Show Us Your Iray Renders. Part II

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Comments

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Yea I am doing 2 characters but waiting for the main release as they will change some things in the IRAY settings so it may not working later , but definitely it is coming

    tl155180 said:
    Mec4D said:
    Thanks, it is Giannie head 0.74% and Michael 6 head 0.49%
    textures are from my old Hunk Megapack for M4 using M4 UVs on G2M
    I have also Dorian's beard style in the set


    tl155180 said:

    Mec4D said:
    Thanks a lot .. 35 style a lot of rendering today lol
    bellow the infamous Copstache

    Nice portrait! He looks just like Dorian from Dragon Age 3 (only better quality, of course). Very realistic. Which model is this?

    Wow, really?! I figured it must have been one of the newer HD sets from the quality. Thats really impressive!

    If you decide to produce some Iray skin textures for the market after full release, I think I'll definitely be snapping them up :)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I could make it much lighter in design due to Iray lighting it produce nice AO
    it render fast too compared to Uber environment and better material settings
    so I making for the scalp a nice set with some grooming functions to alter the style .. a lot of fun !!!


    Mec4d: Nice. I was thinking that it'd be cool to have something like Unshaven beard for the scalp. It's fun making hairstyles, sure, but something faster and 'lighter' load for Iray would be good.

  • RiggswolfeRiggswolfe Posts: 911
    edited December 1969

    I was looking at the "Reaching for the Stars" sale and saw some hdris for sale that are supposed to be for Bryce. Does anyone have those? Does it come with .hdr files as well as the Bryce scenes? Might it be worth picking up for use in Iray?

  • tl155180tl155180 Posts: 994
    edited December 1969

    Mec4D said:

    Yea I am doing 2 characters but waiting for the main release as they will change some things in the IRAY settings so it may not working later , but definitely it is coming

    tl155180 said:
    Mec4D said:
    Thanks, it is Giannie head 0.74% and Michael 6 head 0.49%
    textures are from my old Hunk Megapack for M4 using M4 UVs on G2M
    I have also Dorian's beard style in the set


    tl155180 said:

    Mec4D said:
    Thanks a lot .. 35 style a lot of rendering today lol
    bellow the infamous Copstache

    Nice portrait! He looks just like Dorian from Dragon Age 3 (only better quality, of course). Very realistic. Which model is this?

    Wow, really?! I figured it must have been one of the newer HD sets from the quality. Thats really impressive!

    If you decide to produce some Iray skin textures for the market after full release, I think I'll definitely be snapping them up :)

    Cool, can't wait - are we talking both males, or 1 male, 1 female? (I'm more a female renderer kind of guy).

  • Arnold CArnold C Posts: 740
    edited April 2015

    Victoria 6 (with my 4th version of a Victoria 6 skin material for Iray) in the Fairy Queen Dynamic Royal Dress with customized base texture.
    Stonemasons Millennium Environment with LaurieS' Magic Falls texture set. Had to swap the center scenery texture to the right to avoid the rightmost "wall" casting a nasty shadow all over the scene. Macsix's Anvil - Spherical HDRI Panorama Skybox as the only lightsource.
    I like how you can use a DOF camera setting in Iray without having to raise up pixel samples like you had to do in 3Delight. :-)

    The floor is made of a 5x0.2m Cylinder Primitive with a custom made "Granite - White" shader based on values and textures from the marble_white.mdl source one can find in .\DAZStudio4 Public Build\shaders\iray\nvidia.

    Magic_Falls.jpg
    1080 x 1920 - 868K
    Post edited by Arnold C on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

    I kind of missed this whole part about gamma correcting. I'm pretty sure that's NOT what you are doing. Gamma correcting an image, in this sense, would be removing the 2.2 gamma so that the rendered output would not have GC applied twice to an image.

    Now, I'm not saying that your approach is wrong... I'm all for doing what works, and I have been known to alter textures myself. But, don't say its one thing when you mean something else.

