Show Us Your Iray Renders. Part III
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Still debating design for my Ambassador Aleph. Here's a design more consistent with other robots, just a bit fancier.
I'm thinking of making his lower body the same as the upper body -- low/zero G, having four hands is handy (hur hur).
Also thinking of changing the coloration. Dark high gloss makes details like the hands a bit muddy/hard to make out. This also makes it tricky to do the inking.
How about ceramics? Those are kind of the new thing. And carbon fiber!
Metallic is cool and all, but as you say, it gets to be a little much with all the glossy reflectiveness. I prefer the more painted robots, like a number of them in the store. For you, maybe think more like R2-D2 rather than C-3P0.
If you can add rubber pads to the gripping surfaces of the hands, that would be good.
Parris' G2F Cyborg has some interesting ideas. Female Bot Armor, I mean...
http://www.daz3d.com/genesis-2-female-bot-armor
There's a lot of rubber or something more flexible in the parts that flex a lot. A strong argument for mixed materials use, IMO.
If you could fit some clothing on your robot, that would also be a good way to address the glossy metallic issue IMO. Rarely do you see robots who are conscious of themselves in that way. I'm reminded of the story in Genesis, when Adam and Eve realized they were naked. It's a brilliant piece of psychology.
My first Iray attempt. I'm still getting used to DS, much less Iray ;).
Fiddled with the eyes and skin a lot.
Laurie
AllenArt, that is really well done for a first go!
Well, I've worked with Luxrender, Cycles and other unbiased render engines before. Thank goodness they're similar! ;).
Laurie
I have carbon fiber on the shoulder and torso joints, hmm.
I might go for a more low gloss plastic look, will have to experiment. And see if I can rubberized the finger tips.
As for Parris... heh. I have Bot Genesis (the previous version) and make heavy use of it for more humanoid types.
I heard that Daz Studio 4.8 is out of the beta stage...so how can i update my current beta version?...
sheedee yes you can. 4.8 is now out.
Anyways, my latest portrait.
If you use DIM to install products, you should see it listed for download under Product Updates. They should be there when you open the program. If you leave it open for some reason, (I usually do,) you'll need to click on the "Sync" arrows in the upper right corner.
If not, go to your Product Library under "My Account" on the DAZ3D site and search for DAZ Studio 4.8. You'll find three other necessary files listed along with the program files: Scene Builder for DAZ Studio, Default Lights and Shaders for DAZ Studio 4.8+, and Interactive Lessons for DAZ Studio 4.8+. (Well, the interactive lessons might be optional.)
The page also includes links to other products included with the product, Be sure to download and install both Starter Essentials products, as well as 3D Bridge for Photoshop if you have Photoshop, and Boz for DAZ Studio if you have GoZ. I didn't need to update PostgreSQL CMS to get either the Beta or Release to work, so I'm thinking you don't need it if you are upgrading from 4.7. I believe the rest of the products linked are part of the program download.
I'm basing what you'll need to d/l and install on what I saw in my DIM when the files showed up. :)
Ha, that's what I get for not clicking & zooming in. I do like the use of carbon fiber, although I think it's a bit odd if it's the ball joint.
I think more plastic would be a good choice, though.
Your ambassador has a shiny automotive look. That's not necessarily bad, but is that the message you want to say about him?
Who does this Ambassador deal with? Why does your robot look like that?
I have been playing with Stonemason's amazing 'The Streets Of Old London' http://www.daz3d.com/the-streets-of-old-london and rendered this scene in Daz Studio 4.8 Pro.
The horse carriage, and character skin texture maps, were the only surfaces that I applied Iray shaders to. I am very pleased with the initial result, and then I did some post work on the image to make a sepia toned version to look like an old photograph postcard.
When loading the London scene I removed the supplied sky dome and lit the scene with the 'Ruins' HDRI that comes with 4.8 Pro.
This has been a lot of fun, and the new Daz Studio 4.8 Pro has been great to work with too. :cheese:
So I like how this render turned out except, I can't figure out how to get some more realistic shadows going in the scene. I used infinite sphere with HDRI and Draw Dome set to ON. Is there a way to get the character's shadow to match the one of the tree behind him?
You need to use a very good HDRI maps , bad made will not produce any shadows
Since the backdrop and the HDRI you used for lighting are not the same image, getting the shadows to line up is going to be tricky. It looks like the hdri is giving you back light, where the background has the light coming from the front.
Try rotating the dome.
But as Mec4d noted, getting crisp, dark shadows is dependent on the quality of the HDRI image. Since that one is a Dimesion Theory image, I don't think quality will be a problem... but its never going to be quite the same as the backdrop's shadows.
There is also control to make the shadows darker or lighter to better match the backdrop
but if I was working with a backdrop I would use the sun and sun control so you can place it in the right level for perfect alignment and shadows ... everything possible
Since the backdrop and the HDRI you used for lighting are not the same image, getting the shadows to line up is going to be tricky. It looks like the hdri is giving you back light, where the background has the light coming from the front.
