Show Us Your Iray Renders. Part IV

194969899100

Comments

  • ToyenToyen Posts: 2,029

    wow that is beautiful Szark!! : )

  • SzarkSzark Posts: 10,634

    Thanks Toyen.

  • Oso3DOso3D Posts: 15,084

    A rerender of something I worked on almost 6 months back when I had first gotten LAMH. A few slight improvements and better post work.

     

    Dragonfur3P.jpg
    2000 x 1125 - 1M
  • Oso3DOso3D Posts: 15,084

    You guys like suggestive artwork, so here you go...

     

    Hairy tentacle.jpg
    2000 x 2000 - 882K
  • IvyIvy Posts: 7,165
    Szark said:

    my latest Iray render with a little postwork

    That is just lovely.

  • IvyIvy Posts: 7,165
    edited November 2015

    Something fun I did tonight  it took for ever to create the city.

    Best viewed full size for all the details 1080HD  203kb

    Watertown

    watertown

    watertown.jpg
    1920 x 1080 - 204K
    Post edited by Ivy on
  • Oso3DOso3D Posts: 15,084

    That's really awesome, Ivy. I can't wait to get that skydome thing. ;)

    A very involved experiment. One of my observations is that the translucency maps for most skin suck. Horribly. Thankfully, the default Base Female/Male for Genesis 2 have a good weight map for translucency -- specifically, parts of the ears and fingers and nose are more translucent, other parts of the body less. It took me a few failures to realize that the Bree/Phillip skins were actually available in two forms -- Base Female/Male, AND the Victoria 5/Michael 5 UV maps (you can't use one with skins of the other without glitches)

    So, the overall skin diffuse/bump/normals is Macroskin by Parris, which is highly detailed (though I found it necessary to reduce the values a bit).

    I've also found that eyes are a big potential weak point in renders. Again, a lot of the eyes included in various skin packages suck. It took a few tries, but I found the eyes of Catrina are rather good. The problem is a lot of eyes were made for 3DL and have a lot of fake shine or shadow as part of the core image. Which, going to a physically accurate render, just doesn't work.

    Making the translucency even COOLER is AJ's blood vessel translucency color maps -- you can see it particularly in the center of the ear. Adds a huge amount of realism.

    Finally, Omri hair and Laticis eyebrows, which rock, with Unshaven 2 hair shader (which has become one of my favorite things).

     

    Macro mod November.jpg
    2000 x 2000 - 1M
  • Oso3DOso3D Posts: 15,084

    Oh, and Wednesday means comic update! http://thefarshoals.webcomic.ws/comics/44

    Today's page reveals something about Emily's past, and the fate of Artenius!

  • IvyIvy Posts: 7,165

    That's really awesome, Ivy. I can't wait to get that skydome thing. ;)

    A very involved experiment. One of my observations is that the translucency maps for most skin suck. Horribly. Thankfully, the default Base Female/Male for Genesis 2 have a good weight map for translucency -- specifically, parts of the ears and fingers and nose are more translucent, other parts of the body less. It took me a few failures to realize that the Bree/Phillip skins were actually available in two forms -- Base Female/Male, AND the Victoria 5/Michael 5 UV maps (you can't use one with skins of the other without glitches)

    So, the overall skin diffuse/bump/normals is Macroskin by Parris, which is highly detailed (though I found it necessary to reduce the values a bit).

    I've also found that eyes are a big potential weak point in renders. Again, a lot of the eyes included in various skin packages suck. It took a few tries, but I found the eyes of Catrina are rather good. The problem is a lot of eyes were made for 3DL and have a lot of fake shine or shadow as part of the core image. Which, going to a physically accurate render, just doesn't work.

    Making the translucency even COOLER is AJ's blood vessel translucency color maps -- you can see it particularly in the center of the ear. Adds a huge amount of realism.

    Finally, Omri hair and Laticis eyebrows, which rock, with Unshaven 2 hair shader (which has become one of my favorite things).

     

    wow great details on the skin...

     

  • IvyIvy Posts: 7,165

    Water Town Marina

    Part 2 to Watertown. Rendered in Daz Studio 4.8 Iray no post work.
    Click for best view full size 1080HD Lots of details

    Welcome to Water Town Marina

  • Oso3DOso3D Posts: 15,084

    Yeah, between Macroskin (which has an 8k x 8k bump texture for torso!) and the blood vessels... I could have even added more details with skin overlay or some HD morphs, but it felt right.

