Show Us Your Iray Renders. Part IV

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  • FishtalesFishtales Posts: 6,228
    edited September 2015

    Part of a larger scene using the Cyclorama.

    Native American Woman

    native-american-woman-001.jpg
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    Post edited by Fishtales on
  • RogerbeeRogerbee Posts: 4,460

    Nice, how did you adapt it for Iray?

    CHEERS!

  • FishtalesFishtales Posts: 6,228

    I didn't other than ran the Iray Uber Shader on it. It seems to work fine even without doing that. I have the full scene rendering just now, 20 mins in at 84% so shouldn't be long. That one only took just under an hour to on CPU, no Nvidia card.

  • FishtalesFishtales Posts: 6,228
    edited September 2015

    It isn't the full scene that is running it is another close up. I had run the full scene through earlier. The flowers on the right are also cyclorama props the long grass is a prop from another set.

    Treat Time.

    Click on image for full size.

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    Post edited by Fishtales on
  • SzarkSzark Posts: 10,634

    ok this is where I am at. This is with plain red in the Translucency Colour, Trans Weight 0.50. SSS Colour 226 grey and with inverted spec maps in the Top Coat roughness channel. Plus other TC thickness settings and IOR to suit. I also have a Translucency Weight map for the tattoo.

     

    Rogerbee  "an albedo map in the translucency colour channel" how did you make that?

    NicSmall2.jpg
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  • SzarkSzark Posts: 10,634

    oh and why did I use Grey in SSS colour, well because of this thread http://www.daz3d.com/forums/discussion/comment/912102#Comment_912102 where Arnold found out the SSS Colour values where meant to be in grey scale and Nvidia will be making it colour soon. The more white you go the more translucency there is. I have tested this and came to the same conclusion before I read his findings. Also the high in red saturation in the Translucency channel the more translucent the skin becomes and shows more red.

  • FishtalesFishtales Posts: 6,228
    edited September 2015

    The latest in this sequence.

    Who'sThe Boss In This Outfit

    Click on image for full size.

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    Post edited by Fishtales on
  • Please check this wonderful work of another user on daz gallery:

    http://www.daz3d.com/gallery/#images/86196

    not all is search the Holy Grail of the Realistic iRay Skin Shader, this example shows what is think outside the box and more artistical, using emitters and metallic shader on skin and hair, Wonderful!

  • kyoto kidkyoto kid Posts: 42,320

    ..beautiful.  I especially like the emissive hair beads.

  • RogerbeeRogerbee Posts: 4,460
    Fishtales said:

    It isn't the full scene that is running it is another close up. I had run the full scene through earlier. The flowers on the right are also cyclorama props the long grass is a prop from another set.

    Treat Time.

    Click on image for full size.

    Looks good! Looks like something created in Vue or Carrara.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015
    Szark said:

    ok this is where I am at. This is with plain red in the Translucency Colour, Trans Weight 0.50. SSS Colour 226 grey and with inverted spec maps in the Top Coat roughness channel. Plus other TC thickness settings and IOR to suit. I also have a Translucency Weight map for the tattoo.

     

    Rogerbee  "an albedo map in the translucency colour channel" how did you make that?

    If you're lucky the character already has a monochrome SSS map, otherwise, in Photoshop, you desaturate the diffuse map, then create a new layer and adjust the luminosity of that layer and then do flatten image and save. Mec4D provided settings:

    My theory working in practice and after many tests with different PBR values I am pleasant
    bellow made test with different skin values changing just the translucent values and Albedo colors and luminosity having still the same textures in the setup what was the white dude,what was changed was the luminosity and albedo color in the Base color channel to represent the Melanin

    The setting was based on the level of Melanin in the skin that block the light and translucent effect of the skin

    Pink skin
    Luminosity 56/50 Translucent

    Golden skin
    Luminosity 51/45 Translucent

    Dark Skin
    Luminosity 31/25 Translucent

    The specular and reflection + top coating not changed since this no matter by skin color but the skin type only oily/dry

    I render with the standard SUN and SKY as I want to have some standard values as each HDRI maps altering stuff due to quality so I want to go with the true PBR light values

    I covered the dude so it render faster for my tests and not calculate everything lol

     

    The 'translucent' is Translucency Weight.

