Show Us Your Iray Renders. Part IV

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  • daveleitz said:

    Yes, a Titan or 980 would be nice, but I'm stuck on a laptop for now.  The laptop also has an i7 @ 2.4 GHz, so that would be up to 8 threads running amidst background processes.  I figured that loading both the cpu and gpu might only provide marginal improvement if the engine has to divide up the tasks between different code types - CUDA vs Intel instruction sets.

    The scene I posted has four spots in addition to an HDR image.  I ran lots of low resolution tests to get the lighting where I wanted it.  It took longer to set up the lighting than any other element of the scene, but that's how important it is to composition.

    In Iray its not necessary to use much lights, one or two are enough, even you can screw up results if overcharge scene with lights, actually my renders uses just one good hdr or a sunlight no more.

  • edited August 2015

    OK,. My turn.

    Post edited by Richard Haseltine on
  • daveleitzdaveleitz Posts: 459
    daveleitz said:

    Yes, a Titan or 980 would be nice, but I'm stuck on a laptop for now.  The laptop also has an i7 @ 2.4 GHz, so that would be up to 8 threads running amidst background processes.  I figured that loading both the cpu and gpu might only provide marginal improvement if the engine has to divide up the tasks between different code types - CUDA vs Intel instruction sets.

    The scene I posted has four spots in addition to an HDR image.  I ran lots of low resolution tests to get the lighting where I wanted it.  It took longer to set up the lighting than any other element of the scene, but that's how important it is to composition.

    In Iray its not necessary to use much lights, one or two are enough, even you can screw up results if overcharge scene with lights, actually my renders uses just one good hdr or a sunlight no more.

    In the image I posted, I wanted to accentuate certain parts of the subject using different colors.  The HDR provided just enough illumination to fill the background.  Two spots provided "cool" rim lighting on the left, one spot was the "warm" key light for the subject, and another spot on the right helped separate the dragon from the background and provide some fill.  Of course, there are any number of ways to light a scene based on the standard Three-point lighting techniques.

     

  • Oso3DOso3D Posts: 15,088

    Being smarter about skin, going back to another render and improving...

    (G2M, Benjamin skin with tweaks)

     

    Dapper Ben 3.jpg
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  • ToborTobor Posts: 2,300

    Being smarter about skin, going back to another render and improving...

    (G2M, Benjamin skin with tweaks)

    I always liked this one. Very nice tone. Did you fiddle with Transluscency Weight and Color, or is the base color from the texture?

    We need to collectively work on good shaders for teeth. I haven't seen many good ones. I'd like to find some realistic MATs that show the normal color variation in the teeth. Using SS nodes can help make it look realistic (saliva gloss, enamel transluscence, etc.), but I'm lazy and want someone else to do it for me!

     

  • Tobor said:

    Being smarter about skin, going back to another render and improving...

    (G2M, Benjamin skin with tweaks)

    I always liked this one. Very nice tone. Did you fiddle with Transluscency Weight and Color, or is the base color from the texture?

    We need to collectively work on good shaders for teeth. I haven't seen many good ones. I'd like to find some realistic MATs that show the normal color variation in the teeth. Using SS nodes can help make it look realistic (saliva gloss, enamel transluscence, etc.), but I'm lazy and want someone else to do it for me!

     

    Yep, with such dark skin tone theet look extremely white and overcontrasted, I think an stronger translucence or SSS with some yellowish bbase tone could improve it.

  • Oso3DOso3D Posts: 15,088

    I actually added a little yellow to the teeth, upped the bump, but didn't pay close attention.

     

    After autoconverting Benjamin skin, I added a weak brown to base color and lowered the translucence weight to about .25. The trans color was Base color + pink, which isn't right, but works reasonably enough. (You really want a good translucency map, but very few skins have it, and often the autoconvert trans maps are just stupidly wrong)

    Also converted to Specular, changed top coat to Fresnel (1.34 IOR), and changed top coat weight to 4 or 5. Gives a proper look of skin oil without looking buttered.

     

  • Eldritch Wolverine

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  • Oso3DOso3D Posts: 15,088

    Tweaked the teeth a bit.

     

    Dapper Ben4.jpg
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  • mjc1016mjc1016 Posts: 15,001

    Eldritch Wolverine

    Needs more hair...Logan's arms should be able to do double duty as a rug.

  • I actually added a little yellow to the teeth, upped the bump, but didn't pay close attention.

