Show Us Your Iray Renders. Part III

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Comments

  • LyonessLyoness Posts: 1,632
    edited December 1969

    Kamion99 said:
    Lyoness said:
    Kamion99 said:
    I used my hair settings from the hair thread, which I have saved as a shader.

    Is there a hair thread other than the posts in this series?
    because... I want/NEED all of that, cuz your pic looks pretty great.

    http://www.daz3d.com/forums/discussion/53879/P75/#801146 Here's my hair settings post. This render used a slightly darker texture and a bit less translucent but is otherwise pretty much identical.

    Thank you

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    ah the mdl block , it is like DAZ Uber iray shader just not as perfect
    it include the components of small MDL blocks shaders forget about, it has almost everything what the regular Uber have just different names , you will get not more from that as you already can do with Uber


    Presets > Shaders > Iray > Uber.

    It has stuff like 'Use Fresnel Term' and '0 deg. reflectivity, 90 deg. reflectivity, curve shape' and a bunch of other stuff that make me go 'wuuuuh?'

  • IgnisSerpentusIgnisSerpentus Posts: 2,559
    edited December 1969

    That's only 96 CUDA cores and 1 GB VRAM. The GT 620 will quickly run out of video memory and your render will get shunted over to your CPU. It will still get done but it will be quite slow.

    My current rig has two GTX 960's with 2048 cores each. It can handle a small scene (one or two characters with hair, no big sets, no HD morphs) in about ten to twenty minutes at the 2000x2600 size I do for my deviantart promo versions.

    Actually, thats what Im running. I was actually very surprised how well iray ran (no lag, which I normally get on my machine when rendering in DS) I could actually do other stuff while rendering too.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Alex L said:
    Things are still rather hairy here ;-)

    WOOF! HOT!

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited May 2015

    Tried an interior scene with caustics. Architectural sampler and caustic sampler ON. 1864 iterations after 4h and still noisy on a GTX 750 Ti. Memory usage was around 2GB. I guess I need another Gfx card if I want to render something heavier
    Used sunsky and interior lights (photometric + pixar IES). Postworked

    POOL01_resize.jpg
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    Post edited by Takeo.Kensei on
  • BeeMKayBeeMKay Posts: 7,019
    edited May 2015

    @Takeo.Kensei: But that water looks almost like the real thing! :gulp:

    Here's my current WIP.
    Perhaps my biggest surprise is this "Out of the Box" render of the Mermaid & reef.
    No Iray shader applied yet, and this uses the "sphere" that comes with the aquatic reef set, sun-sky only.
    I really though this would turn out another pitch dark image, but I think it rendered surprisingly well.
    I stopped it at 95%.

    https://www.daz3d.com/fwsa-karina-hd-for-olympia-6
    https://www.daz3d.com/lorelei-mertail-for-genesis-2-female-s
    https://www.daz3d.com/aubree-hair-for-genesis-2-female-s
    https://www.daz3d.com/aquatica-reef

    mermaidocean.jpg
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    Post edited by BeeMKay on
  • sheedee3Dsheedee3D Posts: 214
    edited May 2015

    Finally managing interiors in Iray...


    A couple of renders of Stonemasons Contemporary Living...really nice set!...


    On the whole Iray did a nice job...and i was playing around with mesh lighting and also a couple of HDR environments...


    slowly getting the hang of things...still a steep learning curve!...but i am getting there...


    view at full resolution...its worth it!...

    untitled.16_.jpg
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    untitled.15_.jpg
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    Post edited by sheedee3D on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    When you look on the small version looks like a picture , the water looks great , with this light condition even a real picture would be little noisy


    Tried an interior scene with caustics. Architectural sampler and caustic sampler ON.

    1864 iterations after 4h and still noisy on a GTX 750 Ti. Memory usage was around 2GB. I guess I need another Gfx card if I want to render something heavier
    Used sunsky and interior lights (photometric + pixar IES). Postworked

  • clay392clay392 Posts: 11
    edited December 1969

    So I cancelled this at 75% because I just didn't want to wait another 4 or 6 hours. The render took 7 hours to do so far. Was just messing with other settings, mostly all default except upped rendering quality to 2.0 and upped the pixels to UHD. I had to resize the image after that to post it to the forum boards though. I only have one graphics card, gtx titan with 6gb memory. Toxica model in Stonemason's scifi hangar.

    Stonemason_IRAY_9.png
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  • Oso3DOso3D Posts: 15,085
    edited December 1969

    I love seeing what everyone does with Iray. Thanks and keep it going! Loving these interior shots.

