Show Us Your Iray Renders. Part IV

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  • sheedee3Dsheedee3D Posts: 214
    edited December 1969

    And another one...i really like how Iray portrays skin!...

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  • HellcatF6FHellcatF6F Posts: 78
    edited June 2015

    Chen Jia (Jia Chen) is the main character for a novel I am working on. I used Mei Lin 6 with custom skin settings. I did not apply custom materials to the hair (Xanadu) or the suit (Stonemason).

    Translucency Weight: 0.32
    Glossy Layered Weight: 0.32
    Glossy Roughness: 0.56
    Top Coat Weight: 0.32
    Top Coat IOR: 1.48
    Top Coat Thin Film: 0.002
    SSS Amount: 0.64
    SSS Direction: -0.50

    Full sized PNGs
    http://orig14.deviantart.net/c46b/f/2015/175/f/2/insight__chen_jia_by_hellcatf6f-d8yj92j.png
    http://orig02.deviantart.net/8be6/f/2015/177/a/d/chen_jia__no_postwork_by_hellcatf6f-d8yvis8.png

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

    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. )
    ...but they are really diffuse as if produced by the light filtering though a high cloud layer.
  • stem_athomestem_athome Posts: 526
    edited June 2015

    The "cap" of 15000 samples is not a requirement and can be changed to whatever you wish it to be, ...................

    I had missed the parameter settings (to change the limit). Sorry.

    Post edited by stem_athome on
  • TJohnTJohn Posts: 11,339
    edited June 2015

    NM

    Post edited by TJohn on
  • MelanieLMelanieL Posts: 7,720
    edited December 1969

    Has anyone experienced this odd anomaly I'm getting with certain clothing items in an Iray render.

    For example, the sleeves on this Cinderella Ball Gown are coming out distinctly differently - her left sleeve much lighter than the right. I simply loaded the figure (which has DAZ Studio Default shader for 3Delight) and applied the Iray Uber shader preset to it.
    I thought at first it was just the light direction (I'm using a HDRI on infinite sphere), but spinning the figure through 180 degrees the effect is the same (still her LEFT sleeve is lighter).
    I loaded a Fabricator plaid pattern to the sleeves instead and I can't see any significant difference in colour between the sleeves. So I thought maybe the diffuse maps were mismatched in some way (the maps are separate ones for Left and Right sleeves). I took them into Photoshop and couldn't spot any difference (except one is a mirror image of the other) but, just in case, I took the Left map and flipped it in Photoshop and saved as a copy Right map and applied that - exactly the same lighter effect.

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  • TJohnTJohn Posts: 11,339
    edited June 2015

    MelanieL said:
    Has anyone experienced this odd anomaly I'm getting with certain clothing items in an Iray render.

    For example, the sleeves on this Cinderella Ball Gown are coming out distinctly differently - her left sleeve much lighter than the right. I simply loaded the figure (which has DAZ Studio Default shader for 3Delight) and applied the Iray Uber shader preset to it.
    I thought at first it was just the light direction (I'm using a HDRI on infinite sphere), but spinning the figure through 180 degrees the effect is the same (still her LEFT sleeve is lighter).
    I loaded a Fabricator plaid pattern to the sleeves instead and I can't see any significant difference in colour between the sleeves. So I thought maybe the diffuse maps were mismatched in some way (the maps are separate ones for Left and Right sleeves). I took them into Photoshop and couldn't spot any difference (except one is a mirror image of the other) but, just in case, I took the Left map and flipped it in Photoshop and saved as a copy Right map and applied that - exactly the same lighter effect.


    Try checking the Glossiness settings for the sleeves and see if there is a difference between the left and right. That could account for it.
    Edit: better yet, try copying the texture from the dark sleeve to the light one. I suspect there is something different about the Surface settings.
    Post edited by TJohn on
  • DemiurgentDemiurgent Posts: 97
    edited December 1969

    This was done as an Iray stress test -- multiple scene lights, no dome -- just the emitters on the robot and a hidden (from view) emitter in the barrel of the heroine's gun. (And a couple of 40 watt bulbs far enough back that I don't think they added anything). It took about 30 hours of rendering with a 2gb NVidia card, but I'm really pleased with how the light played off the surfaces.

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  • KhoryKhory Posts: 3,854
    edited December 1969

    MelanieL, It could be inverted normals from where they made the second one as a negative copy.

  • KhoryKhory Posts: 3,854
    edited December 1969

    ...but they are really diffuse as if produced by the light filtering though a high cloud layer.

    I'm just not sure your going to find many HDRI that have harsh shadows from a bight sunny day because that is a crap time to try and be taking pictures. Everything is over lit and blown out in photos taken then and they would not be able to get the sort of exposures they need for an HDRI.

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

    ...on the wishlist as I am broke. Need to rely on free ones.

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

    ...a little walk down memory lane.

    This was inspired by a thread (that unfortunately has fallen far off the first page) which was a set up as challenge to render older products in Iray. Decided to not only pick up the gauntlet but recreate (as best as I could) the first complete scene I ever did way back in the Daz2.0 days.