     

  • IvyIvy Posts: 7,165

     the great thing about huge sets like this is the locations you can do renders, this one is looking at the port from the hospitel exit . That is my 3000gt sitting there..lol

  • Oso3DOso3D Posts: 15,084
    edited November 2015

    Ok, I think I have rendering cats out of my system for a while. Heh.

    I think I'll have to try a cat in boots at some point, maybe... mmm.

    Oh, in case it wasn't obvious, this is the LAMH 'short hair cat' preset from the free presets at www.furrythings.com, with the classic cats 'blue siamese.' Carpet and tile are from : http://www.daz3d.com/homestyle-iray-shaders

    Converted to fiberhair, then applied Unshaven 2's 'pure white' hair shader while keeping the texture map (which looks like line noise but actually is a proper copy of whatever was in the original LAMH transfer from the body, in this case blue siamese pattern). Then the same texture is copied into translucency color, and both diffuse/trans colors were bumped up +15 value. (more white, while keeping translucency lighter than base)

    Oh, also, I bumped up the main body's hair count to 1 million. 'Realistically' a cat has 30-50 million hairs, but that's not really practical (I don't think LAMH allows you to go over 10 million on fiberhair anyway). Interestingly, the entire project file ended up at 493 kb. That's... really light, considering.

     

    Blue Siamese.jpg
    2000 x 2000 - 2M
    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,084

    The basic MilDog leaves a lot to be desired... hoping to get the extended pack for dogs in a few weeks. I was very pleased with the pack for MilCat. Specifically, having a good morph for tail taper (I could have probably winged something with scale if I was motivated) and better skin would be nice.

     

    Dogfur.jpg
    1389 x 2000 - 695K
  • Oso3DOso3D Posts: 15,084

    Some folks were asking whether dynamic outfits work on Genesis 3. Which I found funny, because you could fit dynamic outfits on CHAIRS, if you were sufficiently motivated.

     

    Here's a robot in a bodice dress.

     

    Robot in a dress.jpg
    1389 x 2000 - 1M
  • Oso3DOso3D Posts: 15,084

    Ok, one more cat...

     

    Puss in Boots2p.jpg
    1000 x 1000 - 590K
  • L'AdairL'Adair Posts: 9,479

    Ok, one more cat...

    LOL... I see you just couldn't resist! Well done.
    yes

  • nicsttnicstt Posts: 11,715
    kyoto kid said:

     

    Legionair said:

    First real Iray render since the 4.8 release.

     

    Absolutely no post processing (though I was tempted). 14 minutes to render, 1227 Iray Iterations.

    i7-4790 CPU @ 3.6 GHz, 8 GB RAM, GeForce GTX 970.


    ...the one thing that stopped me from considering the 970 is that it uses an odd memory configuration which is basically 3.5 = .5 GB the latter.which kicks in separately if the load exceeds the 3.5 GB level (at east for gaming purposes).

     

    It has and uses 4GB; there might be an issue for games, as connecting to that last half gig requires a shared connection, but works fine for rendering.

  • Meet The New Boys in the Hood....Default G3M Eddie and Adian....I decided to use a somewhat unflattering interior HDRI to see how their skin textures would come out....slight increase in Tranlucency for both, changedAdian's Translucency to a slightly reder tone, increased Metallics Flakes Weight by 1 click, increased Metallics Flakes Density by 1, and dercreased Metallics Flakes size by 1.....I quite like Eddie over Adian....need to save up for more hairs and expressions.....

    New Boys in the Hood.jpg
    1006 x 578 - 324K
  • SzarkSzark Posts: 10,634
    Ivy said:
    Szark said:

    my latest Iray render with a little postwork

    That is just lovely.

    Thanks Ivy. I as impressed by Water Town Marina you did above.

  • ToborTobor Posts: 2,300

    Here's a robot in a bodice dress.

    Remind me what this robot character is again... Looks interesting.

  • Oso3DOso3D Posts: 15,084
    edited November 2015

    http://www.daz3d.com/dystopian-worker-drone

    It's a fun set with lots of addons to extend the range of body parts and whatnot. I only have a few of them, but intend to get all eventually...

    (One of the main characters in my webcomic is from this, as illustrated in most recent page: http://thefarshoals.webcomic.ws/comics/44 )

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,084

    Not thrilled with the tail, but already took 100x as long as I wanted...

