Show Us Your Iray Renders. Part IV

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Comments

  • AeonicBAeonicB Posts: 166
    edited December 1969

    I think the perfect way would be something I could do in Carrara-- set an HDRI backdrop, and have lights that are limited to casting shadows on select objects in the scene, but keeping soft shadows in other places.

    Any way to select/limit what objects light casts on in DAZ? Or no?

  • bytescapesbytescapes Posts: 1,905
    edited December 1969

    If you want sharp shadows you have to pick the correct HDRI and have the sun in the right position for your scene. Light placement still counts with an HDRI.

    Any chance you could expand on that slightly? How would go about picking "the correct HDRI" and having the sun "in the right position"?

    If you had a moment to scribble down a five-line mini tutorial to help people figure it out, you would have my lasting gratitude, and probably several other people's as well.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Ariaso said:
    I think the perfect way would be something I could do in Carrara-- set an HDRI backdrop, and have lights that are limited to casting shadows on select objects in the scene, but keeping soft shadows in other places.

    Any way to select/limit what objects light casts on in DAZ? Or no?

    In 3Delight, yes. Iray is an unbiased physically based render engine. Light works like it works in the real world. You can cheat with careful placement of lights, but it is a different way to cheat. :)
  • nDelphinDelphi Posts: 1,920
    edited December 1969

    angusm said:
    If you want sharp shadows you have to pick the correct HDRI and have the sun in the right position for your scene. Light placement still counts with an HDRI.

    Any chance you could expand on that slightly? How would go about picking "the correct HDRI" and having the sun "in the right position"?

    If you had a moment to scribble down a five-line mini tutorial to help people figure it out, you would have my lasting gratitude, and probably several other people's as well.

    Here you go: http://thinkdrawart.com/daz-studio-iray-tutorial-for-beginners

    Checkout the map he created in Section 5. It should explain how the HDRI can be envisioned and be moved around. Also, look at the HDRI and you will see where the strongest light is coming from in the image. Many times you will have a sun and will be quite evident.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited June 2015

    angusm said:
    If you want sharp shadows you have to pick the correct HDRI and have the sun in the right position for your scene. Light placement still counts with an HDRI.

    Any chance you could expand on that slightly? How would go about picking "the correct HDRI" and having the sun "in the right position"?

    If you had a moment to scribble down a five-line mini tutorial to help people figure it out, you would have my lasting gratitude, and probably several other people's as well.
    Pick an HDRI that represents an environment that is set up the way you want your lighting.

    As long as the HDRI is close to how you want it to light your scene, you can rotate the dome to get you the light placement you want.

    Also note that just because you are using an HDRI map, this does not preclude you from adding lights or reflectors to the scene to get the exact lighting you want. (Very similar to the way professional photographers set up a shoot.)

    Post edited by DAZ_Spooky on
  • AeonicBAeonicB Posts: 166
    edited June 2015

    Ariaso said:
    I think the perfect way would be something I could do in Carrara-- set an HDRI backdrop, and have lights that are limited to casting shadows on select objects in the scene, but keeping soft shadows in other places.

    Any way to select/limit what objects light casts on in DAZ? Or no?

    In 3Delight, yes. Iray is an unbiased physically based render engine. Light works like it works in the real world. You can cheat with careful placement of lights, but it is a different way to cheat. :)

    Thanks. Silly question? :-P

    I think my brain is way too wired for Carrara's workflow-- I'm just tinkering with DAZ and Iray at this point, and it's coming up with all sorts of shortcuts I can't use. :lol:

    Also, thanks for the Iray HDR tutorial! I have the Skies of Economy pack-- it's wonderful. I was just using the Backdrop setting, instead of Iray's Environment one. Whoops. :-P

    Post edited by AeonicB on
  • bytescapesbytescapes Posts: 1,905
    edited December 1969

    Thank you, @DAZ_Spooky and @nDelphi. Very useful.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Ariaso said:
    I think the perfect way would be something I could do in Carrara-- set an HDRI backdrop, and have lights that are limited to casting shadows on select objects in the scene, but keeping soft shadows in other places.