    There are a few differences,

    --I used my current Belle 6 version of Leela.
    --The tank behind the rusted barrel replaced a prop no longer available
    --I substituted one of the Dystopia soda cans for the one originally used ( the Dystopia prop is actually older)
    --Omitted the rollerblades on the shoes as they would not fit properly
    --Added a bit of details to the windows of the tall building in the background.

    For the sky detail I used a photo plane backdrop so I could get use the Iray sun. I also added another sky plane behind the camera with an emissive shader for reflections in the windows of the main building.and glass on the floaters.

    A Captive Audience Redux

    Also included the original scene from 2008 for comparison (2nd attachment)

    This is still a bit of a WIP as I have been working on creating a solution to using skydome maps with the IRay sun. However posting what I've done so far as I most likely will be losing net access in a couple hours since I am unable to pay my ISP bill.

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    Post edited by kyoto kid on
  • sheedee3Dsheedee3D Posts: 214
    edited December 1969

    Cassandra

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  • SadCubesSadCubes Posts: 32
    edited December 1969

    The hair is the only thing I don't like...

    I'm trying to learn zbrush but so far my experiments are rather poor.

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  • MelanieLMelanieL Posts: 7,720
    edited December 1969

    tjohn said:
    MelanieL said:
    Has anyone experienced this odd anomaly I'm getting with certain clothing items in an Iray render.

    For example, the sleeves on this Cinderella Ball Gown are coming out distinctly differently - her left sleeve much lighter than the right. I simply loaded the figure (which has DAZ Studio Default shader for 3Delight) and applied the Iray Uber shader preset to it.
    I thought at first it was just the light direction (I'm using a HDRI on infinite sphere), but spinning the figure through 180 degrees the effect is the same (still her LEFT sleeve is lighter).
    I loaded a Fabricator plaid pattern to the sleeves instead and I can't see any significant difference in colour between the sleeves. So I thought maybe the diffuse maps were mismatched in some way (the maps are separate ones for Left and Right sleeves). I took them into Photoshop and couldn't spot any difference (except one is a mirror image of the other) but, just in case, I took the Left map and flipped it in Photoshop and saved as a copy Right map and applied that - exactly the same lighter effect.


    Try checking the Glossiness settings for the sleeves and see if there is a difference between the left and right. That could account for it.
    Edit: better yet, try copying the texture from the dark sleeve to the light one. I suspect there is something different about the Surface settings.
    Hmm, nope, the settings are identical. I did as you suggested and did Copy/Paste then replaced the maps with the left-side ones - still different. Thanks for the suggestion though :-)
  • MelanieLMelanieL Posts: 7,720
    edited June 2015

    Khory said:
    MelanieL, It could be inverted normals from where they made the second one as a negative copy.

    Ah, that's possible perhaps.
    I took the sleeves out as .obj and took a look in Blender at the face normals - there are so many faces that it's just a crazy sea of little blue lines, but I can't really see a major difference - the insides both look like "orange squares" and the outsides like "blue fur".
    I'm not much of a modeller - any way to get all the normals pointing the same way if they don't already?

    ETA: I just remembered that some of the Silkessence fabric shader presets are very sensitive to normals (rendering black if wrong) - I appplied one of the Japanese Silk settings and rendered in 3Delight and they still look fine (both coloured on the outside and black on the inside) which suggests the normals are OK (I think).

    Post edited by MelanieL on
  • SzarkSzark Posts: 10,634
    edited December 1969

    You can reverse Normals in DS via the Geometry Editor Tool.

    Select the offending sleeve and from the Tool menu Geometry Editor Tool
    Right Click on the sleeve and in the GET menu box select Geometry Selection > Select By > Surfaces and chose the offending surface
    The goal is to select the whole sleeve part that is causing the issue
    If the whole thing is selected then again right click and from the GET menu box choose Geometry Editing > Flip Normal of Selected Polygon(s)

    There are other ways of selecting meshes with this tool and that is to Left click the Tool on the mesh to highlight a polygon then Ctrl + + to Grow the Selection Ctrl + - to Shrink the selection.

  • MelanieLMelanieL Posts: 7,720
    edited December 1969

    MelanieL said:
    tjohn said:
    MelanieL said:
    Has anyone experienced this odd anomaly I'm getting with certain clothing items in an Iray render.

    For example, the sleeves on this Cinderella Ball Gown are coming out distinctly differently - her left sleeve much lighter than the right. I simply loaded the figure (which has DAZ Studio Default shader for 3Delight) and applied the Iray Uber shader preset to it.
    I thought at first it was just the light direction (I'm using a HDRI on infinite sphere), but spinning the figure through 180 degrees the effect is the same (still her LEFT sleeve is lighter).
    I loaded a Fabricator plaid pattern to the sleeves instead and I can't see any significant difference in colour between the sleeves. So I thought maybe the diffuse maps were mismatched in some way (the maps are separate ones for Left and Right sleeves). I took them into Photoshop and couldn't spot any difference (except one is a mirror image of the other) but, just in case, I took the Left map and flipped it in Photoshop and saved as a copy Right map and applied that - exactly the same lighter effect.


