Show Us Your Iray Renders. Part II

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Comments

  • BlantyrBlantyr Posts: 90
    edited December 1969

    OcamRzr said:
    Blantyr said:
    I think I've reinvented florescent lighting. The attachment is lit by a large torus, nearly the diameter of the room, hanging up near the ceiling. (You can see it indirectly in the crystal ball.) The Iray mode is scene only with headlamps off, so the torus is essentially the sole light source for the image. Luminance on the torus is 6,000,000. I'm not used to setting parameters that high in DAZ Studio, but it seems necessary to dispel gloom.

    I did add a spotlight in the area of the girl and table as otherwise the viewport was entirely black. Objects giving out light through Emission light the final render, but don't help light the viewport?

    The space rocks were hit by the copper and jade Iray shaders, the bottles with clear and frosted glass.

    Is the torus a prop that you already had? Did you shade it with the Immesive Iray shader?

    I had noticed the final render lighting versus the viewport issue but I really don't know what I don't know so....

    There is a torus primitive available in basic DS. Create / New Primitive has a torus option.

    I generally don't use the Emissive Iray shader, though you could. I generally use the Iray heavy clear glass shader then change the Emission Color. The specific Iray shader isn't important, clear glass is as good as any but no better, but it wants to be Iray. As soon as the Emission Color is non-black, the object becomes emissive, and the rest of the Emission controls show up in the Surfaces Editor.

    The following example uses Tone Mapping Exposure Value 5 with a Luminance of 5000 on the torus. There is no lighting other than the torus. The Emission Color isn't a pure white, but has a violet tint.

    There are other ways to get there from here.

    I think you can also create old style light sources to light your viewport without effecting the Iray render.

    I was briefly disappointed to discover that traditional angel halos light only the tops of their hair. I've played a bit with an angry angel lighting a scene with just her halo and a glowing sword, but haven't been able to make it work yet.

    EJ_Torus.jpg
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  • Twilight76Twilight76 Posts: 318
    edited December 1969

    sigh i hate mesh errors :(
    15000 iterations.....

    Max Samples disable is 0 or ?

    8.png
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  • StevieCStevieC Posts: 70
    edited December 1969

    So here I'm testing night time lighting.....I used a Full Moon HDRI, and turned the lights into Emissive, then added a Photoreal Spotlight to light up the Droid.....Used V6 and manually fitted B.L.U. XR 512 (for Dawn) to her.....I really like how it turned out!

    2080_The_Future_of_Mankind.jpg
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  • BlantyrBlantyr Posts: 90
    edited December 1969

    StevieC said:
    So here I'm testing night time lighting.....I used a Full Moon HDRI, and turned the lights into Emissive, then added a Photoreal Spotlight to light up the Droid.....Used V6 and manually fitted B.L.U. XR 512 (for Dawn) to her.....I really like how it turned out!

    Me too. Very nice. :)

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Belting myself down to do stuff focused on my comic (been weeks since I've updated it at all regularly).

    Here's an upcoming character...

    Grundle.png
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Nice setup Stevie !

    StevieC said:
    So here I'm testing night time lighting.....I used a Full Moon HDRI, and turned the lights into Emissive, then added a Photoreal Spotlight to light up the Droid.....Used V6 and manually fitted B.L.U. XR 512 (for Dawn) to her.....I really like how it turned out!
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    I making for you iray SSS skin shader based on the maps from G2F so everyone own it by default .

