Show Us Your Iray Renders

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  • SzarkSzark Posts: 10,634
    edited December 1969

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

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

    oh that is so cool. Very convincing and the Haze is from the Sun/Sly controls...even better. :)
  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Yeah, Seattle has had somewhat jumbled seasons. We've had a REALLY unusually warm/dry winter (thanks global warming!).

    Ok, new frustrations... while transmitted color does, indeed, become a gel, it also doesn't recognize the map you put in.

    And then trying tomsething zarcon suggested... ... glossy color maps makes a gel? WTF, really?

    That's weird. But, um, ok

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Ok, chalk this up to 'I HAVE NO IDEA WHY THIS IS WORKING' but I'll take it!

    Same gel test, but this time an opalescent map in 'glossy color.'

    I'm thinking this might give us options to make swirly and possibly even particle effect-like haze... testing!

    Gel_test_2.jpg
    1350 x 1080 - 287K
  • ScarletX1969ScarletX1969 Posts: 587
    edited December 1969

    Can someone tell me where the Iray Base shaders are? Is it part of the installation package, because I don't see them?

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Surface, shader, shader presets, Shaders tab, Iray tab has all of them

  • ScarletX1969ScarletX1969 Posts: 587
    edited December 1969

    Surface, shader, shader presets, Shaders tab, Iray tab has all of them

    Thx, but I also discovered that I didn't download the Public Support Content package either. Once I did that, I was golden. Thanks again.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

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

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

    It's NOT 3DL that doesn't have the 'control'...

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Bah. Ok, while you can color glossy and it changes light passing through the surfaces, it doesn't do anything cool through the haze inside.

  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    mjc1016 said:
    Kyoto Kid said:
    ...working on creating wet surfaces.

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

    It's NOT 3DL that doesn't have the 'control'...
    ...true, it does require some type of top coat add on for 3DL, I have a couple, but all they use is the standard reflection channel, nothing for depth, roughness, film IOR, rotation, or bump. I could never get the same rain slick appearance like I did on the station platform in 3DLwithout messing with shader bricks and having to create my own "wet" shader.

  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    Here's my first attempt at a complete Iray render using haze and Dome-scene lights.

    Monster.jpg
    1600 x 1280 - 320K
  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    ...spooky... Love it.

  • mmkdazmmkdaz Posts: 335
    edited December 1969

    Here is one of my first real trys with Iray. It's the Darius 6 model using Age of Armours's sss and some tweaks to the Darius skin shaders mostly involving the bump, specular, reflective and subsurface settings. I confess I'm a 'click it and see what it does' kind of guy. The Iray interface and some naming conventions are a bit different to Octane and I'm still trying to understand it all.

    The lighting setup consists of a spotlight behind his head for the ear glow and a point light camera right in front of his face. I also set an image based light that simulates one window in a dark room for general ambient lighting both of which were useful in bringing out the tiny specular highlights on his skin. I rendered it out at 4000x4000 pixels and 10,000 samples which took about an hour (I think).

    EDIT. Beware, I'm an idiot. I've been happily quoting AoA SSS when I should have been quoting iRay Uber. I hang my head in shame :)

    I do so enjoy looking at dark skin. Your render is excellent. I know you said you just started but I've been trying to get the "oily pores" look on skin for a very long time and you've got it down. The light transfer in the fleshy ears is a bit too much i think. But how I do enjoy seeing oily pores. Hahah. great job.

  • mmkdazmmkdaz Posts: 335
    edited December 1969

    Toyen said:
    My latest skin shader test with Stephanie I bought today:

    Not very high quality render though.

    Excellent! Skin is so sugary and shiney! So nice.

  • NoName99NoName99 Posts: 322
    edited December 1969

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

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

    That is impressive, very realistic.

  • mmkdazmmkdaz Posts: 335
    edited December 1969

    To those trying to use a Skydome in their scene....

    Either delete the dome and use an HDRI in the Environmap property (Render Settings > Environment)

    Hit render

    Or, Select the Skydome Surface
    Hold CTRL and apply the Iray Emissive (See image 01 to find the shader)

    Next in the property, crank the Emission waaaay up. Like 50K Luminance units (cd/m^2) (See image 02)

    Hit render :)

    (Ok the forum reversed the images, but you should get it. :) )

    Kat


    Thank you so much for this insight!

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Title: 'Waiting'


    Took a LOT of tweaking to get the godrays how I wanted. One thing I've realized is that Sun just doesn't work with the haze effect -- you have to put a spot somewhere.

    Waiting.jpg
    1350 x 1080 - 1M
  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    ...ohh that's really nice. Like the ghostly cat face.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Well I finally got a crash or two when trying the fake volumetrics out. Wouldn't even render past 1 iteration. Tried it out on Stonemason old Warehouse and Jack's Parkside Corridor. And that was using CPU only.

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    Kyoto Kid said:
    ...ohh that's really nice. Like the ghostly cat face.