     

    After autoconverting Benjamin skin, I added a weak brown to base color and lowered the translucence weight to about .25. The trans color was Base color + pink, which isn't right, but works reasonably enough. (You really want a good translucency map, but very few skins have it, and often the autoconvert trans maps are just stupidly wrong)

    Also converted to Specular, changed top coat to Fresnel (1.34 IOR), and changed top coat weight to 4 or 5. Gives a proper look of skin oil without looking buttered.

     

    The top coat works fine in this type of skins as are greasy, but for a woman caucasian skin you can set to zero de coat option with no problems (even speeds up renders wink)

  • Tweaked the teeth a bit.

     

    hmmmmm... Im afraid thats not the right direction, some theet looks like metallic... It's a real problem.... A soon as I arrive home and take control of my PC. (now I'm on a laptop)  I'll try some experiments about.cool

  • daveleitz said:
    daveleitz said:

    Yes, a Titan or 980 would be nice, but I'm stuck on a laptop for now.  The laptop also has an i7 @ 2.4 GHz, so that would be up to 8 threads running amidst background processes.  I figured that loading both the cpu and gpu might only provide marginal improvement if the engine has to divide up the tasks between different code types - CUDA vs Intel instruction sets.

    The scene I posted has four spots in addition to an HDR image.  I ran lots of low resolution tests to get the lighting where I wanted it.  It took longer to set up the lighting than any other element of the scene, but that's how important it is to composition.

    In Iray its not necessary to use much lights, one or two are enough, even you can screw up results if overcharge scene with lights, actually my renders uses just one good hdr or a sunlight no more.

    In the image I posted, I wanted to accentuate certain parts of the subject using different colors.  The HDR provided just enough illumination to fill the background.  Two spots provided "cool" rim lighting on the left, one spot was the "warm" key light for the subject, and another spot on the right helped separate the dragon from the background and provide some fill.  Of course, there are any number of ways to light a scene based on the standard Three-point lighting techniques.

     

    I used a lot this three point technique wich is mostly for getting good results older render engines, but believe me that with that render engine it's not necessary. The warm keylight  can be done in postwork just increasing saturation and color balance in Paint Shop Pro (I use it too), or if you use a sunlight yu have the option of icreasing its saturation  and with such realistic and accurate unbiased GI wich Iray provides rimlights are not so needed to get realistic results (and I always used rim lights before with other softwareswink)

  • ToborTobor Posts: 2,300
    edited August 2015

    Tweaked the teeth a bit.

    Going the wriong way with it, I think. He's got perfect pearlie-whites and then metal-filled caps. I know they have that dental package for sale here, but I think that's more for the extreme. In real life, people's teeth  are more subtle, with different shades on each tooth, even along the length of the tooth. I'm always on the lookout for a good teeth texture, but finding a good one is, well -- harder than pulling hen's teeth. Have some for V4 that I sometimes use, but I'm trying to set up a collection for G2F.

    The color and sheen of the skin is fine. Everyone has these kinds of variations.

    Post edited by Tobor on
  • edited August 2015

    Well, I arrived a bit tired at home so i'm not eager to dive into deep SSS and translucency options parameters, but I find out one thing, Genesis 2 base male texture has a nice theet texture base with a natural grey-yellowish color, as a start it would be wise to use this texture instead of the ones which comes in your new characters package.

    Then I tried 2 things: search for Iray mat presets and look if theres something which match with theet, I found two by the time being and thats the way I dealt with it and the results.

    One is the porcelain shader preset with some tweaks, the second is the marble preset with the G2 base male taxture as base color instead of the marble texture wich comes as default.  Just tell me which looks better and what could be improved, I not used to pay so much attention to theet, I'm more obsessed with the human skin...

     

    Pd.- Because of my theet negligency my wife told me that in my last render its all ok. but the theet look a bit plastic. crying

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    t2.jpg
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    Post edited by cesariuss_fa7fad02bd on
  • Eldritch Wolverine

    It´s nice but I think another kind of lightning could improve the image.

  • 3dOutlaw3dOutlaw Posts: 2,481
    edited August 2015

    Woohoo!  My first Iray render in Daz Studio!  :)

    (...and I posted the chick as a freebie Daz Scene file on my site: 3doutlaw.com/home/?page_id=631)

    Post edited by 3dOutlaw on
  • 3dOutlaw said:

    Woohoo!  My first Iray render in Daz Studio!  :)

    (...and I posted the chick as a freebie Daz Scene file on my site: 3doutlaw.com/home/?page_id=631)

    Congrats for your first Iray render whit such complexity!! cheeky

  • Here's one of my latest. This is actually my test of Valzheimer's Genesis 3 Female for Genesis 2 Female. The Vixen outfit's a G3F outfit, but Delia (the figure in question) is G2F.

