Show Us Your Iray Renders

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  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    dinopt said:
    John Sims said:
    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.


    Once I have a feel for what I want, I hide all of the figures and concentrate on the HDR . It is a nusance that you can only se it when rendered.

    I'd be interested in seeing what you "want"... If you can do all these things in other implementations of Iray, I'd love to see what you got going? What are these things you find missing? serious.

    I mean, DAZ has been more than super-supportive about Iray, (already one update because of user requests,) so if you ask, who know's... Maybe you get it! It is called a Beta, so that suggest requests are "requested"...

    You want something, ask.

    I've spent days playing with all the settings and I actually came here just now to ask how about how to position an HDRI map without rendering, only to find out you can't.......Gadzooks.

    That is indeed problematic.

    I don't understand how or why they designed the program that way.
    I was on nvidias website watching an Iray Seminar video, and on the version they are using, you can very easily position the map without rendering.

    I really hope they fix this for the official release.

    done! already there. Spend more time reading the thread than talking. Make a Null node. Go to Iray "something", and set the sun to be from there... Done deal.

  • NoName99NoName99 Posts: 322
    edited March 2015

    dinopt said:
    John Sims said:
    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.


    Once I have a feel for what I want, I hide all of the figures and concentrate on the HDR . It is a nusance that you can only se it when rendered.

    I'd be interested in seeing what you "want"... If you can do all these things in other implementations of Iray, I'd love to see what you got going? What are these things you find missing? serious.

    I mean, DAZ has been more than super-supportive about Iray, (already one update because of user requests,) so if you ask, who know's... Maybe you get it! It is called a Beta, so that suggest requests are "requested"...

    You want something, ask.

    I've spent days playing with all the settings and I actually came here just now to ask how about how to position an HDRI map without rendering, only to find out you can't.......Gadzooks.

    That is indeed problematic.

    I don't understand how or why they designed the program that way.
    I was on nvidias website watching an Iray Seminar video, and on the version they are using, you can very easily position the map without rendering.

    I really hope they fix this for the official release.

    done! already there. Spend more time reading the thread than talking. Make a Null node. Go to Iray "something", and set the sun to be from there... Done deal.

    That only positions the light, not the reflections.
    I actually have been actively reading this thread, thanks for the tip though.

    Post edited by NoName99 on
  • NoName99NoName99 Posts: 322
    edited March 2015

    Sorry, double posted.

    Post edited by NoName99 on
  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    dinopt said:
    Sorry, double posted.

    have you actually tried "moving" the light dome? I mean really, if you drop an HDRi image into a scene as a sky dome, do you expect it to magically light things from the direction you were imagining?

    all the options are there. move it around! Dials and everything...

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    dinopt said:
    Sorry, double posted.

    have you actually tried "moving" the light dome? I mean really, if you drop an HDRi image into a scene as a sky dome, do you expect it to magically light things from the direction you were imagining?

    all the options are there. move it around! Dials and everything... ? in the render tab? or as an Emissive surface on a sphere with the sky-map on that?

    I was easily able to convert the "Top Of The World" sky-box, tho that was not an environment map in the render settings, the Sky-box was an actual box in the scene. Just thinking out loud there.

  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    dinopt said:
    That only positions the light, not the reflections.
    I actually have been actively reading this thread, thanks for the tip though.

    If the Sun is working for you, but not the reflections, then perhaps it is a bug. One that nobody else noticed, but still plausible. So read the thread, and be sure you aren't setting reflection map to an "old" image or something, and once you're 100% sure, report the bug. DAZ is sweet at fixing Beta bugs, all they need is something honest and repeatable.

  • NoName99NoName99 Posts: 322
    edited December 1969

    dinopt said:
    Sorry, double posted.

    have you actually tried "moving" the light dome? I mean really, if you drop an HDRi image into a scene as a sky dome, do you expect it to magically light things from the direction you were imagining?

    all the options are there. move it around! Dials and everything...

    I may have misled you.

    I'm talking about being able to see the position of the Environment Map without having to render an image.

    It's a feature that is available in other versions of Iray.

    Thanks for the conversation.