    Any way to select/limit what objects light casts on in DAZ? Or no?

    In 3Delight, yes. Iray is an unbiased physically based render engine. Light works like it works in the real world. You can cheat with careful placement of lights, but it is a different way to cheat. :)

    Think photo shoot...

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited June 2015

    Ariaso said:
    Ariaso said:
    I think the perfect way would be something I could do in Carrara-- set an HDRI backdrop, and have lights that are limited to casting shadows on select objects in the scene, but keeping soft shadows in other places.

    Any way to select/limit what objects light casts on in DAZ? Or no?

    In 3Delight, yes. Iray is an unbiased physically based render engine. Light works like it works in the real world. You can cheat with careful placement of lights, but it is a different way to cheat. :)

    Thanks. Silly question? :-P

    I think my brain is way too wired for Carrara's workflow-- I'm just tinkering with DAZ and Iray at this point, and it's coming up with all sorts of shortcuts I can't use. :lol: Most of the lighting cheats in a Physically Based Render engine are more from a Photographers standpoint, and a good Photographic lighting book will help here.

    The lighting cheats that are used with biased render engines, like Carrara and 3Delight are generally used to simulate Global illumination without using the Global Illumination built into the render engine (and the associated longer render times.). For those [digital] Lighting and Rendering is the normal reference. :)

    Physically based rendering, for most of us, is a new way to think, don't feel bad, some of us have been messing with this longer than others.

    Once you get used to thinking about lighting in the real world, instead of typical cheats from biased renders, you will find that light is generally much faster and easier to set up. :)

    Post edited by DAZ_Spooky on
  • kyoto kidkyoto kid Posts: 41,847
    edited December 1969

    ..may be on to a solution here. Still experimenting but it's looking promising.

  • AeonicBAeonicB Posts: 166
    edited June 2015

    Most of the lighting cheats in a Physically Based Render engine are more from a Photographers standpoint, and a good Photographic lighting book will help here.

    The lighting cheats that are used with biased render engines, like Carrara and 3Delight are generally used to simulate Global illumination without using the Global Illumination built into the render engine (and the associated longer render times.). For those [digital] Lighting and Rendering is the normal reference. :)

    Physically based rendering, for most of us, is a new way to think, don't feel bad, some of us have been messing with this longer than others.

    Once you get used to thinking about lighting in the real world, instead of typical cheats from biased renders, you will find that light is generally much faster and easier to set up. :)

    I'm a hobbyist photographer, too. That's the good thing, because I have a few photo books on hand. It's just getting my brain to stop thinking "Okay Biased Way!" and start thinking in a real world way. XD

    Last time I tinkered with a PBR is either Luxrender (I toyed with it back in 0.55, and a little more sense then), and earlier, Kerkythea on my old XP machine. I've basically had my head in Carrara for so long (three years!), though, my noggin's forgot about how it works. XD

    Post edited by AeonicB on
  • stem_athomestem_athome Posts: 526
    edited June 2015

    Iray is an unbiased physically based render engine.

    Iray is not unbiased in DS.
    By default, the tone-mapping settings make it biased. But even if you change those (or disable and render linear/raw), it is still biased due to imposed cap of 15000 samples.

    Post edited by stem_athome on
  • Nyghtfall3DNyghtfall3D Posts: 813
    edited June 2015

    Title: "Iray Lighting Experiment: God Rays"
    Render Time: 5 hrs, 37 min, GPU-only, 15000 Samples

    My Specs: 3.5 GHz Core i7-4770K, 32 GB RAM, 6 GB Geforce GTX 780, Windows 7 Pro 64-bit

    Production Credit

    Chapter House by Jack Tomalin

    If you only have one video card, and you've noticed your PC tends to take a significant performance hit while Iray is rendering, disable CPU rendering in the Advanced tab. My PC ran smooth as silk during this GPU-only render, allowing me to easily multitask.

    This render is also my new wallpaper, which is why it's 2560 x 1440.

