Show Us Your Iray Renders. Part IV

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  • Oso3DOso3D Posts: 15,088
    edited August 2015

    Returning to a render. This time I used Maco Skin ( http://www.daz3d.com/macro-skin-for-genesis-and-genesis-2-female-s ).

     

    I find it useful to lower the Normal map a bit for closeups (it's mostly at .5 in this shot). Tweaked a bit.

    (Oddly, only the face has a specular map. But it worked out)

     

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    Post edited by Oso3D on
  • Someone said that it's the small details, almost not visible, that makes the difference. So, I made an almost transparent noise filter overlay (very fine grain) on the bump map to simulate micro pores. Hardly visible, but I think it made a subtle difference. And a little asymmetry to make her more alive. Translucency and sheen is still a work in progress... This is the result after five days and an uncountable number of adjustments and test renders....

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  • D.RobinsonD.Robinson Posts: 283
    edited August 2015
    3Digit said:

    Someone said that it's the small details, almost not visible, that makes the difference. So, I made an almost transparent noise filter overlay (very fine grain) on the bump map to simulate micro pores. Hardly visible, but I think it made a subtle difference. And a little asymmetry to make her more alive. Translucency and sheen is still a work in progress... This is the result after five days and an uncountable number of adjustments and test renders....

    Thats a really awesome portrait render 3digit. Transluceny is one thing but so much talk about sheen its making me want to pull my hair out. Go out for a walk and people watch for a day, not everyone has shiny skin. Some people have lots of oil, some people are flat colored even in high key lighting. Even skin smoothness is not uniform, i was out at the store a few days ago and i saw this woman who had the smoothest skin i have ever seen...if she had been in a render people would have said it was fake. Realism is random and un-uniform the techies in 3d art almost always try for what i term hyper-realism...which is not real at all.

    Daniel

    Post edited by D.Robinson on
  • 3Digit said:

    Someone said that it's the small details, almost not visible, that makes the difference. So, I made an almost transparent noise filter overlay (very fine grain) on the bump map to simulate micro pores. Hardly visible, but I think it made a subtle difference. And a little asymmetry to make her more alive. Translucency and sheen is still a work in progress... This is the result after five days and an uncountable number of adjustments and test renders....

    Very nice! And thanks for the tip for pores. I think it makes a big difference.

  • Oso3DOso3D Posts: 15,088

    3digit: very very very nice.

     

    I have a new render, but it ended up... kind of gory. Check my deviantart link if you are curious.

     

  • ToborTobor Posts: 2,300
    edited August 2015

    @3Digit, what a terrible render! You're supposed to be creating stiff, lifeless, and plastic-looking characters using a free 3D program many in the CG world scoff at. So stop it.

     

    Post edited by Tobor on
  • IceCrMnIceCrMn Posts: 2,322

    3digit: very very very nice.

     

    I have a new render, but it ended up... kind of gory. Check my deviantart link if you are curious.

     

    I don't know,,that one may pass the acid test for the forum

  • Oso3DOso3D Posts: 15,088

    HA!

     

  • IvyIvy Posts: 7,165
    edited August 2015

    I bought a new g2f girl tonight by Silver her name is Honey, she really asain beauty, the skin rendered great in Iray.  The nudes with LAMH pubic hairs I made, made her  look so real my hubby wanted one for his phone..lol , I'll post them to my web site later this week. I also found some new HDRi Back ground  to play with.as well. ..lol

     anyway here are 2 of the 4 I did tonight the other 2 would not pass TOS,  I tell you Silver has the best g2f characters :)  one render with Outoftouchs Natasha's lingerie  the other render using the little back dress from outof touch. onlu i used a custom white texture map from Shannasouldmate.  I rendered them at 1080 HD click them for full size details.  So What think?

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    Post edited by Ivy on
  • Oso3DOso3D Posts: 15,088

    Ok, so yes, the teeth are way too white (amending that).

    I'm attempting to 'dial in' an Indian face with G2F. I feel like I'm missing something, either in the skin, pose, or something else... thoughts?

    (The skin is via Skin Builder. Debating using Skin Overlay to add a few details)

     

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  • Oso3DOso3D Posts: 15,088

    And another attempt.

     

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  • daveleitzdaveleitz Posts: 459

    @ Ivy, those look fantastic!  So nice to see figures rendered in scenes that give context to them.

  • Tobor said:

    @3Digit, what a terrible render! You're supposed to be creating stiff, lifeless, and plastic-looking characters using a free 3D program many in the CG world scoff at. So stop it.

