Show Us Your Iray Renders

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  • DavageDavage Posts: 84
    edited December 1969

    Project Iraydium

    This is my first post with an Iray render however it is my 3rd scene familiarizing myself with it. Hopefully I can go back and post my first 2 attempts. My first one is crashing Daz, I think because of the water or maybe the environment. The second one is just a matter of getting the water to look right.

    First pic is with some postwork, second one straight render. Not trying too worry about skin to much at this point, playing around with lighting, and surfaces/materials.

    1-doneeahfddfdf-001.jpg
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    1-superuper-001.jpg
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  • grinch2901grinch2901 Posts: 1,247
    edited December 1969

    tjohn said:

    Maybe apply the Frosted Glass Iray material preset?

    Yes, when I said I converted it to thick glass that's what I meant. Still hangs. That, the backlight which creates the shadow, and the bad guy (lo res figure from Predatron) are the only changes from an earlier version that works fine. So I am assuming my poor old machine just can't handle the light passing through that window for some reason. Oh well, on to another project. I do think it's neat how well the translucency works and how easy it is to get the effect. I'll bet on a better rig than mine it'll be a great effect for people to work with.

  • L'AdairL'Adair Posts: 9,479
    edited March 2015

    ACross said:
    When I was researching Unshaven, I came across several threads on it. In one, the poster said to select "full-body" under the Fit-To popup, so that's what I did. You might give that a try. (I think it's full body. I'm rendering now, or I'd go look at it.)

    Nothing I do seems to work. I've tried Genesis/full-body, Unassigned/full-body, and a bunch of other options. In every case, the mustache sides hover outside the face.

    So I went looking for an answer and found one. It was quoted by another poster, (vwrangler,) but I couldn't find the original post. Basically, the default expressions from the G2M morphs pack are set to not allow autofollow on purpose. This prevents an expression morph from distorting items such as a pair of glasses or a pair of earrings.

    It sounds like you haven't tried my suggestion to auto-fit the beard to "none" and then auto-fit it back to the G2M figure after setting the expression. But there may be another way, too. Based on the vwrangle quote, it looks like you can also go into the parameters for the expression/expressions you are using and set it/them to allow autofollow. That should work fine if you're not planning on giving your character either glasses or earrings.

    Post edited by L'Adair on
  • L'AdairL'Adair Posts: 9,479
    edited March 2015

    Opps. Duplicate post.

    Post edited by L'Adair on
  • namffuaknamffuak Posts: 4,467
    edited December 1969

    A simple lighting and skin test. Three spotlights set as 20 cm disks and spread to between 100 and 180 degrees. The skin is the G2F Iray shader and I've applied Iray shaders to the gun. I let the rest of the scene auto-convert.

    halt.jpg
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  • Oso3DOso3D Posts: 15,097
    edited December 1969

    ACross said:

    So I went looking for an answer and found one. It was quoted by another poster, (vwrangler,) but I couldn't find the original post. Basically, the default expressions from the G2M morphs pack are set to not allow autofollow on purpose. This prevents an expression morph from distorting items such as a pair of glasses or a pair of earrings.

    It sounds like you haven't tried my suggestion to auto-fit the beard to "none" and then auto-fit it back to the G2M figure after setting the expression. But there may be another way, too. Based on the vwrangle quote, it looks like you can also go into the parameters for the expression/expressions you are using and set it/them to allow autofollow. That should work fine if you're not planning on giving your character either glasses or earrings.

    I did try it, it did the exact same thing.

    I will try to figure out the parameters, heh.

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

    ACross said:

    So I went looking for an answer and found one. It was quoted by another poster, (vwrangler,) but I couldn't find the original post. Basically, the default expressions from the G2M morphs pack are set to not allow autofollow on purpose. This prevents an expression morph from distorting items such as a pair of glasses or a pair of earrings.