    Pretty sure there is no technical term for what you are doing, just eyeballing a lighter diffuse texture to use as a translucence texture. I could be way off here, but pretty sure that is what we have here.

    And I am NOT saying this is wrong, or that you shouldn't do it. I'm just particular about using the correct terms.

  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    And here's that crazy goldbeard dwarf from before, except I used the redhead shader from the previous image... and also used the same skin.

    So the previous woman's surfaces, entirely, slapped on this guy. Works well for redheads! For anything else I'd probably add a little more color on the channels, or maybe try using the normal diffuse map (which, for Eisa, is still pretty pale)



    ...redheads need freckles...
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Sure, but I was just testing a converted Eisa skin.

    Although now that I think about it, Skin Overlay can add freckles easily. Mmm.

    Evilded:
    What I'm doing is figuring that Gamma is being applied ... somewhere, I'm not sure where/how. So what I'm doing is applying levels at inverse of 2.2, or .4545.

    After doing so, I find I get a skin that maintains the same tone from 0 translucency to full translucency.

  • kyoto kidkyoto kid Posts: 41,847
    edited April 2015

    ...I only have the Gen4 version of the Skin Overlay (got it when I was still using V4 skins) and when I tried it on the Belle version of my Leela character it didn't look right.

    Getting the new Freckles for Genesis 2 Females.

    Post edited by kyoto kid on
  • pearbearpearbear Posts: 227
    edited December 1969

    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

    I kind of missed this whole part about gamma correcting. I'm pretty sure that's NOT what you are doing. Gamma correcting an image, in this sense, would be removing the 2.2 gamma so that the rendered output would not have GC applied twice to an image.

    Now, I'm not saying that your approach is wrong... I'm all for doing what works, and I have been known to alter textures myself. But, don't say its one thing when you mean something else.

    Pretty sure there is no technical term for what you are doing, just eyeballing a lighter diffuse texture to use as a translucence texture. I could be way off here, but pretty sure that is what we have here.

    And I am NOT saying this is wrong, or that you shouldn't do it. I'm just particular about using the correct terms.

    If you want to use diffuse color maps in the translucency slot, they do need to be gamma adjusted. The translucency slot needs linear color info, and the diffuse textures have their gammas set to look good to the naked eye which means they aren't linear, so they look way too dark as is if you use them for translucency. I do the same thing in Photoshop to prepare my textures using the "Gamma Correction" slider. In Photoshop you set the slider to 2.2, and it pulls the texture back to a linear gamma of 1.0. In GIMP which timmins is using, I believe the controls are reversed, so he's setting it at .4545, but both techniques get your texture back to a linear workflow gamma of 1.0.

  • 8eos88eos8 Posts: 170
    edited December 1969

    Hmm, if I set gamma=2.2 in the Levels tool in Gimp, it makes the texture lighter, not darker. Is that what it does in Photoshop too? It would be really confusing if they work the opposite way... The V6 textures are already too dark as they are to use in translucency, and editing their gamma to 0.45 would make them even darker, right?

  • pearbearpearbear Posts: 227
    edited April 2015

    8eos8 said:
    Hmm, if I set gamma=2.2 in the Levels tool in Gimp, it makes the texture lighter, not darker. Is that what it does in Photoshop too? It would be really confusing if they work the opposite way... The V6 textures are already too dark as they are to use in translucency, and editing their gamma to 0.45 would make them even darker, right?

    When the gamma is adjusted to 1.0, the texture looks lighter, so yeah it's easy to see when you're going in the right direction. Using Photoshop's "Image - Adjust - Exposure - Gamma Correction" slider is the same as what you're describing with the Levels tool in Gimp, the right adjustment setting is 2.2. Timmins described using .4545 as his setting in Gimp which makes me think he's using a different tool/menu in Gimp for the same results. Some image processing tools that adjust gamma are set up that way, since multiplying .4545 by 2.2 is 1.0 (rounded).

    edit - just to clarify, the diffuse textures are a gamma of 2.2 by default and need to be changed to 1.0. Depending on what particular gamma correction tool you use to do this, and the nomenclature, the correct setting could be either .4545 or 2.2. Whichever one makes it look lighter is the right one!

