Show Us Your Iray Renders. Part II

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Comments

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited April 2015

    Half baked thought. Velvet gets stronger the closer to a 'Glancing shot' view of the surface is. Is it possible to use the same exact viewing angle algorithm (subroutine, function, whatever it's called in shader code) to determine translucency, along with a strength map for ares like hip and skull. If possible, it may work quite well to augment the effect of deep flesh and bone.
    [where is the scratching chin emoticon, lol]

    Mec4D said:
    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.

    OK, going that way, gotcha, lol.
    Post edited by ZarconDeeGrissom on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Mec4D said:
    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?

    Oh sure, but the anatomy packs also include EVERYTHING.

    It'd be interesting to see if, properly applied, anyone could tell the difference between 'everything modeled' and handwaving most of it like we normally do. :)

    Specifically, I was glancing at this:
    http://www.daz3d.com/anatomy-4-pro-bundle

    I might end up buying it anyway (once the money winds blow again in my direction), but I'm a little hesitant at the idea of none of it fitting in G2.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Skin is just 2-3 mm (0.10inch) thick so not much of deep flesh effect here
    I use just the maps included in DS so everyone will have it , for my own product I will make the right translucency maps
    the subject is going for the last 17 years in my book , but sometimes you have to do compromises if you don't have what you like, sadly but true, I hope NVIDIA do a good shader for skin in the future with proper all layers , would be really cool

    Half baked thought. Velvet gets stronger the closer to a 'Glancing shot' view of the surface is. Is it possible to use the same exact viewing angle algorithm (subroutine, function, whatever it's called in shader code) to determine translucency, along with a strength map for ares like hip and skull. If possible, it may work quite well to augment the effect of deep flesh and bone.
    [where is the scratching chin emoticon, lol]
    Mec4D said:
    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.

    OK, going that way, gotcha, lol.
  • KooreoKooreo Posts: 48
    edited December 1969

    The image is to big to post here.
    http://kooroe.deviantart.com/art/Eva-Beach-521397395

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited April 2015

    Mec4D said:

    Skin is just 2-3 mm (0.10inch) thick so not much of deep flesh effect here
    I use just the maps included in DS so everyone will have it , for my own product I will make the right translucency maps
    the subject is going for the last 17 years in my book , but sometimes you have to do compromises if you don't have what you like, sadly but true, I hope NVIDIA will do a good shader for skin in the future with proper all layers , would be really cool
    /*snip*/ I wish that was quoted in the Iray fiddling with skin shaders thread.
    http://www.daz3d.com/forums/viewreply/803259/
    I keep seeing shader settings and references to 'Real world' values for stuff, and there is NO skin shader as you point out. In fact the most recent link referenced over there as a something to look into thing, didn't even have Skin values for most of the settings (optic properties) that I had sifted threw up to the page with 'Specular', as I needed sleep then.

    Lacking references for real optic property values, and a lack of a made-to-be skin shader for that 'physics based engine', Iray. The only option left is what has been used in the past for 3delight. Faking it with other things to only get close, lol.
    :down:
    I'd be lying if I didn't see hints of that from the beginning a month and change ago. I had hoped that it was only a first impression of the included Uber Iray shader presets. Tho it dose explain why Nvidia has only showcased there render engine with objects and not living creatures, not even a plant, a leaf, or a simple moss or fungus, lol.

    Not a complete despair moment, Iray and Studio 4.8 is only in Beta.
    John Sheridan: Yeah, well I've never known hope when it wasn't on a diet.

    Post edited by ZarconDeeGrissom on
  • RarethRareth Posts: 1,462
    edited December 1969

    more messing around with wings3d objects, and iray shaders

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  • Oso3DOso3D Posts: 15,085
    edited December 1969

    You know, at first I thought this LAMH experiment of mine just looked really derpy.

    But once I dialed in a blonde shader I liked (which took a WHILE), I think I like it.

    One thing I like about doing LAMH actual hair is that I'm using Genesis hair cap, which means I can plop the same hairdo on Genesis, G2F, G2M... any of it.

    The sweater (dynamic Boyfriend sweater) came out rather nicely ... used inverted pattern as a Refraction weight (to make it a little transparent, particularly between cords) and upped the bump a lot.