Try rotating the dome.
But as Mec4d noted, getting crisp, dark shadows is dependent on the quality of the HDRI image. Since that one is a Dimesion Theory image, I don't think quality will be a problem... but its never going to be quite the same as the backdrop's shadows.
A WIP
Another test. This one has V4 wearing SP4 Astrid textures applied, Bechet Braids and Shapely by B-Rock for clothing. Buliding is Mausoleum.
Iray Uber applied to V4, clothes and bits of Mausoleum (iron fro door, and marble for those other visible bits). V4 has eye surface and cornea set to Glass Thin Clear and lacrimal and tear set to Water Thin.
Lighting mode (Environment) is Sun-Sky Only with a Distant Light used to aim the light and then setting SS Sun Node to that distant light.
Since the backdrop and the HDRI you used for lighting are not the same image, getting the shadows to line up is going to be tricky. It looks like the hdri is giving you back light, where the background has the light coming from the front.
Try rotating the dome.
But as Mec4d noted, getting crisp, dark shadows is dependent on the quality of the HDRI image. Since that one is a Dimesion Theory image, I don't think quality will be a problem... but its never going to be quite the same as the backdrop's shadows.
Thanks for the info, I'll try rotating the dome and seeing how that affects it overrall.
Finally have time to get back to things.... Still having great fun playing with the possibilities. Working from my last post to soften up the skin while still keeping detail.
I was talking about Backdrop = Image in the background
Environment map =HDRI
so no, you can't have sun and HDRI environment maps at the same time
Thanks for the info, I'll try rotating the dome and seeing how that affects it overrall.
Playing with HDRI and bloom filter here, as well as render settings to get a crisper render. Just a smidge of bloom...didn't wanna overpower it. Bazze's musclecar which has been around for a long long time ;).
The ground shadows are coming from the HDRI which I've had for a long time and got at Openfootage.net when their HDRI were all free (not free anymore, but very cheap).
Laurie
Very nice. I like the attention to detail: the barefoot girl and the shoes by the patio door.
I'm stumped with all the awesome renders I see here. And I cant thank enough for all the tips I read in the last 2 days in 200+ iray related posts.
My first real render with the new engine. I'm still not there but getting closer. What I love the most is render times. I'm a luxrender user so I'm used to days of rendering an image. This took me about 30 minutes with CPU. Its still grainy but it was on 5000 samples. Only HDR lighting and a mesh at 1% for the eye reflection.
I never knew HDR maps can produce sharp shadows.
What I noticed (and this applies to Lux too) that skin with mesh lights is way more glossier than with HDRI. I had to crank up the glossiness and top coat etc and the skin is still not shiny enough for me.
The other thing is texture compression. Its at 512X1024 by default. I changed it to 2048X4096 but I dont see any difference in the renders. Should I just leave that at default?
This is by far one of the most realistic portrait renders that i have seen!...shows the power and capabilities of Iray!...
medeia...do not worry too much with skin sheen & glossines...adding too much sheen will make the skin less real...my advice is too leave things just as they are...looks fantastic!...keep them coming. :coolsmile:
Just foolin' around trying out different HDRI backgrounds. This one is quite dim, so I added a 1m-square spotlight. Sorta random choices for character/hair/clothes/pose, but I kind of like the resulting fellow, who reminds me of a blond version of Prince Caspian from the Narnia books, and may use him again. The belt buckle was changed to the uber iray gold material, and I took the reflection on the topcoat on his lips down from 75% to 25%. The 'shiny' shader from Mec4D Unshaven was applied to the hair, but really, this hair (Kami hair) looks pretty good in Iray without it. Everything else was "out of the box".
The reason I go bigger with pixels is to shrink the image later in order to over-sample the light going to the camera lens.
This cuts the render time in general because it focuses the engine on the most productive period in the middle of the distribution, and less on the tails. You don't have to go to 95% convergence on a bigger image if your intent is a smaller image size.
Mec4D, I love, love, love your new beards! (http://www.daz3d.com/mec4d-unshaven-2-for-genesis-2-male-s)
Here are a few renders.
Here is one I just uploaded in the galleries. It's nothing fancy. I was testing shaders and a personal environment map.
Sunday portrait shoot with Vicky
best viewed at full resolution
I got carried away again. Had a nice scene with some simple but dramatic lighting, then I thought: "Why don't I drape a dress in blender?"
Then in blender: "Well, I don't really have any textures for this dress. Why don't I quickly paint one?" Back in Studio: "Well I was planning on making the dress blue and black, but I'm not feeling it. Hey, it looks kind of flame-y; I'll make it red... Its not bright enough. I know, I'll make it emit light!! Might as well make bits of the hair glow too"
Now of course I've decided I want to render it even bigger (the original is 1200x3600) and I'll probably tweak some more things. I really need to try to be a more efficient worker
*edit added a glowy postworked version too