying the "Iray Uber Base" first and then the Genesis2 MAT? The figure looks different in the preview window, with "Iray Optimized" only Genesis 2`s skin appears more glossy.

    I did that, very early on, before I read Sickleyield's post on getting started with Iray. The character came out looking very plastic, like a store mannequin. Now, if that's the look you want, leave off the Iray Uber Base shader and go straight to the material shader. But if you're looking for realism, you need the uber base.
  • DzFireDzFire Posts: 1,473
    edited December 1969

    "Cold"

    CySnake2.jpg
    1300 x 1000 - 513K
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    DzFire™ said:
    "Cold"

    Servo snake!

    That is super cool, I love it.

  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    DzFire™ said:
    "Cold"

    ...nasty lil' critter. Looks great.
  • Oso3DOso3D Posts: 15,095
    edited December 1969

    More work converting stuff in my comic. This is a digital avatar, the representation of human or robotic 'visitors' into the dataspace.

    Or maybe a toothpaste commercial...

    Avatar.jpg
    1080 x 1080 - 396K
  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    ...OK I think I may be on to something.

    Been experimenting with different settings and discovered that changing the Cube's shader to "Water Dispsersive", then turning Thin Walled "on" reducing Cutout Opacity to .4 and adding a bit of Refraction Roughness .15 seems to get me closer to what I am looking for.

    Fig 1. Settings as per in SickleYield's tutorial

    Fig 2. Settings as mentioned above.

    Have to play a bit more

    swindon_station_fog_test_2.png
    1200 x 900 - 1M
    swindon_station_fog_test.png
    1200 x 900 - 1M
  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    More work converting stuff in my comic. This is a digital avatar, the representation of human or robotic 'visitors' into the dataspace.

    Or maybe a toothpaste commercial...


    ...interesting, Need to set the eyeballs and ears to the same shader.
  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Kyoto Kid said:
    ...OK I think I may be on to something.

    Been experimenting with different settings and discovered that changing the Cube's shader to "Water Dispsersive", then turning Thin Walled "on" reducing Cutout Opacity to .4 and adding a bit of Refraction Roughness .15 seems to get me closer to what I am looking for.

    Fig 1. Settings as per in SickleYield's tutorial

    Fig 2. Settings as mentioned above.

    Have to play a bit more

    Very nice, I quite like that effect

  • kyoto kidkyoto kid Posts: 42,117
    edited December 1969

    ...thank you.

    Just used an HDRI and no sun as I wanted an overcast day. I like the fact this seems to add a bit of atmospheric "bloom" which is more characteristic of a misty/foggy day (we get a lot of those here in Portland OR...well usually, save for this winter).

    Going to increase the refraction roughness just a bit (doesn't take much) to see if I can get a bit closer to a "pea souper".


    I also need to make the surfaces look "wet" (but not "watery") like they would be on a day like this.

  • Oso3DOso3D Posts: 15,095
    edited December 1969

    More comic work. Converting the Cobalt Vanguard Survey Drone to Iray...

    The free links to HDRI staging room style files is greatly appreciated! A proper starry background/setting is pretty dark.

    CV_Survey_Drone.jpg
    1747 x 1080 - 799K
  • Oso3DOso3D Posts: 15,095
    edited December 1969

    CV Heavy Military Drone...
    (I'm really loving the easy metal and car paint shaders)

    CV_Heavy_Military_Drone.jpg
    1920 x 1080 - 1M
This discussion has been closed.