  • MetaGanic DesignsMetaGanic Designs Posts: 51
    edited December 1969

    dinopt said:
    dinopt said:
    Sorry, double posted.

    have you actually tried "moving" the light dome? I mean really, if you drop an HDRi image into a scene as a sky dome, do you expect it to magically light things from the direction you were imagining?

    all the options are there. move it around! Dials and everything...

    I may have misled you.

    I'm talking about being able to see the position of the Environment Map without having to render an image.

    It's a feature that is available in other versions of Iray.

    Thanks for the conversation.

    Ahhh. well sry myself for being short tongue'd ;)

    Have you tried the Veiwport Iray DrawStyle? That is supposed to give a "proximation" of what will render. A total Iray thing - their Interactive mode, so a tad different than PBR rendering, but strikingly close.

  • EdheldilEdheldil Posts: 41
    edited December 1969

    Another Iray-render with G2F (Victoria6) and some custom morphs.
    Lights are made with three planes and the Emissive Shader.
    Rendertime: ca. 8h, CPU only (4 core Xeon 3.4GHz), no postwork except for the logo!

    Frau17.jpg
    2000 x 1500 - 435K
  • Arnold CArnold C Posts: 740
    edited December 1969

    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.

    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.

    Thank you. Good to know.
    The plane had at first the "Metal - Silver" applied to, but than I changed it to glass to see how a combination of reflection and translucency will look like.
    I also moved over to work mostly with Shutter Speed and Film ISO on the "Tone Mapping" section rather than beefing up the brightness of the environment map. Which could be only be done to some extent.

    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.

    Thanks. They definitely need to rework the Iray MAT for Genesis or develop a general skin shader. Using either one or both of them in combination, the skin always turns out to look too "dry", and the SS maps too strong.

    Especially the nose of Genesis 2 Female looks always like as she had one ot two bottles of whiskey too much. :-)

  • Oso3DOso3D Posts: 15,088
    edited December 1969

    One thing that's handy with the skin: try to make it look as dry as possible with top coat off.

    THEN apply top coat to get the look of sweat/moisture/etc.

  • Joe.CotterJoe.Cotter Posts: 3,362
    edited December 1969

    Edheldil said:
    no postwork except for the logo!

    Nice render but I'm missing something... not seeing a logo.
  • Oso3DOso3D Posts: 15,088
    edited December 1969

    I was wondering if my assumptions about surfaces and SSS were wrong... and they are.

    You don't have to make sure lights are outside the SSS volume! That's awesome.

    (You DO still have to keep the camera outside it, though)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    I was wondering if my assumptions about surfaces and SSS were wrong... and they are.

    You don't have to make sure lights are outside the SSS volume! That's awesome.

    (You DO still have to keep the camera outside it, though)

    Epic! Casting reflections is going to be so much fun, lol.
  • Oso3DOso3D Posts: 15,088
    edited December 1969

    Has anyone figured out how to make actual gels? That is, a stained glass window coloring the light passing through it?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Has anyone figured out how to make actual gels? That is, a stained glass window coloring the light passing through it?
    Not opacity color? or color map in the opacity cutout? or are you talking like the not so perfect stained glass, say in an old church?
  • Oso3DOso3D Posts: 15,088
    edited December 1969

    In 3Delight shaders, you could put color inverted maps in the opacity and it would color the light transmitting through it.

    I have not found an equivalent in Iray shaders -- color map doesn't do anything useful in cutout, or Refraction weight.

    With translucency, sure, you get a varied translucency base, but the light is scattered very thoroughly rather than shining through.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    In 3Delight shaders, you could put color inverted maps in the opacity and it would color the light transmitting through it.

    I have not found an equivalent in Iray shaders -- color map doesn't do anything useful in cutout, or Refraction weight.

    With translucency, sure, you get a varied translucency base, but the light is scattered very thoroughly rather than shining through.

    Put the color map in the refraction color, not weight? Maybe the glossy color as well?

    The color will tend to fall off abruptly without a really, really powerful light behind it.

  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Here's a couple new ones from me.

    Both are lit with an HDR image map (set at 5) and a photometric point that isn't doing much— I was trying to get a speck of light reflected in her eyes, and it is barely there if it is at all. The closer shot has a bit more post where I fiddled with the tones and contrast. In both, the sky background is post.