    It's one of those stupidly involved things that probably would have been easier doing in post. ;)

    I took a bat demon head, did a dynamic cloth over it, froze that, tilted it back to vertical, then made it super translucent and made the irises glow a lot and stuck it in the wall.

  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    ...sounds easier than my trying to figure out how to get the train number in the head code of the Old Railway Thumper. Right now all I have are two blank illuminated rectangles and cannot find where these anywhere in the texture maps.

  • bohemian3bohemian3 Posts: 1,035
    edited December 1969

    Four of the major DAZ male figures rendered for the current Members contest - this is only with the delivered iRay shader, no tweaking. From a distance its somewhat serviceable. I should have left the image 'bake' another hour for better glass. But getting there.

    Gang.jpg
    1280 x 720 - 312K
  • KhoryKhory Posts: 3,854
    edited December 1969

    Right now all I have are two blank illuminated rectangles and cannot find where these anywhere in the texture maps.

    Select the surfaces you need to find and then change the view to UV. It should show you exactly where on the map the surfaces are located.

  • AprilYSHAprilYSH Posts: 1,522
    edited December 1969

    I'm in awe of so many renders shared here, I'm amazed that ds iradium is still in beta and you guys have it so well in control already. :wow:
    Does DAZ still do those monthly gallery winner gift cards?? If not, all this definitely deserves that to be reinstated! I'm gonna email to ask!

  • NoName99NoName99 Posts: 322
    edited December 1969

    Title: 'Waiting'


    Took a LOT of tweaking to get the godrays how I wanted. One thing I've realized is that Sun just doesn't work with the haze effect -- you have to put a spot somewhere.

    Beautiful work.

  • NoName99NoName99 Posts: 322
    edited December 1969

    bohemian3 said:
    Four of the major DAZ male figures rendered for the current Members contest - this is only with the delivered iRay shader, no tweaking. From a distance its somewhat serviceable. I should have left the image 'bake' another hour for better glass. But getting there.

    Great looking render, but what's really striking is how the feeling of aliveness you've given to the characters.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    AprilYSH said:
    I'm in awe of so many renders shared here, I'm amazed that ds iradium is still in beta and you guys have it so well in control already. :wow:
    Does DAZ still do those monthly gallery winner gift cards?? If not, all this definitely deserves that to be reinstated! I'm gonna email to ask!

    Yes! It's energizing and exciting to see what so many people are already accomplishing. I love it.

  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Szark said:
    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.

    Thanks, Szark :)

  • kyoto kidkyoto kid Posts: 42,119
    edited March 2015

    Khory said:
    Right now all I have are two blank illuminated rectangles and cannot find where these anywhere in the texture maps.

    Select the surfaces you need to find and then change the view to UV. It should show you exactly where on the map the surfaces are located.
    ...for some reason there was no specific surface assigned to the Header lights so that didn't work. I ended up just making my own texture for the numbers. Odd thing is the numbers loaded in backwards for some reason so I had to flip the texture map.


    OK kind of a silly question for those from the UK. When I was researching Thumpers on the Net. I noticed in most photos the train with the cab facing the camera was on the opposite track from where it loads in the Old Railway set. is this the case throughout the country? If so then the signals and speed signs would also be facing the wrong directions.

    Post edited by kyoto kid on
  • NoName99NoName99 Posts: 322
    edited March 2015

    You guys are really creating some magical artwork with the fog/haze/volume effects!

    Has anyone noticed a difference in render times between Photoreal vs. interactive? Or how about lowering the sampling or quality numbers under the Progressive Renderings tab?

    I'm doing a few renders now to test out but wondering if anyone else has any results to compare with.

    Here's a render I did last night of a several years old Terminator model that forum member Wowie told me about on another thread.

    This one goes along with the Predator one I posted a few pages back.

    I Individually selected the surfaces and applied Iray Metals Platinum to the majority of them, and applied Iray metals Polished Aluminum to his Collar Bones and a few other areas to visually break up the surfaces.

    I used an HDRI environment map for the light source, keeping the ISO and F-Stop at the default 100 and 8, respectively, and rendered out to a .png with alpha channel.

    Surprisingly, it took a about 90 minutes to render a 1920 x 1040 image. I was thinking it would take all night and had already hopped in bed to let it run while I was sleeping, but I literally heard my computer stop "whirring" while I was reading. I actuslly thought my computer crashed, lol. I was surprised, and relieved, to find out it was done.

    I'm guessing since it's an older model it's less polygons and therefore easier/faster to render.

    The background was dropped in and blurred out in post, with a curves adjustment to the Terminator to match things up. The Red-Lights over his eyes were applied in post as well. I thought about trying them directly in Iray, but it was past my bedtime and I needed to crash-out.

    I think I'm going to try out some fog & haze using this environment map as a background, and through some Rain over it in post.

    image.jpg
    1920 x 1046 - 345K
    Post edited by NoName99 on
  • kyoto kidkyoto kid Posts: 42,119
    edited December 1969

    ...that's pretty good looking. Yeah you could use the Luminance shader on the eyes but remember to also add whatever texture map is there to the luminance channel as well.

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