    Post edited by pearbear on
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    pearbear said:
    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

    I kind of missed this whole part about gamma correcting. I'm pretty sure that's NOT what you are doing. Gamma correcting an image, in this sense, would be removing the 2.2 gamma so that the rendered output would not have GC applied twice to an image.

    Now, I'm not saying that your approach is wrong... I'm all for doing what works, and I have been known to alter textures myself. But, don't say its one thing when you mean something else.

    Pretty sure there is no technical term for what you are doing, just eyeballing a lighter diffuse texture to use as a translucence texture. I could be way off here, but pretty sure that is what we have here.

    And I am NOT saying this is wrong, or that you shouldn't do it. I'm just particular about using the correct terms.

    If you want to use diffuse color maps in the translucency slot, they do need to be gamma adjusted. The translucency slot needs linear color info, and the diffuse textures have their gammas set to look good to the naked eye which means they aren't linear, so they look way too dark as is if you use them for translucency. I do the same thing in Photoshop to prepare my textures using the "Gamma Correction" slider. In Photoshop you set the slider to 2.2, and it pulls the texture back to a linear gamma of 1.0. In GIMP which timmins is using, I believe the controls are reversed, so he's setting it at .4545, but both techniques get your texture back to a linear workflow gamma of 1.0.

    Perhaps I stand to be corrected. That seems logical. More investigation for my own edification required.

  • TJohnTJohn Posts: 11,339
    edited December 1969

    Min Seo.

    Min_Seo_Iray.jpg
    1250 x 1500 - 291K
  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    pearbear said:
    8eos8 said:
    Hmm, if I set gamma=2.2 in the Levels tool in Gimp, it makes the texture lighter, not darker. Is that what it does in Photoshop too? It would be really confusing if they work the opposite way... The V6 textures are already too dark as they are to use in translucency, and editing their gamma to 0.45 would make them even darker, right?

    When the gamma is adjusted to 1.0, the texture looks lighter, so yeah it's easy to see when you're going in the right direction. Using Photoshop's "Image - Adjust - Exposure - Gamma Correction" slider is the same as what you're describing with the Levels tool in Gimp, the right adjustment setting is 2.2. Timmins described using .4545 as his setting in Gimp which makes me think he's using a different tool/menu in Gimp for the same results. Some image processing tools that adjust gamma are set up that way, since multiplying .4545 by 2.2 is 1.0 (rounded).

    edit - just to clarify, the diffuse textures are a gamma of 2.2 by default and need to be changed to 1.0. Depending on what particular gamma correction tool you use to do this, and the nomenclature, the correct setting could be either .4545 or 2.2. Whichever one makes it look lighter is the right one!
    ...the only "Levels" tool I can find in Gimp is for colour, setting from 0 - 255. Do not see anything about Gamma settings, and I have the latest version.

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Kyoto Kid said:
    pearbear said:
    8eos8 said:
    Hmm, if I set gamma=2.2 in the Levels tool in Gimp, it makes the texture lighter, not darker. Is that what it does in Photoshop too? It would be really confusing if they work the opposite way... The V6 textures are already too dark as they are to use in translucency, and editing their gamma to 0.45 would make them even darker, right?

    When the gamma is adjusted to 1.0, the texture looks lighter, so yeah it's easy to see when you're going in the right direction. Using Photoshop's "Image - Adjust - Exposure - Gamma Correction" slider is the same as what you're describing with the Levels tool in Gimp, the right adjustment setting is 2.2. Timmins described using .4545 as his setting in Gimp which makes me think he's using a different tool/menu in Gimp for the same results. Some image processing tools that adjust gamma are set up that way, since multiplying .4545 by 2.2 is 1.0 (rounded).

    edit - just to clarify, the diffuse textures are a gamma of 2.2 by default and need to be changed to 1.0. Depending on what particular gamma correction tool you use to do this, and the nomenclature, the correct setting could be either .4545 or 2.2. Whichever one makes it look lighter is the right one!


