Show Us Your Iray Renders. Part II
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What I (we) think is....
Absolutely. I found it very facilitative to just calculate the specularity color out of the IOR value using the F0 Fresnel equation than having to guess about "how glossy is this thing?". Would have saved me hours of guessing around if I jumped the train earlier. :lol:
I read about that in Allegorithmic’s Comprehensive PBR Guide. Although it does still sound something strange to me, I won't argue with you about that. I think it's about the lore of optics and that a blue box we see isn't blue at all, but we interprete it as blue, as this is the color which is reflected. But better that as seeing the world how weird it really is. :)
Yeah, I made that experience. "1.0" is a perfect mirror and waayy to glossy. Looks really weird. :lol:
I have my layers currently balanced at 60/40, having it at 50/50 IMO I could have rendered it without SSS. I hope that with time at least the current 6th generation will get some updated maps for Iray. I (currently) have absolutely no idea how to create a normal map and I guess just photoshopping it for repairs isn't an option.
That's why I use Marmoset's Microsurface visual cluesheet (Image #4) to specify how glossy (rough) a surface is. I hope that there will be some extensive data collections one day when PBR isn't that new anymore.
Yah, the tricky Top Coat. One of the most important things would be "if your Weight is lower than 1.0, correct your data or you'll mess it all up!".
Kiss me, slap me, take away my credit card.... the reason why my Top Coat Glossiness at 0.72 doesn't look as glossy as it supposed to be is that I (again) forgot to recalibrate the value for it's 0.40 strength. The glossiness isn't near of that of iron (0.75), it's in fact only at 0.288, which is less than that of wood (0.32).
One odd thing, if you'll set it to 1.0, you wouldn't get 0.5, you'll get 1.0 instead if the Weight is below 1.0.
Thanks a lot, that's again some valuable information.
One thing I currently corrected is the "Transmitted Color" for the Lips and Nipples by picking them from the texture in PS. Having the color for the rest of your skin in it will IMO bleach those areas out a lot.
Now then, back to a little math... :lol:
Trying out my prior skin settings with Glossy/Specular-based skin...
Thank you, Musicplayer. Nice render. And background. I guess you gave it some work since it looks very different from the version I got. :)
I posted a skin tone formula??? :gulp:
I guess you mean posting #176 on Page 12?
Sorry for that one, that's, uh, slightly outdated, based on what I knew then about fiddling with shaders.
Which wasn't very much. :down:
I got a new skin tone formula: best thing would be, IMHO, to follow MEC4D pieces of advice, for I bet her knowledge about Physically Based Shading is more than that of the sum of everyone who posted in this thread together (except Alex, of course). ;-) :)
Hi Stefan, Many thanks for your reply,
Yes, by 'formula' I did mean your post with all your settings on #176 on page 12 :-)
I guessed your settings were now possibly out of date, but as you can see from my render your 'old' settings and advice worked perfectly for this particular skin texture with the HDRI I used. As we have seen, the choice of light source can also play a crucial part of the final render.
This is why I once said in an earlier post, that I was sure Iray texture vendors would need to not only sell the right texture maps, but also the shaders and lighting set-up. Every texture seems to require tweaking, and something different, so I am sure it will not be a case of one shader works for all. There will not be a magic Iray 'Make Art' button or shader for skin photorealism. ;-P
The work MEC4D and Alex L are doing is amazing, and I am looking forward to see what products become available from them once Daz Studio 4.8 Pro gets out of the beta stage.
I think this is all part of the fun, and I will try to follow any updates providing it doesn't become too technical. :red:
Kind regards,
:-)
Good choice , skin is not a metal, and none metal surface should be set under Specular/Glossiness what is just fine
Just playing. Render (darker one) and postworked.
looks freaking awesome!!
And while you continue your tests of shader settings I test composition and poses...
Rendered with backdrop in place, with minimal afterwork, just a slight adjustment of levels. The scene is lit by the built-in Iray sun and sky, plus the camera headlamp at a reduced setting to simulate fill-in flash.
You're welcome.
Well, partially. I still do the "Water - Thin" shader and the "Eyes Cornea Bulge” morph thingy. :)
If I knew then what I know now today, I would rather set the "Glossy Roughness" value for the Base layer to around 0.7. After reading Eugene d'Eon's presentation (http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf) yesterday, I got a clue about a more proper setup for the roughness/glossiness of skin. On page 40 he mentions that a good average value for skin roughness would be 0.3 (in a Specular/Glossiness workflow).
