Show Us Your Iray Renders. Part II

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Comments

  • Oso3DOso3D Posts: 15,084
    edited December 1969

    I find it's VERY tricky to massage regular hair into looking good in Iray.

    I use LAMH whenever I can, but that's obviously not a solution that's easy particularly often.

  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    I tried Moonsong hair
    PH Sweet
    Orianna Hair

    I have these and more...

    Olympia 6 Pro Bundle
    Gianni 6 Pro Bundle
    Gia 6 Pro Bundle
    David 5 Pro Bundle

    I really appreciate your time!

  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    I have reset my render settings and went through the steps. As simple as this is, I am sure I am doing something wrong or maybe something didnt install correctly. But if I was a betting man, I would be it was me.

  • jag11jag11 Posts: 885
    edited December 1969

    GarrettDR said:
    I tried Moonsong hair
    PH Sweet
    Orianna Hair

    I have these and more...

    Olympia 6 Pro Bundle
    Gianni 6 Pro Bundle
    Gia 6 Pro Bundle
    David 5 Pro Bundle

    I really appreciate your time!

    Don't worry, I'm setting two computers up, so all I do is wait for updates to download, and install. I'll see if I have some hair in common.

  • jag11jag11 Posts: 885
    edited December 1969

    Actually I was playing with Shader Mixer, just mixed two materials, Concrete with a procedural shader.

    ConcreteProceduralMix.png
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  • jag11jag11 Posts: 885
    edited December 1969

    GarrettDR said:
    I tried Moonsong hair
    PH Sweet
    Orianna Hair

    I have these and more...

    Olympia 6 Pro Bundle
    Gianni 6 Pro Bundle
    Gia 6 Pro Bundle
    David 5 Pro Bundle

    I really appreciate your time!

    We have in common Dream Hair. Just to make sure everything matches, the steps you should do:

    1. File|New Scene.
    2. Go to Smart Content Tab|Hair|Dream Hair, doublé click Hair Asset.
    3. You should see it plain White as it has no shader applied.
    4. Again in Smart Content Tab|Hair|Dream Hair, select any Material, it doesn't matter.
    5. Once the material is applied, go to Surfaces Tab|Editor click on Dream Hair Node, make sure sub nodes Bangs, Base, etc. all are selected.
    6. Go to Surfaces Tab|Presets|Shaders|Iray and apply Iray Uber Base.
    7. Go to Content Library Tab and locate the Iray Black Hair shader and double click it. You'll see the appearance changes once again.
    8. Zoom-in.
    9. Render.

    Tip: I always prefer to work with NVIDIA Iray defaults, so, go to Render Settings Tab|Editor and click on Defaults button

    DreamHair.png
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  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    OK! I don't use Smart Content, but I will see if I can this time and get back...

  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    rendered 72%

    test_1.jpg
    1914 x 1030 - 347K
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Thoughts?

    I have loved the Aaron texture since it first came out, and it really does stand the test of time. Morris is the queen.

    Justin4.jpg
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  • jag11jag11 Posts: 885
    edited December 1969

    GarrettDR said:
    rendered 72%

    I think I found the reason, Top Coat Roughness, set it to .25, the lower the value, the glossy the hair.

    It was set to .45, which is way off.

  • Oso3DOso3D Posts: 15,084
    edited December 1969

    Anistropy is probably a good idea (not an expert, but seems to help do that 'long gloss' effect).

    Also, I've had decent results with .4, though with lighter hair where I'm more layering light elements. Generally, roughness at a high level for gloss, then a lower level for top coat, then adjust the two to get 'lit' vs. 'gloss' effects.

  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    OcamRzr said:
    Kyoto Kid said:
    OcamRzr said:
    Still trying to wrap my head around the scaling issues.

    Here is my latest attempt with the Pixar Campus. How you guys are getting such exacting details and my attempts come out fuzzy I don't know but I am pretty sure I am at fault.

    ;)

    As you can see "Gen" is as frustrated as I am with it all...


    ...I basically cheated.

    Changed the dome size to 80 to get the camera position and angle I wanted, turned off the character, Rendered just the setting. First took it into PSP to fix the "barrel" effect (curvature to the image) then opened it up in Gimp and used a sharpen script to add more definition. After that rendered the Merida character and will o' wisp separately with the Draw Dome setting turned off, opened all in Gimp and composited the scene together.