    I am using just 2 maps
    you can see the difference and how it react to HDR maps , I did not changed the chest what is the standard G2F skin so you can see difference
    The base Diffuse maps really no matter as everything is about the scatter-transmission and reflection
    bellow different test with different HDRI maps for lighting
    render time just 3 min on GTX 760

    you can see bellow how nicely it blend with the environment without nasty grey shadows creating nice SSS on the ears opposed to the regular flat diffuse skin on the chest and arms
    still W.I.P

    SSS_umbrellasideside.jpg
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    SSS_pixarside.jpg
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    SSS_pixar.jpg
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    SSS_umbrellaside.jpg
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    Post edited by MEC4D on
  • rovrov Posts: 46
    edited December 1969

    Kyoto Kid said:
    rov said:
    Finally got to do a portrait and focuse on the skin and hair, using most of the tips in these threads. Lighting only with HDRI Pixar (seems to become everybodies favorite). Background applied in photoshop.

    ...now that looks pretty good. End of Summer Hair?
    Yep .... made use of suggested settings in the hair thread, and adjusted the colors to match.
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    Here some progress
    you can control the SSS Translucency level for the full model with one slider at once
    The set is based only on the G2F base maps as I would do slightly different the SSS translucency maps using thickness maps based on the 3D model

    IRAY_SKIN_STUDY.jpg
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    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    The same set just turned the Pixar panorama to get the sun light in front
    I think not bad effect at all ?

    I need still to make the top coat

    SSS_base_specular_final2.jpg
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    Post edited by MEC4D on
  • rovrov Posts: 46
    edited December 1969

    Mec4D said:
    The same set just turned the Pixar panorama to get the sun light in front
    I think not bad effect at all ?

    I need still to make the top coat


    I think you are doing super work on it!
  • TJohnTJohn Posts: 11,339
    edited December 1969

    Victoria Six

    Victoria_Iray.jpg
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  • justforflirt70justforflirt70 Posts: 3
    edited December 1969

    Mec4D, I can wait to buy your custom iRay SSS skin shader for G2F !
    When will be the final product released ?

  • RiggswolfeRiggswolfe Posts: 911
    edited December 1969

    Mec4D, I can wait to buy your custom iRay SSS skin shader for G2F !
    When will be the final product released ?

    I'd guess it has to wait for Daz 4.8 to be out of beta. Mec4D, will there be a G2M version of the shader as well?

  • jag11jag11 Posts: 885
    edited December 1969

    tjohn said:
    Victoria Six

    I like this one but the skin is my fav.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I will share the scene files soon via gallery no charges .. it is experimental so I hope you like it ;)

    Mec4D, I can wait to buy your custom iRay SSS skin shader for G2F !
    When will be the final product released ?
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks a lot

    rov said:
    Mec4D said:
    The same set just turned the Pixar panorama to get the

    sun light in front
    I think not bad effect at all ?

    I need still to make the top coat


    I think you are doing super work on it!
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    No sale for this one .. just for you all to play with , it is a shader preset so when you apply it to your genesis figure male or female all you need to do is replace the texture maps with the one of your choice , unfortunately manually but not much work.
    When the Beta is done and we get the final version I will have a shader with universal maps
    I need it for my upcoming Buddy 3 that is in production ;) but for now we all play with and maybe even improve the new setup

    Iray does not have typical skin shader so this is sort the closed u will come to SSS-Translucency like in the old school times ;)

    Mec4D, I can wait to buy your custom iRay

    SSS skin shader for G2F !
    When will be the final product released ?

    I'd guess it has to wait for Daz 4.8 to be out of beta. Mec4D, will there be a G2M version of the shader as well?

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Played with the new skin setup and Aviatrix
    I need to try tonight Victoria maps or other that have more details than the base G2F bellow

    Aviatrixw1.jpg
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  • TJohnTJohn Posts: 11,339
    edited December 1969

    Mec4D said:
    No sale for this one .. just for you all to play with , it is a shader preset so when you apply it to your genesis figure male or female all you need to do is replace the texture maps with the one of your choice , unfortunately manually but not much work.
    When the Beta is done and we get the final version I will have a shader with universal maps
    I need it for my upcoming Buddy 3 that is in production ;) but for now we all play with and maybe even improve the new setup

    Iray does not have typical skin shader so this is sort the closed u will come to SSS-Translucency like in the old school times ;)

    Mec4D, I can wait to buy your custom iRay

    SSS skin shader for G2F !
    When will be the final product released ?

