Show Us Your Iray Renders. Part II
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Thanks for the hints. I will try them later.
And yes, I have rotated the dome, to have a light coming from the angle, I wanted.
My last study on SSS in Iray
using only diffuse map (no gamma 2.20 adjustments for textures ) but adjusted with the PBR values for skin LUMINOSITY and normal maps for the details
Used HDRI Pixar campus for the lighting
..
Looks great, Mec4D, as well as your other renders.
That's brilliant, mec4d. Buddy 3? Or one of your older M4 textures again?
Here's my thing... skin that looks awesome in closeup, doesn't always when you pull the camera back. How does this render from a distance?
Thanks Guys, I just finished the head neck area, when I do the rest today I will do the full body shot from distance but so far it working for me with all maps Sky sun included far or closer
we may have something here ;)
Bellow the same scene with a soft box HDRI maps ..
zoom in for more details
P.S that are still my old M4 textures from Hunk Megapack adjusted for my needs ;)
Here with the standard Sun Sky light , only 300 samples not finished rendering
This is my First completed Iray Render I am a huge SuperHero fan so I went with She-Hulk Slugging Iron-Man. I Didn't really have any story in mind or anything it was more just to show off the Iray shaders. Her suit has the rubber shaders (white is matte and purple shin), the zipper is a brushed metal. Iron-Man I use the gold Shader and modified it to suit the look I wanted more, similarly I used the car pain with small flecks and modified the color scheme, the silvery metal bits are the platinum shader and of course his glowy bits are the emissive shader re colored with various tweaks to the light intensity. I have to Say the Emissive shader is my favorite simply because it acts as a light source ^_^.
Very sweet. Go on, do a displacement version and see if there's a difference ;)
Thanks mate , I did not extract my displacement from the model but I made test with bump maps very cool, I may use my wizard displacement maps , however I like that when a wrinkle form there is a sss effect inside and not 'AO' the way it should be
Very sweet. Go on, do a displacement version and see if there's a difference ;)
Very sweet. Go on, do a displacement version and see if there's a difference ;)
"I find your lack of faith....disturbing."
That just goes to show the power here...no hdri needed.
When you say the textures were "adapted", would you care to elucidate us? Or would that be giving away trade secrets in your opinion?
The Holy Grail here is a technique that will enable reuse of old content without extensive, manual manipulation.
I especially like the lack of what I call the Rudolph Effect, I think most people can guess what I mean by that.
When I set up the shader preset I will explain exactly what to do, it is easy way to change the old maps and only diffuse as the other will working fine .. I did not used the translucent shadow maps but I will make a bone for the nose and for the fingers so no needed any maps and it will works with all characters ... just cool idea I guess
I changed just the face maps the the wizard but still too much saturation in the diffuse map
I adapted my setup idea based on usual Mental Ray SSS , used Fresnel for reflections also , total 6 skin layers
also created African skin preset without diffuse just normal and colors of my new SSS test setting
"I find your lack of faith....disturbing."
Is this far enough back? ;-)
Just Bjorn M6 getting ready for the beach
Hey nice try, nothing bite an old LION LMAO
Is this far enough back? ;-)
Just Bjorn M6 getting ready for the beach
Mec4D, your skin is looking fabulous!
meow heheh
"Tis nothing but a flesh wound"
Or when he forgets his pants, he REALLY forgets his pants
Is this far enough back? ;-)
Just Bjorn M6 getting ready for the beach
That's pretty nice Alex.
Loses some punch at a distance, but is still pretty convincing.
Thanks ! I think after so many attempt I may be on the right path finally , the fact that it is not just for one texture set it is even better and working with all HDRI maps correctly plus sun and sky ..
Now only the old maps need to be de-saturated around -20 % and not extend the luminosity level of 72 and not bellow 56
also the transmission color under SSS can't extend the higher level of the color of the skin what can be pick up in Photoshop with color picker ..once it is done I will make simple tutor .
Also the Translucent color need to be pure 255 red , scattering only not higher than 50% as it have to collaborate with the diffuse
I am thinking if removing just the red channel from the Albedo maps will do better trick here than de-saturation need to try out
once you get the SSS shader preset you can replace just the Diffuse and Normal or Bump maps and ready
It is very nice render my dear friend .... But I am missing some juice , it may be due to the yellowish skin tone that killed the red channel
meow heheh
"Tis nothing but a flesh wound"
Or when he forgets his pants, he REALLY forgets his pants
modeled nasal bones .. result bellow, still the bone cast shadow a little bit did not find the right neutral color for the under bone as lighter colors glow more and darker create intense shadow ..
Light Sun and Sky standard
that's amazing.
Gotta say... I was never crazy about your metals, but your fabrics are beautiful. I bought the dragon rider set, but haven't rendered it yet.
I keep wanting to render Buddy 2, but... I have never liked the way his mouth looks... the texture is awesome though. Maybe I'll do a quicky Iray of him tonight.
That's so cool! Yeah the upper & lower lateral cartilage actually passes a tiny bit of light through too while blocking most of the heavy SSS, unless they become a lightly transmitting volume as well to pass a pinch of what is passing to them through to the outer nose to counter the shadow while lowering the glow. Very tricky but the Chief Inspector is on the case so a solution will reveal itself to you I'm sure. <heads off to question the butler in the pantry>
Not entirely satisfied with this one. The skin is a bit dull.
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
...but, I thought The Girl was supposed to be Daz's Pinup figure??
Trying to put what I've learnt over the past few days to use. The male is a modified Michael 6 with modified Bjorn 6 skin textures while the female is an OC created from the generic Genesis 2 Female, with slightly modified Belle 6 skin textures, and Char hair with reworked textures (to get rid of the green tinge on the hair, particularly the scalp, I had to convert the textures to greyscale, and then add color back to them...). I'm still not happy with the hair, but I can see at least some improvement compared to what it looked like when I started working on it...
I created albedo maps from the diffuse maps for the Olympia skin textures by opening them in Gimp, adding a duplicate layer, then desaturating the 2nd layer by luminosity, inverting it, and finally setting the mode to Soft Light. Then I went into the Levels tool and set the gamma to 2.2, and when I did so the middle triangle ended up almost right underneath the peak of the histogram, which gave me a warm fuzzy feeling inside like I was on the right track here. :) Then I put the albedo maps in the Translucency Color channel of my current skin setup and here is the result. It's looking better to me, I'm not having as much of a problem with blown-out highlights like I was getting in my previous tests.
(And maybe now I can stop rendering bald ladies?)
...that looks pretty good.
The skin is soft and nice , but the lips and inside mouth surface take it away ...
Looks beautiful! Thanks for showing your process, very interesting.
The finely detailed bumpiness of the skin is contributing a lot of good stuff here too, adding a lot of realism and helping the specular shine to break up very nicely. Is that the Macro Skin normal maps?
Freckles? I'll give you freckles... Here are two faces with almost the same skin (Skin Builder + Skin Overlay (to add small details and freckles)
Male has LAMH eyebrows (I need to make better eyebrows at some point) and hair. I tweaked the chin and jaw a bit, but otherwise stock Genesis 2 Male.
Female has eyebrows added with Skin Overlay then LAMH hair. I lightened the red hair shader that I used with the male a bit. Stacia body/face.
Dynamic Bodice dress.
Still kind of hit and miss with the teeth. Mmm. Translucency is good, but I think I overdid it with the guy.