Show Us Your Iray Renders

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  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Another revamp (since it's interesting to see how things end up with new materials and rendering, after I've already done a lot of work!)

    King's Gambit (there is a follow-up I will work on, Schallop Defense! Ha ha)

    Kings_Gambit.jpg
    1920 x 1080 - 1M
  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Lots more great renders in here, amazing work everybody.

    Hopefully I can ask this here, and someone can point me: what are the good strategies people are coming up with for dealing with the headlamp? I have a scene where I'm using mainly an infinite sphere environment hdri as the illumination but I also have one photometric point light. Because the environment light does not seem to be simulated, the workspace becomes completely dark with the headlamp on "Auto". The point light of course is too weak to illuminate everything. I then explicitly turn the headlamp "On" just so I can see what I'm doing. But then I have to remember to turn it back off before I render. I just let a render go for ten hours before realizing I'd screwed it up with the headlamp still on. Anything I could be doing better here that would help me avoid this?

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Lots more great renders in here, amazing work everybody.

    Hopefully I can ask this here, and someone can point me: what are the good strategies people are coming up with for dealing with the headlamp? I have a scene where I'm using mainly an infinite sphere environment hdri as the illumination but I also have one photometric point light. Because the environment light does not seem to be simulated, the workspace becomes completely dark with the headlamp on "Auto". The point light of course is too weak to illuminate everything. I then explicitly turn the headlamp "On" just so I can see what I'm doing. But then I have to remember to turn it back off before I render. I just let a render go for ten hours before realizing I'd screwed it up with the headlamp still on. Anything I could be doing better here that would help me avoid this?

    Always turn the headlamp to off first thing on every camera. Then use those cameras only for rendering through and use the perspective view camera to navigate the scene. That's what I've been doing.

  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Lots more great renders in here, amazing work everybody.

    Hopefully I can ask this here, and someone can point me: what are the good strategies people are coming up with for dealing with the headlamp? I have a scene where I'm using mainly an infinite sphere environment hdri as the illumination but I also have one photometric point light. Because the environment light does not seem to be simulated, the workspace becomes completely dark with the headlamp on "Auto". The point light of course is too weak to illuminate everything. I then explicitly turn the headlamp "On" just so I can see what I'm doing. But then I have to remember to turn it back off before I render. I just let a render go for ten hours before realizing I'd screwed it up with the headlamp still on. Anything I could be doing better here that would help me avoid this?

    Always turn the headlamp to off first thing on every camera. Then use those cameras only for rendering through and use the perspective view camera to navigate the scene. That's what I've been doing.

    Thanks Sickle, will try this. Rendering again now, so can't test, but I think what I was experiencing was that since I had the point light too, even the perspective view was dark when I switched to it when headlamps were off or auto... but I may have missed something and will try again.

  • barbultbarbult Posts: 26,538
    edited March 2015

    Storypilot, use CTRL-L to toggle light preview on and off. It will let you see your scene to manipulate items, but won't affect the render. Then you can leave the headlamp off but still see what you are doing in the viewport.

    Post edited by barbult on
  • TJohnTJohn Posts: 11,352
    edited December 1969

    Someone suggested, and it works for me, on the Camera viewport, set the render type (the sphere with the down arrow) to Nvidia Iray. That will give you a fairly quick (quicker than a test render) idea of what your scene will look like.

  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    @ barbuit - Thank you! I forgot about that completely. I've gotten so used to ambient lights and UE2 in 3delight which generally give nice overall light, it's usually enough to work by with the light preview on.

    @ tjohn - thank you for that tip as well.

  • JimbowJimbow Posts: 557
    edited December 1969

    A test using jag11's volumetric tip. I do like the Daz freebie hydra.

    hydra_iray_03b_JimBowers2015.jpg
    768 x 1024 - 159K
  • StorypilotStorypilot Posts: 1,683
    edited March 2015

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.

    Wow!

    Editing to add: Also, when was the hydra free? Sad I missed that.

    Post edited by Storypilot on
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.

    Wow!

    Editing to add: Also, when was the hydra free? Sad I missed that.

    That turned out awesome!

    And thanks for the CTRL L thing, barbult. I didn't know that! Very useful.

  • Zev0Zev0 Posts: 7,123
    edited December 1969

    Busy trying to make a SkinBuilder Iray preset. Here is a test render. Still have lots to figure out:( This shader is breaking my brain:(

    skintest.jpg
    800 x 922 - 446K
  • Oso3DOso3D Posts: 15,097
    edited December 1969

    That looks very nice, Zev0!

  • SotoSoto Posts: 1,450
    edited December 1969

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.

    My favorite render so far!

  • spearcarrierspearcarrier Posts: 711
    edited December 1969

    Here's one I managed to squeak out.

    flowersdone[1].jpg
    600 x 776 - 413K
  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.


    ,,,wow, that's killer.
  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    Here's one I managed to squeak out.

    ...ahh! Flutterrby face!

    Sweet.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Zev0 said:
    Busy trying to make a SkinBuilder Iray preset. Here is a test render. Still have lots to figure out:( This shader is breaking my brain:(
    Far better then my attempts with a crippled GPU and an inadequate CPU, lol. There are so many variables to fuss with, and each test takes so long to get any reasonable results, To at least 75% convergence or better to get lights and shadows going. The first pass, looks like a total average light level pass for all surfaces, then the shadows and light-rays dress it all up. Ive posted what few tests I had time to run, in the Iray Skin thread.
    http://www.daz3d.com/forums/discussion/54239/

    Everyone's renders are looking really good, and the fog/god-ray effects are really cool. :coolsmile:

  • jag11jag11 Posts: 885
    edited December 1969

    Excellent renders, very inspiring.

