Show Us Your Iray Renders. Part IV

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  • BobvanBobvan Posts: 2,653
    edited September 2015

    After kind of learning what to do with iray I decided to run a few renders on my AMD tower. The time difference is nuts!  2 to 3 hours vs 20 to 25 minutes with the nvidia 980m machine. Close up. http://fav.me/d9a0uuy

    Post edited by Bobvan on
  • Ok, Alien Botanicals 2 are definitely awesome in Iray!  :)

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  • SzarkSzark Posts: 10,634

    Ok, Alien Botanicals 2 are definitely awesome in Iray!  :)

    Awesome render. I have the first set and always wanted more.

  • L'AdairL'Adair Posts: 9,479
    edited September 2015

    I've been lazy about skin shaders. I've purchased a few new characters that came with Iray shaders, and just apply one of those to the model I'm working with. In some cases, I'll substitute the character's mats in the base color channel, leaving everything else intact.

    In the images below, all but one of the models are "wearing" another character's skin. In the portrait on the left, Mei Lin is wearing Tressie HD. I did have to touch up the mole on her cheek in post as it was distorted. In the nightclub act, on the right, the backup singer in red is Vernie HD, I used her skin on the backup singer in purple (Olympia HD) and the lead singer in green (Karina for Olympia.) The singer in blue is Carling for Ysabeau, wearing Tempie HD.

    I've spent countless hours trying to replicate the results Cath was getting to no avail. I'm pretty sure she was "cheating..." First by using her own skins for M4, and second by using her original files in her modeling program to create albedo, normals, and so on. Just applying her recommended settings wasn't enough.

    Now I just look for newer G2 characters, on sale of course, that include both Iray shaders and normal maps.

    (Yeah, I know. The lead singer looks like she's singing into a brick! The microphone that comes with Deco Club is horrid, but I didn't have another microphone. I'm hoping DAZ includes Merlin's store in the PA Festival. He's got a nice mic in his electric guitar product. Other than the b*%$-ugly microphone, I think it turned out pretty good.)


    Mei Lin, Studio Portrait by L'AdairPerforming at the Deco Club

    Post edited by L'Adair on
  • Oso3DOso3D Posts: 15,103

    Testing some more.

    This is a background image I made in Carrara on a sphere, with Sun and Sky behind it, ocean wide water, etc.

    I'm pretty happy with the lighting effect, though I'm finding generating stuff in Carrara unwieldy. (But it costs raaaaaaaaaaaaather less than the other options, so)

     

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  • L'AdairL'Adair Posts: 9,479

    Testing some more.

    This is a background image I made in Carrara on a sphere, with Sun and Sky behind it, ocean wide water, etc.

    I'm pretty happy with the lighting effect, though I'm finding generating stuff in Carrara unwieldy. (But it costs raaaaaaaaaaaaather less than the other options, so)

    That's really nice, Will.

  • Oso3DOso3D Posts: 15,103

    Thank you! Here's another.

    It's just the OceanWide skydome, made refraction 1/1, with the color put into glossy, and the sun lined up. It isn't perfect (in the second shot I think you can see some slight resolution-related issues starting to crop up), but I'm pretty happy with it.

    The ground is the 'planets' landscape stuff ( https://www.daz3d.com/moonscapes , I think), then Mars Explorer for Genesis. And a sphere.

     

     

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  • ToborTobor Posts: 2,300

    Good stuff, Will!

     

  • L'AdairL'Adair Posts: 9,479

    Thank you! Here's another.

    It's just the OceanWide skydome, made refraction 1/1, with the color put into glossy, and the sun lined up. It isn't perfect (in the second shot I think you can see some slight resolution-related issues starting to crop up), but I'm pretty happy with it.

    Maybe a little bit, with the full sized image. But it shouldn't be an issue with your webcomic... Aren't those lower resolution images? Screen resolutions, not print resolutions.

    I love seeing how people make use of skydomes from earlier products. :)

  • L'AdairL'Adair Posts: 9,479
    edited September 2015

    Switching gears, again... I put together a comparison image using FW Sebastian HD.

    The images show Sebastian rendered in Iray without applying the Iray Uber Shader first, with just the Uber Shader Applied, with the Iray preset for Base Mat for FW Derek HD for Michael 6 applied, and finally after I went back and manually put Sebastian's original skin mats in the Base Color for Face, Lips and Nostrils skin shaders.
     