  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    Ok Ill bite... here's my iray render. Its a pretty decent render engine for sure (though I typically go for more fantasy over realism... but it was a fun render all the same)


    That looks really good Iggy!

    I like the look and softness of the skin

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

    Tried an interior scene with caustics. Architectural sampler and caustic sampler ON. 1864 iterations after 4h and still noisy on a GTX 750 Ti. Memory usage was around 2GB. I guess I need another Gfx card if I want to render something heavier
    Used sunsky and interior lights (photometric + pixar IES). Postworked

    ...noise notwithstanding, that still looks really good
  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    sheedee3D said:
    Finally managing interiors in Iray...


    A couple of renders of Stonemasons Contemporary Living...really nice set!...


    On the whole Iray did a nice job...and i was playing around with mesh lighting and also a couple of HDR environments...


    slowly getting the hang of things...still a steep learning curve!...but i am getting there...


    view at full resolution...its worth it!...


    ...looking pretty good there. Particularly love the last one.
  • kyoto kidkyoto kid Posts: 41,847
    edited May 2015

    clay392 said:
    So I cancelled this at 75% because I just didn't want to wait another 4 or 6 hours. The render took 7 hours to do so far. Was just messing with other settings, mostly all default except upped rendering quality to 2.0 and upped the pixels to UHD. I had to resize the image after that to post it to the forum boards though. I only have one graphics card, gtx titan with 6gb memory. Toxica model in Stonemason's scifi hangar.

    ...7hrs with a 6GB Titan?. Sounds like it defaulted to the CPU and that scene is nowhere near as complex as some I do.

    ...hmmm, the thought of a Titan-X is beginning to sound better and better. Pair it with a GTX 690 just for the cores (also 3072 CUDA cores) and I should have some serious speed boost without breaking the bank.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,847
    edited May 2015

    ...latest pic. Lots of post on this one for the style.

    see_the_USA_pw.jpg
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    Post edited by kyoto kid on
  • clay392clay392 Posts: 11
    edited December 1969

    Kyoto Kid said:
    clay392 said:
    So I cancelled this at 75% because I just didn't want to wait another 4 or 6 hours. The render took 7 hours to do so far. Was just messing with other settings, mostly all default except upped rendering quality to 2.0 and upped the pixels to UHD. I had to resize the image after that to post it to the forum boards though. I only have one graphics card, gtx titan with 6gb memory. Toxica model in Stonemason's scifi hangar.

    ...7hrs with a 6GB Titan?. Sounds like it defaulted to the CPU and that scene is nowhere near as complex as some I do.

    ...hmmm, the thought of a Titan-X is beginning to sound better and better. Pair it with a GTX 690 just for the cores (also 3072 CUDA cores) and I should have some serious speed boost without breaking the bank.


    Does the number of lights have an effect on the times? I installed Stonemason's default lighting also for the Sci-fi hangar, then I turned all the lights to photometric so that came up to 18 photometric point lights and 2 photometric spot lights. I noticed in this version of 4.8 I have, that photometric lights themselves have been removed from the create tab and you just have to turn on the photometric option in the light tab.

    I followed Sickleyield's video on iray from this link: https://www.youtube.com/watch?v=L5FZ5gS9v50

    This is the first image I did as I followed sickleyield's tutorial. All settings are default, UHD 3840x2160 pixels, stonemason's light set was not added, and I only used 3 spotlights around the figure. I stopped the rendering at 26% after one hour.

    Stonemason_IRAY_7.png
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  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    More lights = faster in Iray. Did you use a skydome instead of an HDR? That slows things down quite a bit.

  • clay392clay392 Posts: 11
    edited December 1969

    More lights = faster in Iray. Did you use a skydome instead of an HDR? That slows things down quite a bit.

    Yep, used the skydome just like you did in your youtube tutorial. I'll redo the render again trying an HDR.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    clay392 said:
    More lights = faster in Iray. Did you use a skydome instead of an HDR? That slows things down quite a bit.

    Yep, used the skydome just like you did in your youtube tutorial. I'll redo the render again trying an HDR.

    Another option is to use the sun-sky without the HDR and set it to the time of day you want to have.

  • clay392clay392 Posts: 11
    edited December 1969

    so for this one. I left everything default. Used active viewport which is 903x845. I didn't put any spots on the figure. I just used stonemason's light set and converted all those lights to photometric. I deleted the skydome and used an hdri. It took 12 minutes to render.

    Stonemason_test_b.png
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  • KharmaKharma Posts: 3,214
    edited December 1969

    clay392 said:
    so for this one. I left everything default. Used active viewport which is 903x845. I didn't put any spots on the figure. I just used stonemason's light set and converted all those lights to photometric. I deleted the skydome and used an hdri. It took 12 minutes to render.