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    You see you got it ! reminds me of my first tests with converted fibers from Zbrush to OBJ, now you got some base and can style it , the translucency is nice too
    I like the sweater

    You know, at first I thought this LAMH experiment of mine just looked really derpy.

    But once I dialed in a blonde shader I liked (which took a WHILE), I think I like it.

    One thing I like about doing LAMH actual hair is that I'm using Genesis hair cap, which means I can plop the same hairdo on Genesis, G2F, G2M... any of it.

    The sweater (dynamic Boyfriend sweater) came out rather nicely ... used inverted pattern as a Refraction weight (to make it a little transparent, particularly between cords) and upped the bump a lot.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Yeah, I have a black, brown-red, and blonde hair shader I'm mostly happy with, and I'm pretty set. Just gotta experiment more with LAMH. It's... finicky.

    I'm debating using it to make eyebrows, but that might be overkill.

  • kyoto kidkyoto kid Posts: 41,845
    edited December 1969

    You know, at first I thought this LAMH experiment of mine just looked really derpy.

    But once I dialed in a blonde shader I liked (which took a WHILE), I think I like it.

    One thing I like about doing LAMH actual hair is that I'm using Genesis hair cap, which means I can plop the same hairdo on Genesis, G2F, G2M... any of it.

    The sweater (dynamic Boyfriend sweater) came out rather nicely ... used inverted pattern as a Refraction weight (to make it a little transparent, particularly between cords) and upped the bump a lot.


    ...what is the polycount of the hair when converted to .obj?
  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited April 2015

    Just playing with skin. Genesis base, Basic wear and Toulouse Hair

    One IBL from Paul Devebec used for lightning (Campus and Beach) and SIBL "Empty Room" Diffuse HDR as background

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    Post edited by Takeo.Kensei on
  • Oso3DOso3D Posts: 15,085
    edited April 2015

    Kyoto Kid said:
    ...what is the polycount of the hair when converted to .obj?

    ... high? How do I check?

    What I DO know is that 1000 hairs ~= 1 MB. I find I can just barely render something with a 1 million (1 GB) hair count, but heads of hair are only ~120,000, so that's not so bad for me.
    I do take care to only convert to obj when I'm going to render -- otherwise I keep color information on the hair cap or some other object, then load the LAMH preset, convert to obj, and recolor.

    I downloaded a nifty steampunk goggle obj from some site today, decided to play with it. Took a while to figure out how I could get it to play nice in Daz (I had to open it in Carrara then save it as a DAE file).

    The gun is that Kruger dystopian freebie from whenever, and the hat is actually the party St. Patrick's Day (normally with green sequins, heh).
    Shaders are a mix of Iray standard magnesium, iron, copper, and gold, and most of the rest is Parrot's nice Iray leathers.

    (Of course, those goggles don't have conforming straps, so they'll require creativity to use...)

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    Post edited by Oso3D on
  • kyoto kidkyoto kid Posts: 41,845
    edited April 2015

    ...I wonder if you can send it to Hexagon and get a polycount there?

    Also does hair length affect the polycount as well or only the number of hairs?

    So the hair colour is not preserved in the conversion then? Garibaldi employs a fairly detailed colouration system which included root, tip and peppering so just using a flat colour would look pretty bad.

    Post edited by kyoto kid on
  • Richard HaseltineRichard Haseltine Posts: 107,911
    edited December 1969

    Window>Panes(Tabs)>Scene Info will give you information on the scene in general and on selected items.

  • rovrov Posts: 46
    edited April 2015

    This totally threw met off.
    I made a hair shader preset based on advice, with some color adjustments on base, translucency, glossy and topcoat (all within the red color range of the End of Summer Hair)
    I started playing with some other hair models. Looked good on red Glamour Hair without changing the colors.

    I came across A3 Mitsu Hair (red). A prop I sometimes use in fantasy scenes.
    I did a quick run with the base setting, which I thought looked damned good. After that I changed it to the Iray shader preset and it looked like crap! I had to adjust all colors (translucency even set to black) in order to get it anywhere.