    CHEERS!

    Post edited by Rogerbee on
  • FishtalesFishtales Posts: 6,228
    Rogerbee said:
    Fishtales said:

    It isn't the full scene that is running it is another close up. I had run the full scene through earlier. The flowers on the right are also cyclorama props the long grass is a prop from another set.

    Treat Time.

    Click on image for full size.

    Looks good! Looks like something created in Vue or Carrara.

    CHEERS!

    Thank you. I forgot to say, they were only lit by Sun & Sky.

  • RogerbeeRogerbee Posts: 4,460
    Szark said:

    oh and why did I use Grey in SSS colour, well because of this thread http://www.daz3d.com/forums/discussion/comment/912102#Comment_912102 where Arnold found out the SSS Colour values where meant to be in grey scale and Nvidia will be making it colour soon. The more white you go the more translucency there is. I have tested this and came to the same conclusion before I read his findings. Also the high in red saturation in the Translucency channel the more translucent the skin becomes and shows more red.

    Interesting, but, what do you mean by SSS colour!? You have to get out of the habit of using the old 3Delight names for stuff, that's not what Iray calls it. I'm thinking you mean the 'transmitted colour' and if you do then I'll look into that and see what it's like.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    Szark got me curious, so, I tried Boris with spec maps (including inverted ones) and then without. The only difference I saw was that the skin was brighter, as though I'd just turned up the diffuse colour, there were no noticeable differences in the specular effects:

    I'm not all that convinced of the merits yet. Some skins, like Mec4D's, Raiya's and Darius, already have some specularity baked into the skin maps, so they shouldn't need any additional help. Bjorn probably might as his skin textures are pretty flat. It depends what the lighting was on the model used for the original photoshoot from which the skin textures are taken. Some use quite flat lighting, some don't. Check out the 3D.SK site, they are quite often used by 3D artists, in fact, I think some of the PA's will use them. If a character's texture is purely painted (Look at Lady Rune in the store.) and not from photo reference, then I can see where spec maps would come in, but, if a texture claims it's photo real then really the skins should have been created from actual photos.

    CHEERS!

    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    Here's one of Mec4D's textures that has baked in specular on the skin, it's Magda from her Natasza set for V4. I didn't put any maps in apart from albedo, diffuse and bump.

    I really, really like that. I am so hoping that Cath (I know I mention her a lot, but, she has a lot of PBR experience.) brings us some new characters with the skin shader she's been working on, they will be special!

    CHEERS!

    PS: (Her hair is part of the texture and even just the bikini with an Iray shader doubled the render time! Not good when you just have a CPU.)

    Post edited by Rogerbee on
  • SzarkSzark Posts: 10,634

    like anything it all depends on the maps. But since it's "not all is search the Holy Grail of the Realistic iRay Skin Shader" I am going to bow out and leave you all to it.

  • RogerbeeRogerbee Posts: 4,460

    Yeah, that's what I said. There is no one true shader, this, sadly, will never be a one size fits all thing.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460

    Tried the monochrome transmitted colour on Boris and it didn't make any difference:

    I'll try it on others...

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015
    Rogerbee said:
    Szark said:

    ok this is where I am at. This is with plain red in the Translucency Colour, Trans Weight 0.50. SSS Colour 226 grey and with inverted spec maps in the Top Coat roughness channel. Plus other TC thickness settings and IOR to suit. I also have a Translucency Weight map for the tattoo.

     

    Rogerbee  "an albedo map in the translucency colour channel" how did you make that?