    Iray render results comparison image

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    Post edited by L'Adair on
  • RogerbeeRogerbee Posts: 4,460
    Szark said:

    I don't have any HD products to test. I know Sub-D works in Iray but without having HD products I can't say for sure. I found this thread about HD and Iray http://www.daz3d.com/forums/discussion/61556/so-the-new-hd-morph-details-are-underwhelming

    Ah hah, I think I know what's wrong, I still have the normal maps in there. From what I can gather from that thread, I think they are counteracting the HD. I'll adjust that and see what I get.

    CHEERS!

     

  • RogerbeeRogerbee Posts: 4,460

    Nice renders folks,

    Here's another of Hiroshi, my best attempt at a scene till I get some graphical firepower. It's just a backdrop using some old wallpaper I've had kicking around since the very early days of DS.

    CHEERS!

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  • RogerbeeRogerbee Posts: 4,460

    Hmm,

    I took out all the normal maps on Darius and re-rendered him, and I don't really see that much difference. So much so that I don't really see the need for HD in Iray. It looks like normal, bump and perhaps displacement maps would be the way forward for enhancing detail. HD was kind of a 3Delight thing really, it did make a difference there, but, if that's not how Iray works then so be it. It really is getting to the point where Daz need to decide whether to drop HD and 3Delight, or do a Basic version with 3Delight and a Pro version with Iray. I think Basic and Pro would be a good idea, that way people have choice and don't have to have something that they won't use tacked on with it. PA's can still provide for both when it comes to content creation and everyone would be happy.

    CHEERS!

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  • kyoto kidkyoto kid Posts: 42,207
    Szark said:

    I am not saying Cath is wrong or right as I am not in a position to do so due to my lack of understanding. The trouble is with this Iray Shader is that it isn't based on real world physics like the render engine is. And like 3DL we are still cheating so again there will be no wrong or right way to set things up. Even spec maps made for 3DL won't work properly.

    ..so the Iray uber shaders are incorrect then?

  • kyoto kidkyoto kid Posts: 42,207
    Tobor said:
    Rogerbee said:
    If you take a look at the promo renders that DZfire did with his lights, you can see that they look far more natural than Daz lights, which, to my mind, are merely modifications of 3Delight lights.

    They're not. The Distant (infinite), Point, and Spotlight lights are connected to built-in, native Iray light methods. They are programmatically defined, and as such are more efficient than mesh lights (you mention HDR in your post, but that has nothing to do with either the buit-in light types or mesh lights). They are not "Daz lights," but Iray lights that conveniently use the already familiar D|S light interfaces.

    Except for special formed shapes, which then would exhibit a different light cone, there is no qualitative difference between mesh lights and Iray primitive lights, because they both are derived using the same ray tracing math (and for created shaped cones, it's better to use IES profiles, which are free and plentiful). The difference is that meshes are treated as hundreds, thousands, even hundreds of thousands of individual light sources. Because of this, take longer to calculate and render.

    If a certain render looks better using mesh lighting, it's simply because the Iray primitive light types aren't being used properly. You get "light" from a flashlight, but it's not very flatterting when used to make a portrait. Iray  point and spot lights can be redefined in shape and size, making them highly flexible.

    I'm not down on meshes for lights, but an over-use of them will only lead to slower renders, when that time could be used to improve the scene in other ways.

    ..yeah, but I really don't care to go back to setting up an array of lights like I had to do in 3DL to "fake" lighting. The big advantage of Iray is the ability to create mesh lights.

  • SzarkSzark Posts: 10,634
    kyoto kid said:
    Szark said:

    I am not saying Cath is wrong or right as I am not in a position to do so due to my lack of understanding. The trouble is with this Iray Shader is that it isn't based on real world physics like the render engine is. And like 3DL we are still cheating so again there will be no wrong or right way to set things up. Even spec maps made for 3DL won't work properly.

    ..so the Iray uber shaders are incorrect then?

    No it isn't that black and white. I wouldn't call it incorrect just not what many of us expected. Now I am taking the word of folks that know what they are looking at in terms of the MDL, I don't but in my short testing period found it is more like working in 3DL with Uber Surface in that many of the functions in the Iray shaders seem to be arbitrary.