    How do you convert the light set to photometric?

  • KhoryKhory Posts: 3,854
    edited December 1969

    As I understand it the light auto switches to photometric when Iray is selected.

  • clay392clay392 Posts: 11
    edited December 1969

    Kharma said:
    clay392 said:
    so for this one. I left everything default. Used active viewport which is 903x845. I didn't put any spots on the figure. I just used stonemason's light set and converted all those lights to photometric. I deleted the skydome and used an hdri. It took 12 minutes to render.

    How do you convert the light set to photometric?

    Here's a screenshot of my version of 4.8. I was thrown off a bit by Sickleyield's youtube tutorial because her version of 4.8 has photometric lights actually in the create tab, so when I went to create a photometric light, I was like, "what???? where is my photometric lights." So I got to digging around and Daz joined the photometric option under all the lights and deleted the extra stuff. So I got to thinking and I imported Stonemason's light set for his sci-fi hangar. I went through the light options and sure enough all 18 lights and the 2 spotlights had options to turn on their photometrics in the light tab. So I deleted the fog light. I deleted the uberenvironment light because those didn't have photometric options because I thought they would screw up the render.

    The screenshot shows that my version of 4.8 doesn't have photometric lights under the create tab, but with a regular light selected, if you look at my versions lower right panel, you can see that I have the option to turn photometric on for that light, basically turning any light that I want into a photometric light.

    dazstudio_screenshot.jpg
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  • Teddy GTeddy G Posts: 23
    edited December 1969

    Genesis 2 Male with Michael 4 head and Michael 6 body. Using Mec4d's Eli texture and character for partial headmorph and Kamion99's hair settings on the fibermesh Andrew Flip Hair. Color edited in Gimp.

    eli_w_hair_2.png
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The name changed in the last 2 builds of DS , before it was photometric under Create


    clay392 said:
    Kharma said:
    clay392 said:
    so for this one. I left everything default. Used active viewport which is 903x845. I didn't put any spots on the figure. I just used stonemason's light set and converted all those lights to photometric. I deleted the skydome and used an hdri. It took 12 minutes to render.

    How do you convert the light set to photometric?

    Here's a screenshot of my version of 4.8. I was thrown off a bit by Sickleyield's youtube tutorial because her version of 4.8 has photometric lights actually in the create tab, so when I went to create a photometric light, I was like, "what???? where is my photometric lights." So I got to digging around and Daz joined the photometric option under all the lights and deleted the extra stuff. So I got to thinking and I imported Stonemason's light set for his sci-fi hangar. I went through the light options and sure enough all 18 lights and the 2 spotlights had options to turn on their photometrics in the light tab. So I deleted the fog light. I deleted the uberenvironment light because those didn't have photometric options because I thought they would screw up the render.

    The screenshot shows that my version of 4.8 doesn't have photometric lights under the create tab, but with a regular light selected, if you look at my versions lower right panel, you can see that I have the option to turn photometric on for that light, basically turning any light that I want into a photometric light.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    testing out my new model sculpted in Zbrush with PBR layered materials , it use just 2 maps Metallicity and Albedo
    It is 1880 oil Lantern used as flash light by police

    latern6-pbr.jpg
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  • Robert FreiseRobert Freise Posts: 4,574
    edited December 1969

    MEC4D said:
    testing out my new model sculpted in Zbrush with PBR layered materials , it use just 2 maps Metallicity and Albedo
    It is 1880 oil Lantern used as flash light by police

    Cool model and nice pic
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks Robert

    MEC4D said:
    testing out my new model sculpted in Zbrush with PBR layered materials , it use just 2 maps Metallicity and Albedo
    It is 1880 oil Lantern used as flash light by police

    Cool model and nice pic
  • luci45luci45 Posts: 2,885
    edited December 1969

    I am really enjoying this thread - lots of excellent renders and helpful experiments and info.

    I was so awed by Iray that I bought a new computer last mont with a Titan-X, more money than I wanted to spend, but I love it!

    I did this one today using sun-sky only, playing with things like haze, blu-red tint and horizontal blur. Just a small amount of postwork tweaking.

    exile_4_tweaked.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Very atmospheric Luci45... Watch out DRAGON AND THE LEFT SIDE !!!!! hehe

    Luci45 said:
    I am really enjoying this thread - lots of excellent renders and helpful experiments and info.

    I was so awed by Iray that I bought a new computer last mont with a Titan-X, more money than I wanted to spend, but I love it!

    I did this one today using sun-sky only, playing with things like haze, blu-red tint and horizontal blur. Just a small amount of postwork tweaking.

This discussion has been closed.