    One question, which HDRI resolution are you using, the 4000 x 2000 or the 8000 x 4000 one?

    8000 x 4000

    I rendered both images separately but for the life of me can't get them to layer in Gimp...
    ...turning off Draw Dome should leave you with the shadow catch plane the character and the transparency background. Also, remember to save any image that will be layered on top ofthe background image as a .png as this preserves the transparent background.

    After both the background and character are rendered, when you go into Gimp open both the rendered background and character as separate files. Click "Copy Visible" (Edit menu) for the character. Then switch to the background image and click "Paste". It should place the character exactly where she would be if you rendered everything in one pass provided you did not move the camera or character between renderings.

  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    Thoughts?

    I have loved the Aaron texture since it first came out, and it really does stand the test of time. Morris is the queen.


    ...single render pass or composited? The backdrop looks nice and crisp instead of blurry.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Because the sphere is with ground


    Kyoto Kid said:
    Thoughts?

    I have loved the Aaron texture since it first came out, and it really does stand the test of time. Morris is the queen.


    ...single render pass or composited? The backdrop looks nice and crisp instead of blurry.
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...using the Finite Sphere and Ground? When I tried that setting, the lower portion of the backdrop image distorted terribly.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    After that you need to scale the ground texture down to the level you like it

    Kyoto Kid said:
    ...using the Finite Sphere and Ground? When I tried that setting, the lower portion of the backdrop image distorted terribly.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Well I go for the maximal , created normal and displacement maps based on my 3D sculpture in Zbrush from 10 million poly to get the micro surface right as normal maps from pictures are not good enough for that, after I remodeled the eyes to the correct form and made morph so the cornea have right bulge and the irises form a sort of inner cone shape ..as the refraction of the cornea and the liquid inside the eye make it looks like the iris is a flat plane but it is not ..... the effect is cooooooool

    this is little older skin type as I go for a mature look to see things n action , you notice the fuzz on the skin ? and sss between ?
    for now just a teaser as I am working on the full picture

    as usual campus light only lol

    eyes.jpg
    643 x 902 - 254K
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Mec4d was correct. Kyoto. Single pass with Finite Dome and Ground, but I did not have to scale the ground texture, just adjust the origin down a little.

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    What I wouldn't give for more normal maps, or the skills and knowledge to create better ones.

    Walt1.jpg
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  • Occams_RazorOccams_Razor Posts: 40
    edited December 1969

    Kyoto Kid said:
    OcamRzr said:
    8000 x 4000 I rendered both images separately but for the life of me can't get them to layer in Gimp...

    ...turning off Draw Dome should leave you with the shadow catch plane the character and the transparency background. Also, remember to save any image that will be layered on top ofthe background image as a .png as this preserves the transparent background.

    After both the background and character are rendered, when you go into Gimp open both the rendered background and character as separate files. Click "Copy Visible" (Edit menu) for the character. Then switch to the background image and click "Paste". It should place the character exactly where she would be if you rendered everything in one pass provided you did not move the camera or character between renderings.

    Almost there with the scaling but still need to try the layering tricks. Tried the Dreamlight LDP-R and it worked, more or less...

    I know "Gen" is floating a bit here but I really didn't feel like running another render to correct it. LOL!

    Pixar-Test3.jpg
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  • Occams_RazorOccams_Razor Posts: 40
    edited December 1969

    Here is the Dreamlight LDP-R test.

    You were right MEC4D. LDP-R adds a bunch of other lights and if I didn't remove the extra shadows post render "Gen" would have 4 shadows following her around.

    :)

    Pixar_Test3.png
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  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    .25 setting on Top Coat Roughness

    test_2.jpg
    1914 x 1030 - 224K
  • jag11jag11 Posts: 885
    edited December 1969

    MEC4D said:
    Well I go for the maximal , created normal and displacement maps based on my 3D sculpture in Zbrush from 10 million poly to get the micro surface right as normal maps from pictures are not good enough for that, after I remodeled the eyes to the correct form and made morph so the cornea have right bulge and the irises form a sort of inner cone shape ..as the refraction of the cornea and the liquid inside the eye make it looks like the iris is a flat plane but it is not ..... the effect is cooooooool

    this is little older skin type as I go for a mature look to see things n action , you notice the fuzz on the skin ? and sss between ?
    for now just a teaser as I am working on the full picture

    as usual campus light only lol

    Looks pretty good.