  • kyoto kidkyoto kid Posts: 42,207

    ...so it's not true PBR then.

  • SzarkSzark Posts: 10,634

    In some yes but when it comes to doing human skin then no and true PBR also encapsulates PBR texture maps which there are not. So we need to look at both the shader and texture maps when it comes to doing more complex surfaces, like human skin. I personally don't have any issue when doing buildings and and other non organic surfaces as I am impressed with the results so far.

  • RogerbeeRogerbee Posts: 4,460

    I don't think we've seen fully what Iray can do in a DS context. It took years for 3DL to really get going (Look how many years there were between DS2 and DS4.) and it may take a couple more generations of DS and indeed Genesis before we really see what it can do. I get the feeling that we're just scratching the surface at the moment.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    kyoto kid said:
    Tobor said:
    Rogerbee said:
    If you take a look at the promo renders that DZfire did with his lights, you can see that they look far more natural than Daz lights, which, to my mind, are merely modifications of 3Delight lights.

    They're not. The Distant (infinite), Point, and Spotlight lights are connected to built-in, native Iray light methods. They are programmatically defined, and as such are more efficient than mesh lights (you mention HDR in your post, but that has nothing to do with either the buit-in light types or mesh lights). They are not "Daz lights," but Iray lights that conveniently use the already familiar D|S light interfaces.

    Except for special formed shapes, which then would exhibit a different light cone, there is no qualitative difference between mesh lights and Iray primitive lights, because they both are derived using the same ray tracing math (and for created shaped cones, it's better to use IES profiles, which are free and plentiful). The difference is that meshes are treated as hundreds, thousands, even hundreds of thousands of individual light sources. Because of this, take longer to calculate and render.

    If a certain render looks better using mesh lighting, it's simply because the Iray primitive light types aren't being used properly. You get "light" from a flashlight, but it's not very flatterting when used to make a portrait. Iray  point and spot lights can be redefined in shape and size, making them highly flexible.

    I'm not down on meshes for lights, but an over-use of them will only lead to slower renders, when that time could be used to improve the scene in other ways.

    ..yeah, but I really don't care to go back to setting up an array of lights like I had to do in 3DL to "fake" lighting. The big advantage of Iray is the ability to create mesh lights.

    Neither do I and the results I've seen using mesh lights look more convincing to me, particularly those in DZ's promo renders. After I get my GPU they will be a must buy.

    CHEERS!

  • SzarkSzark Posts: 10,634
    Rogerbee said:

    I don't think we've seen fully what Iray can do in a DS context. It took years for 3DL to really get going (Look how many years there were between DS2 and DS4.) and it may take a couple more generations of DS and indeed Genesis before we really see what it can do. I get the feeling that we're just scratching the surface at the moment.

    CHEERS!

    Exactly. I see this is terms of how shaders developed for DS and 3DL like Uber Surface (2) and AOA SSS Shader Base. Fo me and as a hobby I understand that sometimes I expect more from this level of digital rendering but at the same time I love the DS/Iray integration and hope it grows faster than 3DL did in terms of more advanced shaders and PBR texture maps. For me this is an exciting time for Daz Studio development.

  • Oso3DOso3D Posts: 15,103
    L'Adair said:

    Maybe a little bit, with the full sized image. But it shouldn't be an issue with your webcomic... Aren't those lower resolution images? Screen resolutions, not print resolutions.

    I love seeing how people make use of skydomes from earlier products. :)

     

    Oh sure. Plus my webcomic is primarily set in the Oort cloud, and skydomes are only important for virtual reality... so realism isn't strictly necessary.

     

    But I like to render other stuff and work on basic ideas, so coming up with bounds on what it's good for is, well, good.

     

  • Oso3DOso3D Posts: 15,103

    Note that there ARE mesh lights in 3DL (Uber AreaLights) that might be a good middle ground for some people -- they take a lot longer to render than most 3DL, but you are still using mostly the same core shaders you might be used to.

    But I'm with Kyoto, a huge part of why I like Iray is the fairly straightforward way lights are set up. There are fiddly details, but it's... well, sensible. Point lights are sharp, broad emitters make for softer light, backscatter just happens, etc.