    ...the only "Levels" tool I can find in Gimp is for colour, setting from 0 - 255. Do not see anything about Gamma settings, and I have the latest version.

    I don't use Gimp but in most image editors gamma correction is bunched with the tools for brightness and contrast, not colour.

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    I followed pearbear's suggestion about adjusting the gamma when using a translucency map, and it worked real well. So now I'm happy with her skin and her eyes, but making hair look good in Iray, particularly in close up portraits, is a major problem...

    Teen#2_-_translucency_test.png
    810 x 1080 - 839K
  • pearbearpearbear Posts: 227
    edited December 1969

    Kyoto Kid said:
    pearbear said:
    8eos8 said:
    Hmm, if I set gamma=2.2 in the Levels tool in Gimp, it makes the texture lighter, not darker. Is that what it does in Photoshop too? It would be really confusing if they work the opposite way... The V6 textures are already too dark as they are to use in translucency, and editing their gamma to 0.45 would make them even darker, right?

    When the gamma is adjusted to 1.0, the texture looks lighter, so yeah it's easy to see when you're going in the right direction. Using Photoshop's "Image - Adjust - Exposure - Gamma Correction" slider is the same as what you're describing with the Levels tool in Gimp, the right adjustment setting is 2.2. Timmins described using .4545 as his setting in Gimp which makes me think he's using a different tool/menu in Gimp for the same results. Some image processing tools that adjust gamma are set up that way, since multiplying .4545 by 2.2 is 1.0 (rounded).

    edit - just to clarify, the diffuse textures are a gamma of 2.2 by default and need to be changed to 1.0. Depending on what particular gamma correction tool you use to do this, and the nomenclature, the correct setting could be either .4545 or 2.2. Whichever one makes it look lighter is the right one!


    ...the only "Levels" tool I can find in Gimp is for colour, setting from 0 - 255. Do not see anything about Gamma settings, and I have the latest version.

    Here's a screen grab I found in an online tutorial about gamma adjustment in Gimp. It shows where the Gamma control in the Levels tool is

    Capture.JPG
    674 x 789 - 101K
  • kyoto kidkyoto kid Posts: 41,847
    edited April 2015

    ...the brightness/contrast tool are grouped under colour tools. There is just a +/- slider and it only increments in whole numbers.

    PSPdoes have a gamma setting in the Brightness/Contrast menu under Histogram Adjustment. Need to find where that is in Gimp now.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    pearbear said:
    Kyoto Kid said:
    pearbear said:
    8eos8 said:
    Hmm, if I set gamma=2.2 in the Levels tool in Gimp, it makes the texture lighter, not darker. Is that what it does in Photoshop too? It would be really confusing if they work the opposite way... The V6 textures are already too dark as they are to use in translucency, and editing their gamma to 0.45 would make them even darker, right?

    When the gamma is adjusted to 1.0, the texture looks lighter, so yeah it's easy to see when you're going in the right direction. Using Photoshop's "Image - Adjust - Exposure - Gamma Correction" slider is the same as what you're describing with the Levels tool in Gimp, the right adjustment setting is 2.2. Timmins described using .4545 as his setting in Gimp which makes me think he's using a different tool/menu in Gimp for the same results. Some image processing tools that adjust gamma are set up that way, since multiplying .4545 by 2.2 is 1.0 (rounded).

    edit - just to clarify, the diffuse textures are a gamma of 2.2 by default and need to be changed to 1.0. Depending on what particular gamma correction tool you use to do this, and the nomenclature, the correct setting could be either .4545 or 2.2. Whichever one makes it look lighter is the right one!


    ...the only "Levels" tool I can find in Gimp is for colour, setting from 0 - 255. Do not see anything about Gamma settings, and I have the latest version.

