Show Us Your Iray Renders. Part IV
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I have really loved your shaders as you've been showing them. Will they be available at any time?
+1
Some really great work!
I have really loved your shaders as you've been showing them. Will they be available at any time?
Yep, I will release for free in the freepository tomorrow.
Playing with various lighting.
One image has 3 point lights near the ceiling with the light geometry set to sphere so the shadows are slightly soft.
Another image has one point light and the colorful wall is emissive. That one uses the wall texture as the emission color. I like this one. Part of her hair is green where it is lit from behind. I don't know what caused that.
The darker one is a test of the seat lights. I modeled these seats in Hexagon for a project with day and night images. Iray does well with light emitting surfaces. This one rendered only to 6% convergence (impatient) with architectural mode on.
Her dress is my first and so far only attempt to model clothing and my first attempt to design clothing.
Body shot of Anatol, a character in my webcomic.
Maturity warning, one nipple showing:
http://willbear.deviantart.com/art/Anatol-544792812
M4 never looked so good.
SSS iray shaders now on Freebies forum, enjoy.
What a wonderful gift, Zilver, thanks!
You're welcome!
still struggling on HOW to post a render and not being redirected to the webhost site due to thumbnails.
My webcomic has a new page: http://thefarshoals.webcomic.ws/comics/29
(I was originally thinking of moving to a 'drawn art' style for my comic, but now I'm debating again)
She's "All cried out" even while she's "Pretty in Pink"
(full sized version is in the Gallery)
Wow Alex that render is stunning! What are the light sources may I ask? And did you do any post-work to it or is it a raw render?
Some SA products:
First SA Kitty
SA Scorch
SA Drub
First off, stunning render! I'm a big fan of the medieval stuff, swords and forestry. Your depiction of justice has everything I like! (No dragons though :S)
As for the non-linear convergance, I've noticed the same thing, but at the beginning on my current scene. It does about 500 iterations at ~0.26 convergance and then starting converging pretty quickly. Mind you, I started seriously trying to understand Iray like 2 days ago. I've only let my renders go 15 minutes, and that only reached 10% convergance.
SA Schrieker
This one was way too difficult to get the way i wanted... :(
An elf and darf, whiling away the afternoon.
(Genesis 2, Unshaven beard for Genesis, assorted other stuff. I mean to get Unshaven 2 eventually, but my budget is 0 for the next month or two)
A little postwork in PSE11.
Thanks Toyen. It's just lit by one light source, the HDRI outside the window, with a white panel just off camera as a reflector to fill in the shadows on her left side (our camera right) a bit. The real beauty of unbiased or physically based rendering is that normal photographic techniques that I use all the time in the physical world, can be applied in the CG world. The only post-work edits are the 3-4 minutes of tonal adjustments in Adobe Camera Raw to deepen the contrast & add a bt of film grain, and reducing the posted image down to its HD size from the much larger rendered image. By tweaking the tone mapping settings & rendering out to fewer iterations, a similar look could be achieved, but I prefer taking artistic adustment time after I've "captured" my raw image.
For a long time folks on this side of the CG pond have worn the "no postwork" mantle as a badge of prestige, and when you want to see just what the render engine is capable of, displaying the raw output serves a purpose. From an artistic POV however, when you really think about it, how many physical world photographs are presented straight out of the camera without any adjustment by the photographer, particularly in the professional, fine art, or commercial fields? I treat the unbiased render engine as I would my still or film camera, a tool to capture my raw image, allowing me maximum flexibility to grade my image after the initial capture.
A couple of renders of a custom V7 in the Kelly Lodge.
A portrait, haven't done one in awhile.
THAT is one of the few things that has driven me totally nuts. The rest of the CG, film and photographic world looks on postwork as an essential tool...here, suggesting it is like saying, "I drown little kittens, for fun..."
I do find it kind of hilarious, though, that one renders to a 'grain free' image to just go and add 'film grain' in postwork..
I minimize postwork for my webcomic so I can maintain a consistent look for similar areas without having to go 'oh, crud, what did I do to that panel two months ago??'
But for one-off stuff or similar? I agree. ;)
Ok, odd thing.
I woke up thinking that there was a product in Daz called Pienauts.
I'm... now wondering what exactly that would be, if it wasn't just a dream. ;)
Playing with shaders and render settings...
Wow, that's a great dramatic scene.
AlexLO, good job! Alex and mjc1016, I always feel a little grain makes it look more photoreal, and helps the viewer suspend disbelief. Those who want every thing to look crystal sharp and clean are not really going for photoreal. They are trying to simulate the real world and we won't be able to get there for ages. It's one of the reason many renders don't "look correct." Photoreal with grain helps sell it and make it less "uncanny valley."
For those who may have a problem with that, step through a CG movie and see all the grain.
It's like an automatic step in the compositor...color grading/LUT addition...add film grain...hope the director doesn't want more (cuss enough to make a salior blush if he does)...rinse...repeat.
Grain also plays a role in compression, and can help reduce jpeg artifacts and keep a variable bit rate high in video. Also, it can help aid resizing algorithms, which is especially important since the whole concept of pixel perfect is out the window in modern web design (in favor of dynamic sizing). This is a real bummer for me since I work a lot in line art.
- Greg
Grain and noise are two entirely different things.