    Try checking the Glossiness settings for the sleeves and see if there is a difference between the left and right. That could account for it.
    Edit: better yet, try copying the texture from the dark sleeve to the light one. I suspect there is something different about the Surface settings.

    Hmm, nope, the settings are identical. I did as you suggested and did Copy/Paste then replaced the maps with the left-side ones - still different. Thanks for the suggestion though :-)
    OK, this is a little crazy and I've no idea why, but I've got it fixed.
    Turns out I Photoshop flipped/saved the "faulty" Left sleeve over the right last night (it was getting late...) which seems to make no difference, but I've just flipped/saved the "good" Right sleeve over the left and what-do-you-know, it worked! I still can't see any difference in the two texture map images, but one comes out the right colour and the other doesn't.
    So thanks for your help to those who tried, but I'm going to just use my flipped texture map now and bear this in mind if I get the same problem with other clothing sets.
  • MelanieLMelanieL Posts: 7,720
    edited December 1969

    Szark said:
    You can reverse Normals in DS via the Geometry Editor Tool.

    Select the offending sleeve and from the Tool menu Geometry Editor Tool
    Right Click on the sleeve and in the GET menu box select Geometry Selection > Select By > Surfaces and chose the offending surface
    The goal is to select the whole sleeve part that is causing the issue
    If the whole thing is selected then again right click and from the GET menu box choose Geometry Editing > Flip Normal of Selected Polygon(s)

    There are other ways of selecting meshes with this tool and that is to Left click the Tool on the mesh to highlight a polygon then Ctrl + + to Grow the Selection Ctrl + - to Shrink the selection.


    Thanks for that, Szark, I didn't realise you could flip normals inside DAZ Studio! (That would have saved me a lot of fiddling via Blender once whan I made a "simple" model with the normals all over the shop!)
  • SzarkSzark Posts: 10,634
    edited December 1969

    Great for flipping normals to make a soft box light for Iray out of a, cube for example. You could then select the bottom base of the Cube using the Geometry Editor Tool and with that tool make that bottom mesh a separate Material Zone so it doesn't emit light.

  • KhoryKhory Posts: 3,854
    edited December 1969

    I have been on love with the Geometry Editor Tool since the day I found out I could add new surface zones to existing models. Sometimes people can be so stingy with the surfaces!

  • SzarkSzark Posts: 10,634
    edited December 1969

    So they can and some provide textures in such a way they can be used in Iray without much trouble. But yeah it is my favourite addition to DS.

  • RarethRareth Posts: 1,462
    edited December 1969

    Khory said:
    I have been on love with the Geometry Editor Tool since the day I found out I could add new surface zones to existing models. Sometimes people can be so stingy with the surfaces!

    same here..

  • MelanieLMelanieL Posts: 7,720
    edited December 1969

    Khory said:
    I have been on love with the Geometry Editor Tool since the day I found out I could add new surface zones to existing models. Sometimes people can be so stingy with the surfaces!

    Yes, I've used it quite a few times for that (but never noticed the normal flipping options :red: )
  • denmisundenmisun Posts: 30
    edited June 2015

    First real renders. Figured I'll be trite and include a pistol. No editing.

    fun stuff.

    also, figured you guys might find this presentation on IRAy (featuring daz devs) pretty interesting. I know i did (software dev by trade).

    http://on-demand.gputechconf.com/gtc/2015/video/S5536.html

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  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Victoria 7 and some weird eyes... Pro Bundle right out the box...
    now I must to use my knowledge over the years for fix those eyes...:-/

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  • Arnold CArnold C Posts: 740
    edited June 2015

    Victoria 7 and some weird eyes... Pro Bundle right out the box...
    now I must to use my knowledge over the years for fix those eyes...:-/

    Either that... or you could just dial in the respective morph to fix it for you
    In contrast to Genesis 2, the Genesis 3 base figure is shipped with them ex factory, so there's no need for an additional morph pack to purchase that one might not want or need otherwise.

    Select the figure, and in the Parameters Tab look for "Actor", "Head", "Face", "Eyes" --> "Eyes Iris Correction".
    (See picture below). And while you're there, you might want to dial in the "Eyes Cornea Bulge" morph, too.

    - - - - - -

    Two renders testing free HDRI's from hdri-hub.com ("HDR 040 Field" / "HDR 041 Path" ).

    "Path" was a bit tricky, since the environment from the HDRI got distorted when adjusting the camera angles, which almost drove me mad (more mad tham I'm normally am. :lol:).

    Fixed that by setting the camera's x- and z-axis to world center (0.00, 0.00) and moving the figure in front of the cam.
    On those spherical HDRI's, when you set the camera position to world center, you can rotate the camera around without getting any distortions.

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    Post edited by Arnold C on
  • DisparateDreamerDisparateDreamer Posts: 2,520
    edited December 1969

    sheedee3D said:
    And another one...i really like how Iray portrays skin!...

    great job on this one, what texture is that? I also love how Iray does skin, its just LOVELY. I can't stop playing!!! :D

    Already posted this in the V7 render thread but it shows a full Iray scene and i love how it came out, so....

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  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    A few members will remember that blonde on the right....

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This discussion has been closed.