    (Most of the rest of the reason is how sensible and easy shaders are, the ability to tile texture channels independently, transparency, emission, etc)

     

    The physical realism of the result is almost secondary for me. Heh.

     

  • jag11jag11 Posts: 885

    Ninive, I love that skin color.

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  • ToborTobor Posts: 2,300
    kyoto kid said:

    ..yeah, but I really don't care to go back to setting up an array of lights like I had to do in 3DL to "fake" lighting. The big advantage of Iray is the ability to create mesh lights.

    I'm not talking about mesh lighting for in-scene lighting effects. We need those. I'm talking about using meshes in place of the native light types to light a scene. It makes zero sense to use a mesh panel as a softbox, for example, when the spotlight with a big emitter does exactly the same thing, and produces a faster render. It just comes down to simple math. If you just gotta uses meshes for lighting a scene, at least keep the poly count down. Reduce the number of facets that Iray has to calculate light exitance.

  • Oso3DOso3D Posts: 15,103
    edited September 2015

    Yeah, I keep kicking myself going 'what am I doing??' when I have an exquisitely modeled emitting CFL lightbulb in a lamp, taking huge processing time... off camera.

    One thing I'm thankful for, having spent some time with 3DL as a biased renderer, is laying the groundwork for thinking creatively on how to handle scenes. Because you don't get a medal of honor for doing everything literally and realistically, the point is getting a result you want, any way you can.

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,103

    Also, I'm finding that while I normally disdain the camera headlamp... it's awfully useful under some situations. For example, I'm doing space shots. And while I could jump through hoops adding ambient lightsources, it's just a hell of a lot easier to set headlamp to a low value.

     

  • fastbike1fastbike1 Posts: 4,082

    I don't get this concept of "setting up an array of lights like I had to do in 3DL to "fake" lighting. The big advantage of Iray is the ability to create mesh lights" as if an array of mesh lights was different.

    I get the feeling that the "mesh light" school of general lighting haven't understood that the geometry of the Iray spotlight can be changed to be any "softbox" except an umbrella, i.e. pretty much the same as creating a mesh light from a primitive. The luminous flux value needs to be changed becuase it's really in units of lumens/cm2.

    Note that as Tobor keeps saying, mesh lights have their place for in scene effects such as lighting fixtures, montior screens, candles and so forth.

    If you duplicate the settings and placement of any mesh light with a spotlight of the same geometry and settings, you will get the same render, just a fair bit faster.

  • Oso3DOso3D Posts: 15,103
    I think there is a blurring of concepts. In 3DL, if you wanted physically realistic kihhting, you use Uber Arealight. Which comes in primitives and as a shader on any arbitrary light. These lights, primitives and otherwise, are generally called mesh lights. This may not be strictly accurate, I don't know. I think the problem is that people used to that (like myself) end up calling all Iray lights 'meshlights,' because that's the closest 3DL equivalent. I suspect when talking Iray people referring to 'meshlights' are talking about 'physically accurate lighting' about half the time. Which is confusing.
  • mjc1016mjc1016 Posts: 15,001

    Meshlights are geometry based lights that use an emissive (of some sort) shader.  To be a meshlight it MUST have geometry.

    Physical lights are the other lights...the 'math' ones.  These come in two basic flavors...physically based and 'pure math'.  The physical ones have things like adjustable size, falloff and in many renderers can have IES profiles attached to them.  The 'pure math' ones are just an algorithm that says to the renderer 'Hey, I'm a light source.'  These are the most common lights in 3DL and are the kind that most of the Studio lights are.  The UberArea shader is just one area (mesh) light shader in Studio.  It does have falloff and can be put onto any geometry.  It can't accept IES profiles (as that is not something 3DL has).  There are also 'physical' spots/points/distant (infinite) lights...but by default they are not easily accessible in Studio or need to be added.  AoA's lights actually are 'physical'...(there are a few other distinctions that go along with them in general 3DL usage, but they aren't that important and are probably more to do with which version is being used...3DL for Maya, SoftImage, etc).

    Physically accurate lights are only part of physically accurate lighting.  Iray does it by default, 3DL does not.  Full 'environmental' lighting...bounce, occlusion, etc is the key.  Without it, physically accurate lights don't matter.

This discussion has been closed.