    I'd guess it has to wait for Daz 4.8 to be out of beta. Mec4D, will there be a G2M version of the shader as well?


    Looking forward to it. Thank you for sharing. :cheese:
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    That is some really lovely work Mec4D!

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Always so generous Cath. Your da best my dear!

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Mec4D said:
    Here some progress
    you can control the SSS Translucency level for the full model with one slider at once
    The set is based only on the G2F base maps as I would do slightly different the SSS translucency maps using thickness maps based on the 3D model
    My question, a translucency map, vs viewing angle???

    As I have joked elsewhere, I'm sure my ears are far more translucent then my thick skull :blank: :lol:

    What about the wrists, thicker one way then the other, and where the bones are visible threw the surface, depends on where the camera's line of site is relative to the surface of the skin. That kind of has me thinking that an actual bone mesh is needed inside the figure, or a mesh map that can change drastically depending on the camera's line of site.

    I know it is probably looking at it from a rather extreme angle (or lumens), I'm guessing it would still play to some extent under more reasonable light levels.

    Nice renders everyone. I only wish my computer was not so painfully slow, it would ease the learning curve for me, lol.

  • murmelmurmel Posts: 9
    edited December 1969

    Wow, a lot of nice work here.
    This is my first attempt with IRay engine.
    http://www.daz3d.com/gallery/images/64748/

    regards murmel

  • kyoto kidkyoto kid Posts: 41,839
    edited December 1969

    tjohn said:
    Victoria Six

    ...really nice. I like the hair.
  • kyoto kidkyoto kid Posts: 41,839
    edited December 1969

    Mec4D said:
    I will share the scene files soon via gallery no charges .. it is experimental so I hope you like it ;)

    Mec4D, I can wait to buy your custom iRay SSS skin shader for G2F !
    When will be the final product released ?

    ...looking forward to it.

    I feel I've come close but still can't seem to shake the "rubbery" look.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    One thing that I think helps a bit is to create a natural scene. It's HARD to make a character portrait that holds up with the weird studio lighting. But natural shadows and diffuse lighting helps solidify that sense of realism.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I was thinking about it today, with painted translucency you get the bony effect from top or below , that why you will need a bone mesh inside for the 360 effect but hey we dont do Xrays lol

    for now there are finger bones painted into maps of G2F .. ;) not by me lol

    Mec4D said:
    Here some progress

    you can control the SSS Translucency level for the full model with one slider at once
    The set is based only on the G2F base maps as I would do slightly different the SSS translucency maps using thickness maps based on the 3D model

    My question, a translucency map, vs viewing angle???

    As I have joked elsewhere, I'm sure my ears are far more translucent then my thick skull :blank: :lol:

    What about the wrists, thicker one way then the other, and where the bones are visible threw the surface, depends on where the camera's line of site is relative to the surface of the skin. That kind of has me thinking that an actual bone mesh is needed inside the figure, or a mesh map that can change drastically depending on the camera's line of site.

    I know it is probably looking at it from a rather extreme angle (or lumens), I'm guessing it would still play to some extent under more reasonable light levels.

    Nice renders everyone. I only wish my computer was not so painfully slow, it would ease the learning curve for me, lol.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    You know, I was considering some of those anatomy and skeleton packs for sale, but they say V/M4.

    Anyone know if they will morph properly to Genesis or Genesis2 figures?

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Dont forget there are more under skin than just bones lol , if we had it this way as fingers we would glow by the sunset like jelly beans
    we would need a full anatomy model , I saw on internet guys did this already even with 3 layers of skin .. still it does not helped much

    You know, I was considering some of those anatomy and skeleton packs for sale, but they say V/M4.

    Anyone know if they will morph properly to Genesis or Genesis2 figures?

This discussion has been closed.