    Here's a screen grab I found in an online tutorial about gamma adjustment in Gimp. It shows where the Gamma control in the Levels tool is
    ...wish they labelled it so like PSP does.

  • tomtom.wtomtom.w Posts: 140
    edited April 2015

    tomtom.w said:
    I followed pearbear's suggestion about adjusting the gamma when using a translucency map, and it worked real well. So now I'm happy with her skin and her eyes, but making hair look good in Iray, particularly in close up portraits, is a major problem...

    For some to me at least unknown reason I had to make the transparency map for the limbs slightly lighter (adjusting to gamma 2.3 instead of 2.2) to get a uniform shade on her legs, and not have her look as if she was wearing bicycle pants. Has anyone else had that problem? Does anyone know why it is so?

    Edited: I now noticed i had the same problem with the shoulders, forearms and hands as with the legs and feet, meaning I had to adjust the transparency map for the limbs to gamma 2.3, and the transparency maps for the face and torso to 2.2 to get a uniform skin tone all over.

    Post edited by tomtom.w on
  • JimbowJimbow Posts: 557
    edited April 2015

    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

    Me too. I'm also adjusting all rgb textures to 2.2 gamma to compensate for the current renderer seemingly not doing the adjustment at render time, and rendering at gamma 1. Rendering at gamma 2.2 might compensate for textures, but doesn't compensate for lighting. The simple fact that transmaps need to be changed to gamma 2.2 suggests the renderer isn't currently doing the necessaries when you hit the button. Normal/bump/displacement maps also seem to turn out as expected when they're changed to gamma 2.2 in Photoshop. I've also dumped bump and normal maps as I found they just add more factors to mess things up when micropolys through displacement sundivision behave better. I've also modified the traditional 'diffuse' textures to albedo textures.

    Anyway, here's the latest Mesolithic man (cropped for DAZ rules). Any reflection roughness and 'fresnel' is driven by tiny skin displacement plus whatever the glossy layers do in the world of iray. After reading plenty more on CG skin and looking at skin surfaces I decided texture driven roughness only goes so far and can actually just add a whole layer of pain. I think the only reason I'd justify using a colour map to drive "specularity" now would be for production convenience and to define thickness of oils on the skin surface.

    Meso_08_skin46f_Dirty_crop_JimBowers2015.jpg
    1193 x 1533 - 973K
    Post edited by Jimbow on
  • JimbowJimbow Posts: 557
    edited December 1969

    Wow, those look really detailed.

    Thanks SY. Sorry it took a while to reply, I've been really busy.

    What did you do for the internal bits? I'd love to replicate the effect, if I could....

    Morphs, then creating an obj to make a morph, then morphing some more. Watch out for emaciation morphs making skin sag in the armpits so they poke through, and you need to hide the teeth and adjust the inner jaws appropriately. For a quick test you could use the (I think free with Studio) Morphing Skull and just line it up with the head. Here's a comparison, although I've moved to translucency maps for now. To the diagonal left is a Neanderthal with an innards body, and to the right without.

    G2M_innards_comparison_01.jpg
    714 x 846 - 505K
  • RarethRareth Posts: 1,462
    edited December 1969

    The skin settings you all are coming up with are just mazing, I'm running into the limits on my current system, I really need to get a better graphics card the 1gb NVidia I have is just not cutting it. especially with larger scenes.

  • TJohnTJohn Posts: 11,339
    edited December 1969

    Jimbow said:
    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

    Me too. I'm also adjusting all rgb textures to 2.2 gamma to compensate for the current renderer seemingly not doing the adjustment at render time, and rendering at gamma 1. Rendering at gamma 2.2 might compensate for textures, but doesn't compensate for lighting. The simple fact that transmaps need to be changed to gamma 2.2 suggests the renderer isn't currently doing the necessaries when you hit the button. Normal/bump/displacement maps also seem to turn out as expected when they're changed to gamma 2.2 in Photoshop. I've also dumped bump and normal maps as I found they just add more factors to mess things up when micropolys through displacement sundivision behave better. I've also modified the traditional 'diffuse' textures to albedo textures.