    It sounds like you haven't tried my suggestion to auto-fit the beard to "none" and then auto-fit it back to the G2M figure after setting the expression. But there may be another way, too. Based on the vwrangle quote, it looks like you can also go into the parameters for the expression/expressions you are using and set it/them to allow autofollow. That should work fine if you're not planning on giving your character either glasses or earrings.

    I did try it, it did the exact same thing.

    I will try to figure out the parameters, heh.

    Hmmm... I wonder why it worked for me and not for you... Odd.

    Well, I hope the parameter settings will work for you.

  • Slide3DSlide3D Posts: 194
    edited December 1969

    play with iray )

    iray_olympia_int.jpg
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  • rovrov Posts: 46
    edited December 1969

    MBusch said:
    Finished render. I like it.

    Absolutely Gorgeous!

  • John SimsJohn Sims Posts: 360
    edited December 1969

    Still fighting with a good skin setting, and thanks all of you for your suggestions. I still don't think the SSS is prominent enough. While less is better than too much I'm not sure it is even working. I might try a really odd colour and see what happens.


    On the plus side I have found out how to align the HDR environments:-

    Hide all of the assets in you main screen (unless you have a monster GPU) switch the screen view from shaded, or your preference, to Iray. You can then see the HDR environment image as a background. You might get away with using a cube or something as a dummy asset if need be. Changing the environment settings can then be seen on the screen. Hoorah! :-)

    Basement_Guitar_Girl2.jpg
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    Basement_Guitar_Girl-3.jpg
    1920 x 1080 - 1M
  • rovrov Posts: 46
    edited December 1969

    Just something I wanted to share.
    So far all my renders rendered fine. No problem so far. I used HDRI, used HDRI in combination with a spotlight, used IBL, IBL with spotlight and even IBL with a little headlamp for fill
    That was untill yesterday trying to render a simple scene with V4, a reflective floor and a wall in the back. Due to nudity I can’t show it her.
    I used a 3 point photometric preset I found on the net. It lit the scene the way I wanted it and frankly didn’t pay attention to the position of all three lights. DAZ stalled and crashed after about 17 iterations. After that followed a lot of trial and error. First of all I found out that two of the three lights were of no influence to the scene lighting. Eitther behind or under objects. When rendering with the one remaining light it went fine.
    Just to see if the amount of lights were of influence on the render I added some. No problem, although I haven’t tried very large amounts.

    My computer is running on CPU only.
    At this moment I’m guessing that the positioning of the lights is of influence to DAZ crashing. In a way it makes sense. If you have a spotlight aimed at a wall with nothing around, it will bounce back in infinity, with DAZ still calculating. So carefull placement of light is a thing.

    Oh yeah .... by accident I made this a new topic in the The Commons instead of a reply like this. Can anyone tell me how to remove the topic.

  • rovrov Posts: 46
    edited December 1969

    John Sims said:
    Still fighting with a good skin setting, and thanks all of you for your suggestions. I still don't think the SSS is prominent enough. While less is better than too much I'm not sure it is even working. I might try a really odd colour and see what happens.


    On the plus side I have found out how to align the HDR environments:-

    Hide all of the assets in you main screen (unless you have a monster GPU) switch the screen view from shaded, or your preference, to Iray. You can then see the HDR environment image as a background. You might get away with using a cube or something as a dummy asset if need be. Changing the environment settings can then be seen on the screen. Hoorah! :-)

    Looking good. One thing to keep in mind, and it has been mentioned before. The use of the HDRI map as a decent background within the environment map depends heavily on the size. I found that 8000x4000 of 6000x3000 looks good as an image. Haven't tried yet, but I guess that anything with an aspect ration of 2:1 will work.

  • rovrov Posts: 46
    edited December 1969

    Slide3D said:
    play with iray )

    Awesome:
    I really like the eyes, lips and hair.
  • TJohnTJohn Posts: 11,352
    edited April 2015

    "The Tomb"

    The_Tomb.jpg
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    Post edited by TJohn on
  • RarethRareth Posts: 1,462
    edited December 1969

    IBL (using a Light probe that came with Bryce) and the emission material shader, that's all the lights in this scene.