    Full version here.

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    Post edited by Nyghtfall3D on
  • SickleYieldSickleYield Posts: 7,649
    edited June 2015

    That came out nicely! If you don't mind I'm putting it on my desktop, too. ;)

    Post edited by SickleYield on
  • Nyghtfall3DNyghtfall3D Posts: 813
    edited June 2015

    That came out nicely! If you don't mind I'm putting it on my desktop, too. ;)

    Wow! I'm honored! Thank you! :D

    Post edited by Nyghtfall3D on
  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    "Impossible Love"

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  • JennKJennK Posts: 834
    edited December 1969

    My very first render with iRay once i figured out how to get lights working right and the shaders in place still a little grainy but getting there I think. I welcome any suggestions. No post work on this just a straight render. I did apply iRay Shaders

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  • grinch2901grinch2901 Posts: 1,247
    edited December 1969

    Just a simple test of G3F to see what she looks like.

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  • AeonicBAeonicB Posts: 166
    edited December 1969

    I was going to practice some Iray renders when I got home from work tonight (I come home at 11 PM PST. At least I'm a nightowl.)

    My inspiration was an all too painful one-- I somehow got stung on the back of the neck, by a bee, indoors. It's kind of hurt/itch/made me feel a little under, but otherwise I'm good.

    Gave me an excuse to create my own expression/pose, though.

    I'm still figuring out the balance of light/exposure values/ISO, too, so it came out a little dark. I don't have enough time for another render tonight, so here we go. :-P

    G2F Olympia, modified to look like a little like me, with some clothing from PoserWorld. :)

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  • kyoto kidkyoto kid Posts: 41,847
    edited June 2015

    Iray is an unbiased physically based render engine.

    Iray is not unbiased in DS.
    By default, the tone-mapping settings make it biased. But even if you change those (or disable and render linear/raw), it is still biased due to imposed cap of 15000 samples.
    ..so by that definition, Luxrender is also a biased render engine s is Octane. Also, I have been able to go beyond 15K samples.

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

    Kyoto Kid said:
    ...the sun for Skies of Economy Reality HDRIs is the Luxrender "sun" which isn't compatible with Itray as Luxrender is based on a different graphics language. So you will get awesome skyscapes and excellent ambient lighting, but no distinct shadows from the HDRI supplied "sun".

    I've pretty much resigned myself to staying with the Iray sun/sky setting and using photo plane backdrops to vary the background sky texture and assist with reflections as really good accurate HDRIs are very expensive. It's a kluge but it works for now. Wish we could create a curved plane as that would be more accurate.

    Unfortunately I am going to have to disagree with you.

    The EXR files in Skies of Reality do include the sun as part of the EXR file. An EXR file is an EXR file there is no format difference. (The same with HDRI.) Both render engines read the EXR/HDRI the same.

    If you want sharp shadows you have to pick the correct HDRI and have the sun in the right position for your scene. Light placement still counts with an HDRI.

    For example this render is the Sunset1.exr from Skies of Reality, rendered in Iray.


    ...don't see any cast shadows.

  • nDelphinDelphi Posts: 1,920
    edited December 1969

    Just a simple test of G3F to see what she looks like.

    I like that "what are you looking at" look.

  • ScytharScythar Posts: 127
    edited December 1969

    Thx for tutorial link.
    Very usefull !

    I have only 1 problem --> see picture 2

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  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Iray is an unbiased physically based render engine.

    Iray is not unbiased in DS.
    By default, the tone-mapping settings make it biased. But even if you change those (or disable and render linear/raw), it is still biased due to imposed cap of 15000 samples.Tone mapping has nothing to do with whether a render engine is biased or unbiased, it is settings for a physical camera.