    So I guess sometimes you don't have to go the entire Iray way.
    Below are screencaps side by side. The Iray version is the one after all the color adjustments.

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    Post edited by rov on
  • rovrov Posts: 46
    edited April 2015

    A SciFi scene I tried. HDRI lighting (factory catwalk) and IBL on the Sphere and panels. Played around with the Bloom filter.
    I like the way the Bloom lit up the details on the helmet. It's and old V3 helmet and the only Iray adjustment I made was on the visor.
    Thin Walled Glass with a little bit of blue colour. Used the build in G2 female with Iray optmized settings (no need to go any further in tweaking, because all you see is the face behind glass). Used the Super Woman outfit that came with the Starter Essentials (no adjustments) and turned the body into ParotDolphin's leather shader optimized for Iray.
    I let it run for about and hour on default settings.

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    Post edited by rov on
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Kyoto Kid said:
    ...yeah, however because of the polygon weight for most of us it means sticking to a short hairstyle.

    Not good when your character's have hair like this...


    Nice one KK - Great hair!!!
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Hope it's still OK to cross post with the unbiased render thread

    My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , of course it's not nearly as good as what Mec4D and other have posted, but I think I'm getting a bit better. It also needs more texture work like adding freckles, cleaning up details, creating good bump and normal maps, making an SSS map, etc.

    The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).

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  • Oso3DOso3D Posts: 15,085
    edited December 1969

    People have been chatting about generating eyebrows... so I decided to try it out.

    Skin is generated via Skin Builder by Zev0, which can generate a variety of eyebrow-less skins (yay).

    I didn't do a LOT with the skin, just some basic translucence and SSS, touched up the lips a little. I was annoyed to find all the irises I have apparently look a little segmented this close up, and I have no idea why the ear looks like that (body SubD is at 3 or 4, so ... um).
    Might look better if I had Michael 6.

    ANYhoo... eyebrows turn out to be pretty easy in LAMH! Hair length should be set to 1 or 2, and then use a bunch of spherize along X and Z, then mirror it RL. Adjust some variation, but not too much (it tends not to mirror properly. You could make two shave groups, but that seems excessive)

    The nice thing is, you only typically have 250-1000 hairs per eyebrow. This example used a total of 1000.
    The impact to file size and system is minimal.

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    It is nice in own kind, don't have to be always super photo realistic character .. the lighting is great too
    nice setup of the HDRI , seems like a good map , if it produce shadows must be well done .

    included link for others to check out the HDRI maps http://www.aversis.be/hdri


    dustrider said:
    Hope it's still OK to cross post with the unbiased render thread

    My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , of course it's not nearly as good as what Mec4D and other have posted, but I think I'm getting a bit better. It also needs more texture work like adding freckles, cleaning up details, creating good bump and normal maps, making an SSS map, etc.

    The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).

  • kyoto kidkyoto kid Posts: 41,845
    edited December 1969

    dustrider said:
    Kyoto Kid said:
    ...yeah, however because of the polygon weight for most of us it means sticking to a short hairstyle.

    Not good when your character's have hair like this...


    Nice one KK - Great hair!!!
    ...that is actually Bolina Hair by 3dream/Mairy. Not quite that skilled with Garibaldi....yet. Something like that in .obj format would probably crash my system.
  • jag11jag11 Posts: 885
    edited December 1969

    People have been chatting about generating eyebrows... so I decided to try it out.

    Skin is generated via Skin Builder by Zev0, which can generate a variety of eyebrow-less skins (yay).

    I didn't do a LOT with the skin, just some basic translucence and SSS, touched up the lips a little. I was annoyed to find all the irises I have apparently look a little segmented this close up, and I have no idea why the ear looks like that (body SubD is at 3 or 4, so ... um).
    Might look better if I had Michael 6.

    ANYhoo... eyebrows turn out to be pretty easy in LAMH! Hair length should be set to 1 or 2, and then use a bunch of spherize along X and Z, then mirror it RL. Adjust some variation, but not too much (it tends not to mirror properly. You could make two shave groups, but that seems excessive)

    The nice thing is, you only typically have 250-1000 hairs per eyebrow. This example used a total of 1000.
    The impact to file size and system is minimal.