  • Arnold CArnold C Posts: 740
    edited December 1969

    MEC4D said:
    Well I go for the maximal , created normal and displacement maps based on my 3D sculpture in Zbrush from 10 million poly to get the micro surface right as normal maps from pictures are not good enough for that, after I remodeled the eyes to the correct form and made morph so the cornea have right bulge and the irises form a sort of inner cone shape ..as the refraction of the cornea and the liquid inside the eye make it looks like the iris is a flat plane but it is not ..... the effect is cooooooool

    this is little older skin type as I go for a mature look to see things n action , you notice the fuzz on the skin ? and sss between ?
    for now just a teaser as I am working on the full picture

    as usual campus light only lol

    Would you please stop posting your work results? Look what you've done! :snake:
    What isn't visible in the render is the window next to her right shoulder... where I just threw myself out of!

    Nah, just kidding! ;-)
    Excellent... as always.

    I finally found the solution to my "serious sunburn" problem... the Top Coat Weight was waayy to low. Getting closer. :)

    Here is the Dreamlight LDP-R test.

    You were right MEC4D. LDP-R adds a bunch of other lights and if I didn't remove the extra shadows post render "Gen" would have 4 shadows following her around.

    Very cool! Looks great.

    LWYD.jpg
    768 x 768 - 193K
  • jag11jag11 Posts: 885
    edited December 1969

    GarrettDR said:
    .25 setting on Top Coat Roughness

    Weird. Looks like oil. we'll figure it out.

    Please follow this steps:

    1. Go to Render Settings Tab|Advanced.
    2. Adjust Texture Compression with Medium Threshold and High Threshold as 3072.

    I don't know if changing this settings requiere to restart DAZ Studio.

  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    Sett render settings back to default, Medium and High Threshold changed to 3072 each; Closed Daz Studio, reopened. Made sure Settings remained.
    Opened Dream hair, plain white.
    Added Coffee texture
    Applied Iray Uber Base
    Applied jag11 Hair Shader

    Changed Top Coat Roughness for all of Hair from .45 to .25.

    I had tried SickleYield's advice about Default Camera and turning it off but I haven't noticed a difference in the look of the hair.
    I am taking my wife to go eat and then I'll be back but, I am going to install Daz Studio 4.8 on my laptop and try this with g2 base hair. I think I might be having more problems.Will get back with the result.

    Thanks again, even though you say don't worry.
    One last question, Where did the hair shader you kindly gave me come from?

    test_3.jpg
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  • jag11jag11 Posts: 885
    edited April 2015

    GarrettDR said:
    Sett render settings back to default, Medium and High Threshold changed to 3072 each; Closed Daz Studio, reopened. Made sure Settings remained.
    Opened Dream hair, plain white.
    Added Coffee texture
    Applied Iray Uber Base
    Applied jag11 Hair Shader

    Changed Top Coat Roughness for all of Hair from .45 to .25.

    I had tried SickleYield's advice about Default Camera and turning it off but I haven't noticed a difference in the look of the hair.
    I am taking my wife to go eat and then I'll be back but, I am going to install Daz Studio 4.8 on my laptop and try this with g2 base hair. I think I might be having more problems.Will get back with the result.

    Thanks again, even though you say don't worry.
    One last question, Where did the hair shader you kindly gave me come from?

    I made it and use it all the time.

    I still have some ideas. I'll wait for tests on your laptop.

    Post edited by jag11 on
  • GarrettDRGarrettDR Posts: 229
    edited December 1969

    Im back, going to download 4.8 on laptop. I was asking about your shader because I was hoping you were going to put a set or two up for sale.

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Jag where are your hair settings posted?

    Interested to take a look.

    And it is material settings, right? You didn't actually program a shader? Or did you?

  • GarrettDRGarrettDR Posts: 229
    edited April 2015

    now I get an error when trying to use your shader...

    this is from the laptop

    test_hair_error_1.jpg
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    Post edited by GarrettDR on
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