    Iray is unbiased, if you are in photoreal. Iray Interactive is biased. The "cap" of 15000 samples is not a requirement and can be changed to whatever you wish it to be, in fact that can be done during a render or even after a render is "complete" and then you can resume the render. As can the time of render (Defaults to 7200) and convergence percentage. I routinely set the sample cap to 50,000 samples, but have, so far, always hit the convergence threshold I have set before getting anywhere near 50,000 samples, and I don't think I have hit 15,000 samples either.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited June 2015

    Kyoto Kid said:
    Kyoto Kid said:
    ...the sun for Skies of Economy Reality HDRIs is the Luxrender "sun" which isn't compatible with Itray as Luxrender is based on a different graphics language. So you will get awesome skyscapes and excellent ambient lighting, but no distinct shadows from the HDRI supplied "sun".

    I've pretty much resigned myself to staying with the Iray sun/sky setting and using photo plane backdrops to vary the background sky texture and assist with reflections as really good accurate HDRIs are very expensive. It's a kluge but it works for now. Wish we could create a curved plane as that would be more accurate.

    Unfortunately I am going to have to disagree with you.

    The EXR files in Skies of Reality do include the sun as part of the EXR file. An EXR file is an EXR file there is no format difference. (The same with HDRI.) Both render engines read the EXR/HDRI the same.

    If you want sharp shadows you have to pick the correct HDRI and have the sun in the right position for your scene. Light placement still counts with an HDRI.

    For example this render is the Sunset1.exr from Skies of Reality, rendered in Iray.


    ...don't see any cast shadows. You mean other than the shadows cast, by her, onto her? The main light source is close to parallel to the ground and the rest of the sky is going to diffuse shadows on the ground. Just like in the real world.
    Post edited by DAZ_Spooky on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited June 2015

    Kyoto Kid said:
    Kyoto Kid said:
    ...the sun for Skies of Economy Reality HDRIs is the Luxrender "sun" which isn't compatible with Itray as Luxrender is based on a different graphics language. So you will get awesome skyscapes and excellent ambient lighting, but no distinct shadows from the HDRI supplied "sun".

    I've pretty much resigned myself to staying with the Iray sun/sky setting and using photo plane backdrops to vary the background sky texture and assist with reflections as really good accurate HDRIs are very expensive. It's a kluge but it works for now. Wish we could create a curved plane as that would be more accurate.

    Unfortunately I am going to have to disagree with you.

    The EXR files in Skies of Reality do include the sun as part of the EXR file. An EXR file is an EXR file there is no format difference. (The same with HDRI.) Both render engines read the EXR/HDRI the same.

    If you want sharp shadows you have to pick the correct HDRI and have the sun in the right position for your scene. Light placement still counts with an HDRI.

    For example this render is the Sunset1.exr from Skies of Reality, rendered in Iray.


    ...don't see any cast shadows.Default HDRI. Note the sun (Main light) is coming from the right and slightly from the rear of V7. There are shadows on the ground cast by V7. (Sorry about the textures and shaders on the Greek Bath, I haven't done anything with them yet. )
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    Post edited by DAZ_Spooky on
  • grinch2901grinch2901 Posts: 1,247
    edited June 2015

    nDelphi said:
    Just a simple test of G3F to see what she looks like.

    I like that "what are you looking at" look.

    Yeah, it turns out G3F doesn't like being ogled. Imagine how annoyed she'll be when I eventually try to put her in a temple with a sword :-)

    Post edited by grinch2901 on
  • sheedee3Dsheedee3D Posts: 214
    edited June 2015

    Portrait

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  • AeonicBAeonicB Posts: 166
    edited December 1969

    sheedee3D said:
    Portrait

    Pretty great. I think a little asymmetry, like having the head turned a tiny bit, and having the hair relaxed a little on the bottom, would look better, but that's my opinion. :)

  • sheedee3Dsheedee3D Posts: 214
    edited December 1969

    Ariaso said:
    sheedee3D said:
    Portrait

    Pretty great. I think a little asymmetry, like having the head turned a tiny bit, and having the hair relaxed a little on the bottom, would look better, but that's my opinion. :)


    thx for the tip Ariaso!...i know what you mean with the head slightly turned...to make it look more artistically and natural...but at the moment i am just experimenting with different light and enviromnent settings to see how Iray behaves with different skin textures.

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