    RoadLessTraveled-4s.jpg
    1800 x 900 - 380K
    RoadLessTraveled-1v.jpg
    1200 x 1680 - 641K
  • Oso3DOso3D Posts: 15,088
    edited December 1969

    HDR map set at 5? Mine keep blowing out if I set them much about 2.
    Hmm.

  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    HDR map set at 5? Mine keep blowing out if I set them much about 2.
    Hmm.

    I was a bit surprised myself, I kept increasing it, could be the map I was using, I was using this free one: http://www.hdri-hub.com/hdrishop/freesamples/freehdri/item/85-hdr-container-free
    and I wanted the overall environment to feel bright. I believe I had tone mapping settings set back to default.

  • kyoto kidkyoto kid Posts: 41,946
    edited December 1969

    ...working on creating wet surfaces.

    Too bad 3DL doesn't have this kind of top coat control.

    swindon_station_wet.png
    1200 x 900 - 1M
  • Oso3DOso3D Posts: 15,088
    edited March 2015

    Thanks! I can always use more free stuff. ;)

    Kyoto: Oh NICE! Yeah, top coat and thin film are providing some really interesting directions and possibilities.

    With haze, I revisited an image I worked on a little bit ago.

    The haze hides some of the coolness about the figure's skin, but I think the overall result is superior. It also hides some of the poor quality of the cavern texture...

    The original image, for comparison.

    Demon_lord.jpg
    1350 x 1080 - 1M
    Demon_Lord0.jpg
    1350 x 1080 - 337K
    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088
    edited March 2015

    Ah ha. I figured out my gel issue.

    The value you want to change is 'transmitting color.' And it works fine.

    Except the light source can't be within the object with the color. Aaaaah.

    Interestingly, if the light source is within an object, it transmits color correctly to anything else ALSO in the object... I will post an example.

    The near light is further right, outside the blue gel.
    The far light is just within the blue gel.

    Edit: Added haze to make it more clear what is doing what.

    Gel_test.jpg
    1350 x 1080 - 281K
    Post edited by Oso3D on
  • barbultbarbult Posts: 26,297
    edited December 1969

    Kyoto Kid said:
    ...working on creating wet surfaces.

    Too bad 3DL doesn't have this kind of top coat control.


    Very convincing. I bet it looks like where you live.
  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Kyoto Kid said:
    ...working on creating wet surfaces.

    Too bad 3DL doesn't have this kind of top coat control.

    looks great, better and better. makes me want a cup of something warm just looking at it.

  • kyoto kidkyoto kid Posts: 41,946
    edited December 1969

    Thanks! I can always use more free stuff. ;)

    Kyoto: Oh NICE! Yeah, top coat and thin film are providing some really interesting directions and possibilities.

    With haze, I revisited an image I worked on a little bit ago.

    The haze hides some of the coolness about the figure's skin, but I think the overall result is superior. It also hides some of the poor quality of the cavern texture...

    The original image, for comparison.


    ...I like the haze effect, makes the scene seem not only "hotter" but also scarier.
  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Thanks! I can always use more free stuff. ;)

    Kyoto: Oh NICE! Yeah, top coat and thin film are providing some really interesting directions and possibilities.

    With haze, I revisited an image I worked on a little bit ago.

    The haze hides some of the coolness about the figure's skin, but I think the overall result is superior. It also hides some of the poor quality of the cavern texture...

    The original image, for comparison.

    i agree with you... sometimes sacrificing those details is hard after you've been working with them, but worth it for the improvement to the whole thing. nice job.

  • kyoto kidkyoto kid Posts: 41,946
    edited December 1969

    barbult said:
    Kyoto Kid said:
    ...working on creating wet surfaces.

    Too bad 3DL doesn't have this kind of top coat control.


    Very convincing. I bet it looks like where you live.
    ...well not so much today, but earlier this past week, yes.
  • SzarkSzark Posts: 10,634
    edited December 1969

    Here's a couple new ones from me.

    Both are lit with an HDR image map (set at 5) and a photometric point that isn't doing much— I was trying to get a speck of light reflected in her eyes, and it is barely there if it is at all. The closer shot has a bit more post where I fiddled with the tones and contrast. In both, the sky background is post.

    Awesome Storypilot...very impressive.
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