    Another WIP. Stopped at 70%.

    upss.png
    700 x 350 - 264K
  • SzarkSzark Posts: 10,634
    edited December 1969

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.

    That is frigging awesome
  • SadCubesSadCubes Posts: 32
    edited December 1969

    Thanks for the suggestions, I'm quite happy now with the irathient
    Started to work on the Castithan

    votan.png
    1920 x 1080 - 2M
  • John SimsJohn Sims Posts: 360
    edited December 1969

    Very nice.

    I'm still not feelin' the settings for the wood I'm looking for.

    I was looking for a high build smooth polyester surface with texture to the wood grain below but I can't get enough bump on the base without it telegraphing the surface.

    More attention needed on the SSS for the skin as well. While I don't want it waxy, a hint more wouldn't go amiss.

    GG4.jpg
    1920 x 1080 - 1M
  • FirstBastionFirstBastion Posts: 8,055
    edited December 1969

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.

    Wow!

    Editing to add: Also, when was the hydra free? Sad I missed that.

    Freebie hydra, when? where?

    Nice volumetric fx

  • JimbowJimbow Posts: 557
    edited December 1969

    Freebie hydra, when? where?

    Nice volumetric fx

    Hmm, it was a long time ago. Maybe I'm getting it wrong and I bought it on a whim years ago, or it was part of a deal ages ago :/

    Thanks to everyone for the comments.

  • FirstBastionFirstBastion Posts: 8,055
    edited December 1969

    Jimbow said:
    Freebie hydra, when? where?

    Nice volumetric fx

    Hmm, it was a long time ago. Maybe I'm getting it wrong and I bought it on a whim years ago, or it was part of a deal ages ago :/

    Thanks to everyone for the comments.

    Well go figure, I did quick search and wouldn't you know, its in my downloads library. I probably picked it up then too.

    http://www.daz3d.com/hydra

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Lots more great renders in here, amazing work everybody.

    Hopefully I can ask this here, and someone can point me: what are the good strategies people are coming up with for dealing with the headlamp? I have a scene where I'm using mainly an infinite sphere environment hdri as the illumination but I also have one photometric point light. Because the environment light does not seem to be simulated, the workspace becomes completely dark with the headlamp on "Auto". The point light of course is too weak to illuminate everything. I then explicitly turn the headlamp "On" just so I can see what I'm doing. But then I have to remember to turn it back off before I render. I just let a render go for ten hours before realizing I'd screwed it up with the headlamp still on. Anything I could be doing better here that would help me avoid this?

    Always turn the headlamp to off first thing on every camera. Then use those cameras only for rendering through and use the perspective view camera to navigate the scene. That's what I've been doing.

    Thanks Sickle, will try this. Rendering again now, so can't test, but I think what I was experiencing was that since I had the point light too, even the perspective view was dark when I switched to it when headlamps were off or auto... but I may have missed something and will try again. In texture shaded view. L will turn on and off, what I like to think of as posing lights.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited March 2015

    tjohn said:
    Someone suggested, and it works for me, on the Camera viewport, set the render type (the sphere with the down arrow) to Nvidia Iray. That will give you a fairly quick (quicker than a test render) idea of what your scene will look like.
    Yes. Be careful with this one if your video card is on the edge for the scene you are rendering the driver is likely to crash. It is also probably good practice to not have a browser window open.
    Post edited by DAZ_Spooky on
  • rovrov Posts: 46
    edited December 1969

    Jimbow said:
    A test using jag11's volumetric tip. I do like the Daz freebie hydra.


    Just awesome looking.
  • rovrov Posts: 46
    edited December 1969

    More and more getting into the details. Lots of info but all very usefull.
    Two posts. The pool is lit by Sun-sky settings only. Only the water is done with Iray shader settings. Used a wacky wide angle setting on the render. Background is added in Photoshop.
    The Silver Surfer (I know the board isn't right) is done with and HDRI map and Iray settings on the subject. Postwork on the motionblurr.
    This brings me to one thing.
    I found that you need HDRI maps at 6000x3000 px or 8000x4000 px in order to make them usefull as a background also straight within the render. Others are warped or uncontrolable. As a matter of fact, that's what I dislike about them to begin with. No easy to move, not able to scale and so on. So I use it as a lighting source, with dome turned off and than add it later as a backsground.
    Is it me or am a doing something wrong?

    silver-surfer.jpg
    1200 x 941 - 865K
    pool.jpg
    1153 x 960 - 800K
  • RadioactiveLilyRadioactiveLily Posts: 359
    edited December 1969

    rov said:
    More and more getting into the details. Lots of info but all very usefull.
    Two posts. The pool is lit by Sun-sky settings only. Only the water is done with Iray shader settings. Used a wacky wide angle setting on the render. Background is added in Photoshop.
    The Silver Surfer (I know the board isn't right) is done with and HDRI map and Iray settings on the subject. Postwork on the motionblurr.
    This brings me to one thing.
    I found that you need HDRI maps at 6000x3000 px or 8000x4000 px in order to make them usefull as a background also straight within the render. Others are warped or uncontrolable. As a matter of fact, that's what I dislike about them to begin with. No easy to move, not able to scale and so on. So I use it as a lighting source, with dome turned off and than add it later as a backsground.
    Is it me or am a doing something wrong?

    I've been having the same difficulties with using HDR images, and wondering what I'm doing wrong. I've been pulling my hair out trying to get them to be anything but a blurry mess. I change it to finite sphere, but the settings there seem to do nothing but change the image's colour if I push them too far.

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    So far I've mainly used HDR when I don't care that much about what the background looks like and want a quick, easy, quality suffused lighting on the objects.

This discussion has been closed.