    I apologize to everyone. I now realize I've used the wrong type of software to create the wrong type of render.
    It will not happen again (which probably will be true whether I want to or not... ) :-)

    @timmins.william, I am jealous of your creativity. And your render with the "PBR skin" (the "wooden girl") is simply genius.

    @Ivy, Very very nice renders

  • ToyenToyen Posts: 2,033

    Daring - Rendered in Daz Studio 4.8 with Iray, no post-work.

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  • fred9803fred9803 Posts: 1,565

    It would seem to me that much of the advanatges of Iray aren't apparent with portraiture, and it only comes to the fore when the subject is within a scene.

    If the brilliance of Iray is the beautiful way beams of light interact between objects in their environment, plonking a character, without any other objects in a scene for it to interact with, seems somewhat wasteful.

    This is not to say that some people can't produce wonderful portraits with Iray as seen above, but many stand-alone head and shoulder portraits look no better than could be produced with Firefly or 3Delight.

  • Oso3DOso3D Posts: 15,088

    Ashley: Agreed.

    To me, the advantage of Iray is intuitive (to me) lighting and shaders, more easy application of glowing/emitting and various types of transparency.

     

    And most of the real strengths come out in a scene. Even with portraiture, I find they are stronger with a natural setting. I still do close up vague-backdrop portraits mainly to push the edge of how well hair/skin/etc is being modeled, but once it comes time to pull back most of that isn't apparent (but helps strengthen the scene).

     

     

  • IvyIvy Posts: 7,165
    edited August 2015
    daveleitz said:

    @ Ivy, those look fantastic!  So nice to see figures rendered in scenes that give context to them.

    Thank you Dave for the sweet comment.  I  figured if I'm going to spend the time to render art work , I want to make it look real as I can which includes a good BG . the HDRI Pak I got the other day were really easy to work with. and the new g2g Honey character that was made by Silver are really top quality, she really fit well in my Asian theme are work.  I really love working with Iray for this still graphics the results are just amazing.

    Edited for spelling:

    Post edited by Ivy on
  • IvyIvy Posts: 7,165
    edited August 2015

    Thank you very much for the comment :) 

    3Digit said:
     

    @Ivy, Very very nice renders

     

    Post edited by Ivy on
  • IvyIvy Posts: 7,165
    Toyen said:

    Daring - Rendered in Daz Studio 4.8 with Iray, no post-work.

    lovely black & white

  • IvyIvy Posts: 7,165
    edited August 2015

    And another attempt.

     

    these girls look great , you may try turning the environment map intensity down just a bit and add a little color in the ton map setting to soften the edges a bit.  you do some really good inspiration work.  I'm glad you share you tips they help a lot

    Post edited by Ivy on
  • Oso3DOso3D Posts: 15,088

    What do you mean by color in the tone map setting? Which one, white point?

    As for sharing... yeah. There's a mindset of hoarding tips and techniques as proprietary, so other people don't... beat you, I guess.

    IMO, there's no substitute for skill and experience and artistry, so whatever. Also it's not like we're all gunning for the same job or something. I like share and share alike.

     

  • Oso3DOso3D Posts: 15,088

    Another step. Did some minor postwork (Levels, to brighten it up a little)

    Gave her a little more weight -- her head looked a little off with her body before.

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  • daveleitzdaveleitz Posts: 459
    Ivy said:
    daveleitz said:

    @ Ivy, those look fantastic!  So nice to see figures rendered in scenes that give context to them.

    Thank you Dave for the sweet comment.  I  figured if I'm going to spend the time to render art work , I want to make it look real as I can which includes a good BG . the HDRI Pak I got the other day were really easy to work with. and the new g2g Honey character that was made by Silver are really top quality, she really fit well in my Asian theme are work.  I really love working with Iray for this still graphics the results are just amazing.

    Edited for spelling:

    Ivy, you're welcome.  :)

    I've got so many environments, it would be a shame not to use one in a render, even if it is just a small neglected corner of one.  The subtle interactions with light and shadow go a long way in supporting the subject. 

  • Widdershins StudioWiddershins Studio Posts: 556
    edited August 2015

    One I did today. Rendered with transparent background and then I dropped one in.

    Couldn't quite figure out the hair settings in iRay, will need to work on that, but I thought it wasn't too bad. Would have prefered more black than grey.