    Good work...

    I see you're getting close to the eyelashes.:-/

    I few days ago I made one eyelash (solid mesh, not planar w/2 morphs, one for size and one for curvature) tried to replicated by Intance Geometry option but LAMH failed, leave it for a later time.

  • kyoto kidkyoto kid Posts: 41,845
    edited December 1969

    dustrider said:
    Hope it's still OK to cross post with the unbiased render thread

    My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , of course it's not nearly as good as what Mec4D and other have posted, but I think I'm getting a bit better. It also needs more texture work like adding freckles, cleaning up details, creating good bump and normal maps, making an SSS map, etc.

    The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).


    ...that looks really good. Which HDRI are you using that gives such nice shadows?
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    it is the free one in the middle , I just downloaded it

    http://www.aversis.be/hdri/hdri-free-monthly-hdr-map.htm

    every month free great map

    Kyoto Kid said:
    dustrider said:
    Hope it's still OK to cross post with the unbiased render thread

    My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , of course it's not nearly as good as what Mec4D and other have posted, but I think I'm getting a bit better. It also needs more texture work like adding freckles, cleaning up details, creating good bump and normal maps, making an SSS map, etc.

    The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).


    ...that looks really good. Which HDRI are you using that gives such nice shadows?
    Post edited by MEC4D on
  • edited April 2015

    Nice end results.... still have to figure out the shadows....

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  • kyoto kidkyoto kid Posts: 41,845
    edited December 1969

    Mec4D said:
    it is the free one in the middle , I just downloaded it

    http://www.aversis.be/hdri/hdri-free-monthly-hdr-map.htm

    every month free great map

    Kyoto Kid said:
    dustrider said:
    Hope it's still OK to cross post with the unbiased render thread

    My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , of course it's not nearly as good as what Mec4D and other have posted, but I think I'm getting a bit better. It also needs more texture work like adding freckles, cleaning up details, creating good bump and normal maps, making an SSS map, etc.

    The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).


    ...that looks really good. Which HDRI are you using that gives such nice shadows?

    ...OK, I think I have that one.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    also want to give you an interesting tip, if you set up the new HDRI map , set the Environment to 2.20 value then under tone mapping set OFF the Highlight burner under the White Point as it wash off the saturation altering the image colors and shadows dramatically so you get washed of shadows and a lot more noises. It will speed up the rendering as things get cleared off much faster . Use ISO 100 and the rest by default .
    When you create new shader presets or skin setup make sure you don't have it turn ON as the visual result will be altered , not everyone use tone mapping in renders especially when rendered to file .exr

  • Oso3DOso3D Posts: 15,085
    edited April 2015

    One of the great things about physically modeled eyebrows is doing funky shaders. I decided to combine it with the Unshaven Beard (now that I can actually use it with G2M (yay!)) and applied to the eyelashes, too.

    (You can kind of tell the limits of the eyelashes toward the right, but whatever)

    GOLD! GOOOOLD!


    Additional note... the gold looks so cool I'm starting to think I might experiment with starting with metal shaders, for hair, and work my way back toward a softer look.

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  • edited April 2015

    little bit of post work to soften the image... I like this because daz studio just took a huge leap forward in the rendering dept. :)

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I am using metallic shaders since Reality , the best option for fibers hair like that + some translucency
    the eyebrow vanishing cuz the hair was in the direction of the camera you need to style it in the direction , it is like looking on the needle from above you will see just one dot . when you export the hair to geometry, they need to have 3 sides, then sub_d it in DS , it will do the trick and the geometry will be lower , no matter where you export from Garibaldi LAMH or Zbrush and end geometry is the same in construction but ks being proved that 3 sides hair geometry works best n DS

    One of the great things about physically modeled eyebrows is doing funky shaders. I decided to combine it with the Unshaven Beard (now that I can actually use it with G2M (yay!)) and applied to the eyelashes, too.

    (You can kind of tell the limits of the eyelashes toward the right, but whatever)

    GOLD! GOOOOLD!


    Additional note... the gold looks so cool I'm starting to think I might experiment with starting with metal shaders, for hair, and work my way back toward a softer look.

This discussion has been closed.