    Emission_testing2.jpg
    1024 x 1024 - 698K
  • Twilight76Twilight76 Posts: 318
    edited April 2015

    A Little too much

    played in this with a few textures and shaders. A lot to learn there
    And the frosted Glass takes a lot of time to render ;)

    -----------------
    Ok, the Frosted Glass is not the Problem
    I dont know if this error makes the rendertime longer (10+ hours) but one of the walls (left wall) from (i13 delux Living) gives this error message in the log files.

    WARNING: dzneuraymgr.cpp(256): Iray WARNING - module:category(IRAY:RENDER): 1.8 IRAY rend warn : RTKernel: please check the input geometry (degenerated/inefficient RT hierarchy)

    a_little_too_much_reduced.jpg
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    Post edited by Twilight76 on
  • 8eos88eos8 Posts: 170
    edited April 2015

    John Sims said:
    Still fighting with a good skin setting, and thanks all of you for your suggestions. I still don't think the SSS is prominent enough. While less is better than too much I'm not sure it is even working. I might try a really odd colour and see what happens.

    Yeah, I can't figure out the SSS settings either. Whenever I change something, either there's no visible effect, or the skin tone changes too much. It would help to know what units the two measurement distance sliders are in...the defaults are 0.1 for both of them, but if you convert an AoA skin shader with UberBase then Transmitted Measurement Distance gets set to 10. Seems like something is out of scale here? I dunno. Also, I think SSS direction needs to be non-zero to see any effect.

    Post edited by 8eos8 on
  • Oso3DOso3D Posts: 15,097
    edited December 1969

    SWIM AWAY!


    Took a bit to get the light rays right. Another thing I'm finding is that HDRI is great particularly when it's not actually all that visible -- it fills in the backdrop and provides some filling background light, even if set really dim.

    In this image, it's a cylinder with haze applied, then a plane above the camera with a very black and white cutout mask to help make discrete godrays. Without HDRI, there was a lot of bright background plus checkerboard faintly appearing. With HDRI, it provided a great subtle sense of depth.

    Alas, I do not have any sea predators, so I ended up using suchomimus (which I'm pretty sure didn't openly swim like this), but hey, teeth.

    Underwater_Dino.png
    1125 x 1080 - 1M
  • John SimsJohn Sims Posts: 360
    edited December 1969

    8eos8 said:
    John Sims said:
    Still fighting with a good skin setting, and thanks all of you for your suggestions. I still don't think the SSS is prominent enough. While less is better than too much I'm not sure it is even working. I might try a really odd colour and see what happens.

    Yeah, I can't figure out the SSS settings either. Whenever I change something, either there's no visible effect, or the skin tone changes too much. It would help to know what units the two measurement distance sliders are in...the defaults are 0.1 for both of them, but if you convert an AoA skin shader with UberBase then Transmitted Measurement Distance gets set to 10. Seems like something is out of scale here? I dunno. Also, I think SSS direction needs to be non-zero to see any effect.

    I've been using the suggested -0.5 direction. I'll give this a change and see what happens. I agree that the whole distance set up is confusing.

    I'm trying with a studio light type set up to see if it is the HDRI environment lighting killing any SSS due to the overall lighting effect.

    I am also finding the lighting set ups to be using massive settings to get a reasonable level of light. All very confusing.

  • Oso3DOso3D Posts: 15,097
    edited December 1969

    My go-to SSS settings are 2 transmitted distance, .5 SSS measurement distance, .3 weight, -.5 direction.


    Direction is where scattering happens relative to path of light. So a positive direction means that if light is passing through the object, it looks more occluded to observers on the other side (I think), while negative means it looks occluded from the same side as the light.

    So, I THINK, negative values are good for objects we want to look cloudy, while positive values are better for haze effects.

