Show Us Your Iray Renders. Part II

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Comments

  • ArtiniArtini Posts: 10,297
    edited December 1969

    Wow, pearbear, that's nice.

    Artini... couple of things: turn off Visualise Finite Dome, that's not intended to be a final render setting.

    Have you rotated the dome to position the "sun" from the image better?

    Bring the Environment lighting Resolution up higher, and maybe boost the Environment Intensity slider.

    You might also want to adjust your tone mapping, Try Iso 200, F/stop 11, Shutter Speed 92


    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.
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    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
    ..

    MILKY3.jpg
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    Post edited by MEC4D on
  • ArtiniArtini Posts: 10,297
    edited April 2015

    Looks great, Mec4D, as well as your other renders.

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

    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?

  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    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 ;)

    MILKY3_soft_box.jpg
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    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Here with the standard Sun Sky light , only 300 samples not finished rendering

    MILKY3suun.jpg
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  • CMKook-24601CMKook-24601 Posts: 200
    edited December 1969

    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 ^_^.

    SheHulk_Punches_IronMan.png
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  • JimbowJimbow Posts: 557
    edited December 1969

    Mec4D said:
    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
    ..

    Very sweet. Go on, do a displacement version and see if there's a difference ;)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    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


    Jimbow said:
    Mec4D said:
    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
    ..

    Very sweet. Go on, do a displacement version and see if there's a difference ;)

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Jimbow said:
    Mec4D said:
    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
    ..

    Very sweet. Go on, do a displacement version and see if there's a difference ;)

    "I find your lack of faith....disturbing."

  • evilded777evilded777 Posts: 2,482
    edited April 2015

    Mec4D said:
    Here with the standard Sun Sky light , only 300 samples not finished rendering

    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.

    Post edited by evilded777 on
  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    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


    Jimbow said:
    Mec4D said:
    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
    ..

    Very sweet. Go on, do a displacement version and see if there's a difference ;)

    "I find your lack of faith....disturbing."

    black1no_maps.jpg
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    WIZARD_TEST_SSS.jpg
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    Post edited by MEC4D on
  • AlexLOAlexLO Posts: 193
    edited December 1969

    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?

    Is this far enough back? ;-)
    Just Bjorn M6 getting ready for the beach

    Mike6-BjornSSS-Iraytest-alexlo042015.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    Hey nice try, nothing bite an old LION LMAO


    Alex L said:
    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?

    Is this far enough back? ;-)
    Just Bjorn M6 getting ready for the beach

    WIZARD_TEST_SSS2.jpg
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    Post edited by MEC4D on
  • pearbearpearbear Posts: 227
    edited December 1969

    Mec4D, your skin is looking fabulous!

  • AlexLOAlexLO Posts: 193
    edited December 1969

    Mec4D said:
    Hey nice try, nothing bite an old LION LMAO


    Alex L said:
    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?

    Is this far enough back? ;-)
    Just Bjorn M6 getting ready for the beach

    meow heheh

    "Tis nothing but a flesh wound"
    Or when he forgets his pants, he REALLY forgets his pants

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Alex L said:
    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?

    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.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    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

    pearbear said:
    Mec4D, your skin is looking fabulous!
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    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

    Alex L said:
    Mec4D said:
    Hey nice try, nothing bite an old LION LMAO


    Alex L said:
    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?

    Is this far enough back? ;-)
    Just Bjorn M6 getting ready for the beach

    meow heheh

    "Tis nothing but a flesh wound"
    Or when he forgets his pants, he REALLY forgets his pants

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    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

    hiroshi1.jpg
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    hiroshi2.jpg
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    hiroshi3.jpg
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    hiroshi_WITH_BONE.jpg
    764 x 1080 - 582K
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    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.

  • AlexLOAlexLO Posts: 193
    edited December 1969

    Mec4D said:
    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 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>

  • j cadej cade Posts: 2,310
    edited December 1969

    Not entirely satisfied with this one. The skin is a bit dull.

    alex3.png
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  • kyoto kidkyoto kid Posts: 41,847
    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
    ...but, I thought The Girl was supposed to be Daz's Pinup figure??

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

    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...

    By_the_sea_01.png
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  • 8eos88eos8 Posts: 170
    edited December 1969

    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?)

    skintest6-retone2-pixar.jpg
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    albedo-levels.PNG
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  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    ...that looks pretty good.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The skin is soft and nice , but the lips and inside mouth surface take it away ...

    Kamion99 said:
    Not entirely satisfied with this one. The skin is a bit dull.
  • pearbearpearbear Posts: 227
    edited December 1969

    8eos8 said:
    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?)

    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?

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    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.

    G2F_Redhead_Stacia.png
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    G2M_Redhead.png
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This discussion has been closed.