Checking with the Marmoset microsurface cluesheet (http://www.marmoset.co/wp-content/uploads/microcompare05.jpg) this falls right in the gap where I'd expected it to be, inbetween "Plaster" and "Wood". [Although I first hard-guessed wrong with 0.23 - 0.25]. :-P
According to the Iray Uber Shader documentation, "Glossiness" is an inverse of "Glossy Roughness" and, if I'm not totally wrong, vice versa. So I'll stick to .3/.7 for skin in the future. Glossiness of the Top Coat is still another story. :lol:
Very true. But once we'll have a proper base shader to work with, and better fitting texture maps, IMO the tweaks will be a notch more here and a notch less there. Some of the values, like Refraction/IOR, Specular and Glossiness won't change regardless of the skin map used.
Oh, there is: it's the small camera icon where it says "click here to render the scene"... :-P
But I know what you mean. When I'm completely satisfied with my settings (struggling with a still too strong Top Coat blowing off too much detail atm) I'll post some screenies of my material settings.
Very nice. You can almost hear the waves rolling in. So much about "Winter is coming!"... :)
How did you do the backdrop, if I might ask.
How did you do the backdrop, if I might ask.
I scoured the 'Net for free wallpaper images, found one that I liked and that had enough of the foreground in it to serve as a backplate (plus the horizon at the correct height and no shadows that would complicate things), cut it down to size (the same size as the rendered image, i.e. in this case 1200x1600 px; it isn't the size that matters though, but the aspect ratio, in this case 3:4), and added it to the DS environment as a background.
Very nice. Thanks. Really shows the potential and your skills.
Jack
I really need to work on my webcomic more...
Went back to the redhead in front of a window, finally just broke down and added eyebrows in Skin Overlay (can't get it right in LAMH), gave her a different hairdo, made a few tweaks.
I changed the skin approach to Glossiness/Specular. I didn't have to change much...
I like how it came out.
Trying a little surrealism. :)
I found a new "indoor" hdri here http://gl.ict.usc.edu/Data/HighResProbes/
its the Ennis-Brown house one.
it produces some nice shadows
..she looks sassy.
It would be great a hair tutorial, I really like the style.
Hair cap, I think I unselected some bits near the ears, kept it short, and just played with some swirl/spherize and clumping. Nothing super fancy. ;)
I find the LAMH base stuff is pretty good for short hair, though you run into trying to get the hairline to lie flat enough without clipping.
(hee hee sassy)
Rendering Slosh's spiffy new sailor suit
http://www.daz3d.com/naval-uniform-for-genesis-2-male-s
Nothing new here. Had to get off the Pixar campus, so visited a Dutch Skies harbor. Missed the strong shadows. Practiced turning velvet into cotton...
NVIDIA featured me on Youtube channel with one of my first render I rendered with Iray
and also on Instagram
https://www.youtube.com/watch?v=396zunL3YkQ
https://instagram.com/nvidia/
Another render of sassy redhead (heh), tweaking the backscatter hair approach suggested in the hair thread.
The backscatter shader suggested really leverages regular hair and diffuse maps, which LAMH doesn't have... instead, it's critical to make very tiny changes to backscatter and refraction color to get the right look.
In future, with LAMH, it probably would be a good idea to find some noise maps and carefully create varied color maps to give a more natural look.
First image is the previous render, for comparison, which is a more traditional diffuse/gloss approach.
(And wow, I left the thing running all night -- it went 10 hours and only hit 72% convergence. But good enough!)
So far, I'm inclined to use the more traditional approach for LAMH, and backscatter to jazz up regular hair.
Congrats. Your talent is recognised
Awww thanks Takeo !
Congrats. Your talent is recognised
Just a Pixar Campus Selfie ;-)
Congrats! Well deserved.
Good for you, Cath! Always good to be professionally recognized.
My latest skin study(face & lips), away from Pixar campus 'cause it's over populated these days.
Thanks Melissa and Kevin , I like to support good stuff and Iray for us in DS is a game changer and we are the first on the market with the 2015 version .. I am so inspired again ... :-) btw DAZ should include free Titan X for everyone with the new DS version LMAO ..dreaming dreaming ...