    Anyway, here's the latest Mesolithic man (cropped for DAZ rules). Any reflection roughness and 'fresnel' is driven by tiny skin displacement plus whatever the glossy layers do in the world of iray. After reading plenty more on CG skin and looking at skin surfaces I decided texture driven roughness only goes so far and can actually just add a whole layer of pain. I think the only reason I'd justify using a colour map to drive "specularity" now would be for production convenience and to define thickness of oils on the skin surface.


    Tom Waits?

  • Viper016Viper016 Posts: 159
    edited December 1969

    I don't know why I want to post in this thread so badly xD

    I really wish I wasn't working on a low-end 6GB(5gb-or less free) RAM, 2012 Intel i5/HD 4000 integrated laptop.
    But wow, Iray is the fastest Daz Studio linked Physically Accurate Render Engine I have ever used on this laptop.
    Reality and Luxus vis LuxRender are just too slow for me personally, I loathe waiting so long for even just a test sample to see if my surface and lighting will look good for a final render.

    oh well, I guess I could post something random here xD
    I did my own Iteration of Doctor Vargas from PS4's/Sony's game called Knack.

    !0_DoctorVargasSub-DXT_trx21gfix.jpg
    907 x 510 - 226K
  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    Jimbow said:
    After doing some testing, I'm moving away from using a color map in gloss in my setup. So now it's a very simple:
    Regular diffuse map in Base Color, gamma corrected trans map, .5 weight. Do normal stuff with gloss

    Me too. I'm also adjusting all rgb textures to 2.2 gamma to compensate for the current renderer seemingly not doing the adjustment at render time, and rendering at gamma 1. Rendering at gamma 2.2 might compensate for textures, but doesn't compensate for lighting. The simple fact that transmaps need to be changed to gamma 2.2 suggests the renderer isn't currently doing the necessaries when you hit the button. Normal/bump/displacement maps also seem to turn out as expected when they're changed to gamma 2.2 in Photoshop. I've also dumped bump and normal maps as I found they just add more factors to mess things up when micropolys through displacement sundivision behave better. I've also modified the traditional 'diffuse' textures to albedo textures.

    Anyway, here's the latest Mesolithic man (cropped for DAZ rules). Any reflection roughness and 'fresnel' is driven by tiny skin displacement plus whatever the glossy layers do in the world of iray. After reading plenty more on CG skin and looking at skin surfaces I decided texture driven roughness only goes so far and can actually just add a whole layer of pain. I think the only reason I'd justify using a colour map to drive "specularity" now would be for production convenience and to define thickness of oils on the skin surface.


    ...holy cow, that looks really good.

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

    DAZ just released a new character, Callie 6. All her promo pictures were rendered with Iray. http://www.daz3d.com/callie-6

    They look pretty good, except for her lips. But then, she is a stylized character, so I suppose her lips don't need to look real.

    I think Mec4d's character renders are much better, though, as well as quite a few others that have been posted in this thread. lol

  • ANGELREAPER1972ANGELREAPER1972 Posts: 4,555
    edited December 1969

    ACross said:
    DAZ just released a new character, Callie 6. All her promo pictures were rendered with Iray. http://www.daz3d.com/callie-6

    They look pretty good, except for her lips. But then, she is a stylized character, so I suppose her lips don't need to look real.

    I think Mec4d's character renders are much better, though, as well as quite a few others that have been posted in this thread. lol

    it does bring out the colours making the promos more vibrant and enticing which of course is the point whether or not we can create the same effect/renders is another of course. Well on a side note I guessed wrong on what the new character would be she isn't one I'd get really but I do like all her extras all the clothing and various poses very good for pinup/cheesecake pinup 50s style and her skin tone is nice too though that maybe the look achieved rendered in iray

This discussion has been closed.