    If you're lucky the character already has a monochrome SSS map, otherwise, in Photoshop, you desaturate the diffuse map, then create a new layer and adjust the luminosity of that layer and then do flatten image and save. Mec4D provided settings:

    My theory working in practice and after many tests with different PBR values I am pleasant
    bellow made test with different skin values changing just the translucent values and Albedo colors and luminosity having still the same textures in the setup what was the white dude,what was changed was the luminosity and albedo color in the Base color channel to represent the Melanin

    The setting was based on the level of Melanin in the skin that block the light and translucent effect of the skin

    Pink skin
    Luminosity 56/50 Translucent

    Golden skin
    Luminosity 51/45 Translucent

    Dark Skin
    Luminosity 31/25 Translucent

    The specular and reflection + top coating not changed since this no matter by skin color but the skin type only oily/dry

    I render with the standard SUN and SKY as I want to have some standard values as each HDRI maps altering stuff due to quality so I want to go with the true PBR light values

    I covered the dude so it render faster for my tests and not calculate everything lol

     

    The 'translucent' is Translucency Weight.

    CHEERS!

    Please ignore this, I went wrong!! The correct formula for Albedo is, I think, in Part II and it's difficult to decipher what you do. I'll do a bit more studying and get back to you!

    CHEERS!

    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460

    Regarding the use of specular maps, the Iray documentation has this to say:

    • Glossy Layered Weight - This controls the glossy properties for the base layer of the
    shader. The setting can range anywhere from 0.0 to 1.0, but unless it is for legacy
    conversion, it usually left alone. When converting legacy materials, specular maps are
    inserted here.

    I don't know if Genesis 2 is now classed as a legacy material, probably...

    CHEERS!

  • jestmartjestmart Posts: 4,449

    I don't see the spec map being very useful in the roughness slot.  Except for calluses on the feet and hands and possibly rough elbows and knees the skin will be fairly evenly smooth.  I don't even use the Top Coat unless I want to figure to have a oily or sweaty look and then it is the Bump maps that are important.  I feel there are so many differences in how Iray handles SSS compared to 3Delight that we may need addition strength and color maps.

  • SzarkSzark Posts: 10,634
    Rogerbee said:

    Regarding the use of specular maps, the Iray documentation has this to say:

    • Glossy Layered Weight - This controls the glossy properties for the base layer of the
    shader. The setting can range anywhere from 0.0 to 1.0, but unless it is for legacy
    conversion, it usually left alone. When converting legacy materials, specular maps are
    inserted here.

    I don't know if Genesis 2 is now classed as a legacy material, probably...

    CHEERS!

    ok before I leave this for a while I will just say that people, and not just me, have found that most spec maps made for 3DL, or should I say should be for 3DL and probably more Poser, due to thier serious darkness. And this darkness won't give the best control in Iray. So for me if I had say Gen 3 and wanted to a more realistic image (a personal challenge) then I would go to the trouble of adjusting maps more precisely. But for more non realistic renders or distant figures I wouldn't worry about them at all. It is a personal choice of what I want to do and how you I it.

    BUT others have found that the Iary shaders we have won't do human skin realism to the extent some of us would like.

    As for the top coat yeah again, personal choice. I found that giving it a real world thickness and IOR helps to bend the light around the curved surfaces better than without and also gives it that slight bluish tinge. But this will only happen with the right settings for the Top Coat, SSS and Translucency alike.

    What I did was to put a distant light behind Genesis at 50 lumens and tested a few things out. It would seem to me the the Translucency is providing more of the colour, while SSS isn't but they are tied together. If I make the SSS (transmission) colour white, more translucency takes place, drop the it down to a light grey and translucency effect drops and the more grey the less translucency. This is also true if you darken the Translucency colour.

  • RogerbeeRogerbee Posts: 4,460

    "BUT others have found that the Iary shaders we have won't do human skin realism to the extent some of us would like."

    I think you may have it the nail on the head right there. Just because Iray Uber is the shader that DS Iray comes with, it doesn't necessarily mean it is THE shader. Look how many times Omnifreaker revamped his shaders for 3Delight. Somewhere down the line, whoever his Iray counterpart might be (Could be Mec4D) will come up with a shader that will knock our socks off. Whether or not it will be able to be used across the generations like Iray Uber can remains to be seen, but it's possible that Iray Uber will turn out to be the Daz Studio Default shader of old. We will just have to wait and see...