     

    Centaur.jpg
    2000 x 1236 - 835K
  • Oso3DOso3D Posts: 15,084

    Hrm. Trying to make an 'otter person' (I'd rather have an otter I could pose like a person, but nobody's made one, dang it)

    There are a huge number of problems with this, but maybe someone is curious : the head looks more rodent-like than mustelid, but I think I'm at least in the ballpark. Needs whiskers, but that's easy (I usually just grab a cat model and parent it, make everything invisible except the whiskers). The fur is too matted, and needs to cover more. In particular, it needs to be very velvety thin at the hands and feet, which is tricky -- I might try to do a separate shave group for the hands.

    I have a game setting I've used since college where one of the major species are intelligent otters. If I was going to do a webcomic or something, I'd have to focus on doing it without LAMH -- trying to render something with more than one otter person would break my system.

     

    Interestingly, proper otters use an obscene number of hairs. They have almost 1 million hairs PER SQUARE INCH. (They need it to keep dry/warm in the water, because they don't have the insulating fat of other marine mammals)

    The tail is the Reptilian tail, which is nice and fat, but is tricky to integrate visually with the body (since it only comes in 'scaly', this is another area where hair helps a lot)

     

    Otterman WIP1.jpg
    2000 x 2000 - 2M
  • Oso3DOso3D Posts: 15,084

    I ended up trying this without LAMH -- it's hard enough trying to do this without an entire exponential level of difficulty, and I have an idea of using this in more complex scenes, possibly with a bunch of otter people in a scene. That's... not going to happen with LAMH and any machine _I_ own. Heh.

    I'm pretty happy with the result. There are a few things that annoy my purist self... the neck, particularly, suffers from the core issue that human skulls connect to the spine much differently than most other mammals. And that's not easily something you can morph away (although I MIGHT try to play with it some more). The fur color needs work -- this is mostly core Creature Creator skin, with bump transferred to displacement. The tail was extra tricky. It's actually a Reptilian tail (as mentioned in previous attempt). But while the scale bump pattern I transmogrified into fur doesn't look EXACTLY like I want it (and that's something I might work on more later), it passes reasonably well for puffed out fur.

    Being able to pull this off even somewhat makes me very happy, given nostalgia. And it's something I wanted to render since I started using Daz a year ago.

     

     

    Otterkin trader.jpg
    2000 x 2000 - 2M
  • Oso3DOso3D Posts: 15,084

    And if anyone has any tips on how to smooth out that transition between head and neck, I'm all ears.

     

  • ChoholeChohole Posts: 33,604
    edited November 2015

    And if anyone has any tips on how to smooth out that transition between head and neck, I'm all ears.

     

    Oh dear, you must have smoothed out the head a bit too much  

    Post edited by Chohole on
  • L'AdairL'Adair Posts: 9,479

    I ended up trying this without LAMH -- it's hard enough trying to do this without an entire exponential level of difficulty, and I have an idea of using this in more complex scenes, possibly with a bunch of otter people in a scene. That's... not going to happen with LAMH and any machine _I_ own. Heh.

    I'm pretty happy with the result. There are a few things that annoy my purist self... the neck, particularly, suffers from the core issue that human skulls connect to the spine much differently than most other mammals. And that's not easily something you can morph away (although I MIGHT try to play with it some more). The fur color needs work -- this is mostly core Creature Creator skin, with bump transferred to displacement. The tail was extra tricky. It's actually a Reptilian tail (as mentioned in previous attempt). But while the scale bump pattern I transmogrified into fur doesn't look EXACTLY like I want it (and that's something I might work on more later), it passes reasonably well for puffed out fur.

    Being able to pull this off even somewhat makes me very happy, given nostalgia. And it's something I wanted to render since I started using Daz a year ago.

    I really like this one a lot more than the first image. The fur looks more real. Sorry you're not happy with the head to neck issue. It looks just fine to me. But then, we are seldom content with our own creations, are we? lol

    Still, well done. yes

  • Oso3DOso3D Posts: 15,084
    I'm mostly happy, it has verisimilitude. Just a bit of perfectionism.
  • Oso3DOso3D Posts: 15,084

    And now another Balt scene...

     

    Balt Centaur and Otters.jpg
    1000 x 1000 - 666K
This discussion has been closed.