     

    Post edited by Richard Haseltine on
  • ToborTobor Posts: 2,300
    edited August 2015

    Well, since you asked -- Indian skin (American, South Asian) tends to be darker. The skin on the body and arms is very light, and lacks "depth." I think I'd work on the skin tone in the Shader panel, because once you do it at the output stage, those color changes affect everything.

    if you want to add splashes of color to the scene, which always adds interest, bring in a spotlight somewhat obliquely on the side of the character opposite the main light -- for this render that would be the left side of the character. Change the color, and really crank it up. It's okay for accent lights to be fairly bright, as long as it doesn't wash out. Remember to soften the light by changing it from Point to Disc, and upping the emitter size to at least 30cm W and H. Yo don't want it to contribute much, if any, shadows that compete with the main key light, which is on the character's right.

    I don't think there's a way to make the hair you're using look good, even with Slosh's great Iray hair package. The way the roots of the hair meet the skullcap is completely unrealistic. I have the same hair (I mean the package, not on me!), and I only use it when I'm doing renders that will be painted over. 

    Post edited by Tobor on
  • Oso3DOso3D Posts: 15,088
    edited August 2015

    Short hair tip (ha):
    Get rid of all the maps except cutout.

    Base color, set to base color.

    Translucency: low weight (I don't use any more than .1), set to some of the weird color that shines through (ruddy highlights, white blond, etc)

    Glossy: Broad color to the hair. Do you want blue-black hair? Dirty blond? The lighter highlight color here. Should theoretically be white, but color helps capture the weird way hair can interact with light.

    Top coat: fresnel, the sheen of the hair. You 'shouldn't' add color here, but you might want to.

    Displacement map: find some strandy map, -.1 to .1, use image editor to set horizontal tiling to 32 or 64 or something. This will create the sense of hairs within the flow of the transmap surfaces.

     

    There are also a bunch of products that can make this a lot faster, including http://www.daz3d.com/mec4d-unshaven-2-for-genesis-2-male-s and http://www.daz3d.com/uht-hair-shaders-for-iray

     

    Post edited by Oso3D on
  • IvyIvy Posts: 7,165
    edited August 2015

    What do you mean by color in the tone map setting? Which one, white point?

    As for sharing... yeah. There's a mindset of hoarding tips and techniques as proprietary, so other people don't... beat you, I guess.

    IMO, there's no substitute for skill and experience and artistry, so whatever. Also it's not like we're all gunning for the same job or something. I like share and share alike.

     

    yes the white point thats what I meant .  I learned sometimes when you get that masking effect around the edges  if you just add a little color to the white point or reduce the intensity  under the tone map option is reduces if not eliminate that masking effects that create a undesired shine to the edges. unless that is the goal to your image.

    I totally agree with you.  and you are one good at sharing your tips just Like MJC does.  I always try to share techniques and skills that I know, so that may help other too.   I know well we are all invested this together, and that is really the best way to move this 3D technology forward. when we all rise to the top so does the technology & skills to use it :) which makes us all better . I don't know anyone that got a job because they just use daz software. But I know a lot of people that include daz software as a arsenal of tools to help them complete their art work  and like me I miss thing  that other have figured out. Share and Share alike is a great Moto :)

    Post edited by Ivy on
  • ToborTobor Posts: 2,300

    Like I said, I don't think there's a way to make that particular hair model look good, no matter what the material settings. None of these things change the geometry of the hair at the skullcap, and that's where it falls short. The strands are fine.

     

  • IvyIvy Posts: 7,165
    edited August 2015
    daveleitz said:
    Ivy said:
    daveleitz said:

    @ Ivy, those look fantastic!  So nice to see figures rendered in scenes that give context to them.

    Thank you Dave for the sweet comment.  I  figured if I'm going to spend the time to render art work , I want to make it look real as I can which includes a good BG . the HDRI Pak I got the other day were really easy to work with. and the new g2g Honey character that was made by Silver are really top quality, she really fit well in my Asian theme are work.  I really love working with Iray for this still graphics the results are just amazing.

    Edited for spelling:

    Ivy, you're welcome.  :)

    I've got so many environments, it would be a shame not to use one in a render, even if it is just a small neglected corner of one.  The subtle interactions with light and shadow go a long way in supporting the subject. 

    I know what you mean I have been adding a lot of hdr's myself but i have always used them in other apps as well and they work pretty good in photoshop extended 3d version. (I have cs5) for editing light  as well.

    Post edited by Ivy on
  • IvyIvy Posts: 7,165
    edited August 2015
    Tobor said:

    Like I said, I don't think there's a way to make that particular hair model look good, no matter what the material settings. None of these things change the geometry of the hair at the skullcap, and that's where it falls short. The strands are fine.

     

    you might want to try Out of touches hair maps for Iray at renderosity. I have had good luck with them

    Post edited by Ivy on
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