    It was also my attempt at reflective, metallic hair.

    Honestly, I'm happy with this one. :)

    Delia-large-14hr-bake-mod copy.png
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  • Here's one of my latest. This is actually my test of Valzheimer's Genesis 3 Female for Genesis 2 Female. The Vixen outfit's a G3F outfit, but Delia (the figure in question) is G2F.

    It was also my attempt at reflective, metallic hair.

    Honestly, I'm happy with this one. :)

    Interesting hair. Can you show the satter settings?


  • Interesting hair. Can you show the satter settings?

    Sure thing! I went ahead and grabbed all the surface settings for the base.

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  • IceCrMnIceCrMn Posts: 2,322

    I've been spending some time with the skin settings.I followed MEC4D's advise from here Show Us Your Iray Renders. Part II - Page 46 - DAZ Forums .

    These are just my test renders, but I think the skin looks very good.

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    skin_test_2.jpg
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  • icecrmn said:

    I've been spending some time with the skin settings.I followed MEC4D's advise from here Show Us Your Iray Renders. Part II - Page 46 - DAZ Forums .

    These are just my test renders, but I think the skin looks very good.

    It does look good! Who is the character?

  • fastbike1fastbike1 Posts: 4,079

    Here's a render of FWSA Gillian (G3F). Used the skin and suit materials as is. Painter Lights, UHT shader for hair.

    Gillian HD G3F Iray.jpg
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  • IceCrMnIceCrMn Posts: 2,322
    icecrmn said:

    I've been spending some time with the skin settings.I followed MEC4D's advise from here Show Us Your Iray Renders. Part II - Page 46 - DAZ Forums .

    These are just my test renders, but I think the skin looks very good.

    It does look good! Who is the character?

    V6 HD with some of the dials spun to make a custom character.

  • IceCrMnIceCrMn Posts: 2,322

    I got a question about shaders.

    Under the Nvidia MDL Examples there is a shader called Carbon Compsite.It has a setting called Micro Roughness and Top Coat Micro Roughness.I was wondering if that would be usefull for skin?

    I don't know how to add that option to the ones already on the surface tab for the skin to be able to try it out.


  • Interesting hair. Can you show the satter settings?

    Sure thing! I went ahead and grabbed all the surface settings for the base.

    Thanks! I'll experiment with it  smiley

  • icecrmn said:

    I've been spending some time with the skin settings.I followed MEC4D's advise from here Show Us Your Iray Renders. Part II - Page 46 - DAZ Forums .

    These are just my test renders, but I think the skin looks very good.

    Mmmm... It doesn´t convince me too much. Honestly I think my custom shader gives more sheen and vibrance...

     

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    retrato.jpg
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  • IceCrMnIceCrMn Posts: 2,322
    icecrmn said:

    I've been spending some time with the skin settings.I followed MEC4D's advise from here Show Us Your Iray Renders. Part II - Page 46 - DAZ Forums .

    These are just my test renders, but I think the skin looks very good.

    Mmmm... It doesn´t convince me too much. Honestly I think my custom shader gives more sheen and vibrance...

     

    your's are a bit to much like leather for me.The colors and sheen are good.That's why I was asking about micro roughness.I was thinnking it could be used to make the pores and general skin surface look better..The pursuit of perfection continues :)

  •  

    icecrmn said:
    icecrmn said:

    I've been spending some time with the skin settings.I followed MEC4D's advise from here Show Us Your Iray Renders. Part II - Page 46 - DAZ Forums .

    These are just my test renders, but I think the skin looks very good.

    Mmmm... It doesn´t convince me too much. Honestly I think my custom shader gives more sheen and vibrance...

     

    your's are a bit to much like leather for me.The colors and sheen are good.That's why I was asking about micro roughness.I was thinnking it could be used to make the pores and general skin surface look better..The pursuit of perfection continues :)

    That leather look could be for 2 reasons:

    1.- I use to overbump cause I use to render at middle/large distance of the figure.

    2.- As I dont have too much RAM I have to work with low/middle res textures, that mades the bump look raw and crisp, ASA I can get more RAM I´ll work with 4000 pix text, hope the bump will look better that way... laugh

This discussion has been closed.