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460

    I put spec maps in Glossy Layered Weight as they suggested and rendered Darius again, and it didn't look any different to how he looked without any maps in.

    More experimentation needed methinks.....

    CHEERS!

  • fastbike1fastbike1 Posts: 4,082

    The answer is simpler than all of this. Just download the latest Geforce driver (assuming of course that your card is Geforce). 

    nicstt said:
    fastbike1 said:

    I think you are misinterpreting the "game ready" part of the driver title. These drivers are not for specific games. They are the general, updated geforce drivers.  

    kyoto kid said:
    Fishtales said:

    I take it you have tried looking for an older driver that is newer that the one you have?

    http://www.nvidia.com/Download/Find.aspx?lang=en-us

    ...yeah and I have the latest "non game ready/specific ones that was issued late last year.

     

    It is best to be sure, and can also make sure it supports the latest version, currently at CUDA 7.5..

    To be sure they support CUDA check the documentation.

    Under additional information, check release notes. As shown the latest drivers (GeForce Game Ready Driver, Version: 355.98  WHQL) do support CUDA; search the pdf for CUDA.

     

     

  • Oso3DOso3D Posts: 15,114
    edited September 2015

    I wonder if the shader is the issue or simply the textures available. Mec4d and others have pointed out how flawed 3DL textures are in a PBR. Having a proper combination of diffuse, translucence, and other maps might make a world of difference. Or maybe a better shader is best, not sure. Until people start making textures specifically designed for Iray, we won't have a good idea.0

    Post edited by Chohole on
  • jag11jag11 Posts: 885

    I wonder if the shader is the issue or simply the textures available. Mec4d and others have pointed out how flawed 3DL textures are in a PBR. Having a proper combination of diffuse, translucence, and other maps might make a world of difference. Or maybe a better shader is best, not sure. Until people start making textures specifically designed for Iray, we won't have a good idea.0

    3DL textures are perfectly fine. The only sin is they are used in an engine they were not inteded to be used. Big problem here is the lack of understanding of how a PBR engine works. Once you undertand the rules as we just did with 3DL we are goint to get excelent results. Most of the content I have works fine. Iray materials are so simple to design but you must understand the mechanics.

  • RogerbeeRogerbee Posts: 4,460
    edited September 2015

    For as long as DS continues to support 3DL I don't think we will see textures solely for Iray. There will always, for now anyway, be people up in arms if there isn't a 3DL option. Sure the PA could do separate textures for both, but, that will create a lot of extra work.

    CHEERS!

    Post edited by Rogerbee on
  • jag11jag11 Posts: 885
    Rogerbee said:

    For as long as DS continues to support 3DL I don't think we will see that. There will always, for now anyway, be people up in arms if there isn't a 3DL option. Sure the PA could do separate textures for both, but, that will create a lot of extra work.

    CHEERS!

    That extra work in not needed, actually PA's don't have to change anything in their workflow. Both render engines IMO are the best, each with strong points and weakneses, I still use both.

  • SzarkSzark Posts: 10,634
    jag11 said:

    I wonder if the shader is the issue or simply the textures available. Mec4d and others have pointed out how flawed 3DL textures are in a PBR. Having a proper combination of diffuse, translucence, and other maps might make a world of difference. Or maybe a better shader is best, not sure. Until people start making textures specifically designed for Iray, we won't have a good idea.0

    3DL textures are perfectly fine. The only sin is they are used in an engine they were not inteded to be used. Big problem here is the lack of understanding of how a PBR engine works. Once you undertand the rules as we just did with 3DL we are goint to get excelent results. Most of the content I have works fine. Iray materials are so simple to design but you must understand the mechanics.

    on the whole yes I agree. Otherwise this http://itiseyemeeszark.deviantart.com/art/Saba-a-AlKair-New-547416465 wouldn't be possible. ;)

This discussion has been closed.