    Transmitted distance affects how much the color applies over distance. .1 would mean the object is pretty much colored immediately, while 2 or more requires a bit more distance before the effect is noticeable. Frankly, I'm not sure how much it matters for skin. (I'm also unsure how important SSS is overall for skin if you are using any amount of translucency)

  • nicsttnicstt Posts: 11,715
    edited December 1969

    Maybe someone can help me with this one.
    Iray stopped rendering before the grain was gone.
    It stopped after 2.5 Hours, also the timelimit was extended to 4 hours.
    Max samples was also not reached

    Did you set max convergence to 99%? Sometimes convergence will stop it early too. You might also try setting quality to 2 or 3 if you want it to render almost forever but have a good chance of it looking good when you're ready to stop it.

    How do you stop it? All I know of is cancel. :)

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    Wow, great renders folks, and considering all this is from a beta public-build....amazing :coolsmile:

    I have spent a large portion of the day playing with Sai Fon Hair and posted the renders here http://www.daz3d.com/forums/discussion/53879/P60/

    I am very pleased with the results so far, and really like this Image. The model is G2M with Brodie 6 textures applied.

    Details are in the above link, and this render took 756 Iterations and 2 hours to complete.

    Credit given, as condition of usage, to HDRI Sierra Madre B used in this image, and supplied free by http://www.hdrlabs.com/sibl/archive.html

    :-)

    Brodie.png
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  • Male-M3diaMale-M3dia Posts: 3,584
    edited December 1969

    Still playing around with skin settings as well.

    Harrison01.jpg
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  • jag11jag11 Posts: 885
    edited December 1969

    John Sims said:
    Still fighting with a good skin setting, and thanks all of you for your suggestions. I still don't think the SSS is prominent enough. While less is better than too much I'm not sure it is even working. I might try a really odd colour and see what happens.


    On the plus side I have found out how to align the HDR environments:-

    Hide all of the assets in you main screen (unless you have a monster GPU) switch the screen view from shaded, or your preference, to Iray. You can then see the HDR environment image as a background. You might get away with using a cube or something as a dummy asset if need be. Changing the environment settings can then be seen on the screen. Hoorah! :-)

    Looks fine to me.

  • jag11jag11 Posts: 885
    edited December 1969

    MBusch said:
    Finished render. I like it.

    I like this one too.

  • jag11jag11 Posts: 885
    edited December 1969

    SWIM AWAY!


    Took a bit to get the light rays right. Another thing I'm finding is that HDRI is great particularly when it's not actually all that visible -- it fills in the backdrop and provides some filling background light, even if set really dim.

    In this image, it's a cylinder with haze applied, then a plane above the camera with a very black and white cutout mask to help make discrete godrays. Without HDRI, there was a lot of bright background plus checkerboard faintly appearing. With HDRI, it provided a great subtle sense of depth.

    Alas, I do not have any sea predators, so I ended up using suchomimus (which I'm pretty sure didn't openly swim like this), but hey, teeth.

    Well done. I'll try to replicate this one in a not so distant future.

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

    tjohn said:
    "The Tomb"

    ...looks nice. Did you make the apron an emitter?
  • jag11jag11 Posts: 885
    edited December 1969

    Kyoto Kid said:

    Still a WIP as I need to add some characters (including the driver) and a second train on the other track heading into the tunnel.

    I'd love to see it finished but don't rush it.

  • rovrov Posts: 46
    edited December 1969

    nicstt said:
    Maybe someone can help me with this one.
    Iray stopped rendering before the grain was gone.
    It stopped after 2.5 Hours, also the timelimit was extended to 4 hours.
    Max samples was also not reached

    Did you set max convergence to 99%? Sometimes convergence will stop it early too. You might also try setting quality to 2 or 3 if you want it to render almost forever but have a good chance of it looking good when you're ready to stop it.

    How do you stop it? All I know of is cancel. :)
    Cancel is stop. When you think it looks good you hit cancel, go to save render and that is what you will have.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    For the question of distances. Unless otherwise noted, (usually in the parameter itself) in DAZ Studio one unit is one centimeter.

This discussion has been closed.