Show Us Your Iray Renders. Part III
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You're very welcome. :)
The teeth are something I'm not very satisfied about with my Victoria 6 shader adjustments. They are IMO even more tricky than a proper skin setup, since they're made of crystalline base materials ("Hydroxylapatite" and "Fluorapatite") aaaand so hard to get looking real.
I guess the texture doesn't help much at this.
so things in real world can be so or so.. but the calibration of the both shader mixers can be slightly different
I am preparing charts for both shader base mixers so that will be much easy for people to understand and easy to test stuff out .
Affirmative.
That's a pretty good idea! Thanks in advance. :)
What does that mean "Unshaven2 is coming!"? I had even "Unshaven3" this morning... :lol:
Cath - Edit -> Preferences, on the 'General' tab. And you need to do it for both the public beta and the release version.
I have a 512 GB SSD, so I left the temp files on it.
In this case we have to set up transmission distance and color and scattering distance. And with default setting it causes this dark part for me as you see on image. Cornea Bulge set back to 0 makes it a little better, thinner dark part...but is still there.
As I know, this thin walled needs to be off only for dense materials. And I think aqueous humour is not dense. But on your image I don't see this dark part. How have to set up?
Also the tear is barely noticeable. I set it with thin water. And also...if I turn off Thin Walled, I see a dark line.
The other image shows when I set back cornea bulge to 0 and the Tear Thin Walled set OFF.
I used the Pixar HDRI with Dome rotation 200.
And yes, when I turn the dome I got different black parts, it looks like shadow, but in real life I never see this kind of darkness in eyes. So I must make something wrong.
...OK so back to the hair issue. Opened the scene subset of the same character which was having the "bad hair day" yesterday, rendered with Mec4D's ambient light, a simple backdrop, and the hair looks fine even without converting to the base Iray shader.
So I wonder why, when she was in the scene the hair rendered so badly. Doesn't make sense that it would be due to the environment sphere I was using.
Was telling people about gravity morphs and stuff, was inspired to show the effects of gravity on the chest and other parts of the body for a super sexy sexy render over at Deviantart:
http://willbear.deviantart.com/art/Sexy-man-532451252
In preferences (Edit>Preferences on Windows, DAZStudio>Preferences on Mac), the general tab has the setting for temp file location, just under the author information box.
Reconsidered and took the "de-vibranced" skin textures with -60 than those of -50, for they contained even less red remaining.
Rendered with the new "DTHDR-RuinsB-500" HDRi and (now with hair, "Kamion99"-method, and adjusted cornea) with the "good ole" Pixar Campus. :)
I chose an RI/IOR of 2.712 (1.376 for the cornea itself +1.336 for the "aqueous humor" part). I'm 99% satisfied with the result, the teeth still need some overhaul to get them look right for close-ups, and the Normal/Bump Maps need a replacement, too.
Thank you so much for the info ! my other HD are new and so much faster to write down than my SSD it is 512GB too but I leave it just for the system and nothing else ..
Cath - Edit -> Preferences, on the 'General' tab. And you need to do it for both the public beta and the release version.
I have a 512 GB SSD, so I left the temp files on it.
The Cornea create a dark ring around the iris, in some people more in others less, I have not normal corneas myself , as I have very bulgy one so sometimes my eyes that are greenish hazel turn black in some light conditions , only if the light is up front you will see just slightly dark ring .
I am actually working on an eye product for Iray and 3Delight right now , so I remodeled the eye so that work proper .. if you use just the bulge you have you may reduce the Index of refraction until you are pleasant with the result as the eyes are not completely modeled as real eyes so putting exactly real values will not always working . The iris is also flat so it does not catch the sun light on the side where the dark area is visible. Everything need to be set in balance, one thing not right and you have to make compromises
also make sure that the top reflection surface of the eyes is set off or mask other way you will get 3 times the refraction
The pixar sun light is coming slightly from the left side , if you turn it in front you will see almost no ring, also I am not using the eye textures as they have painted in the ring too .. so test on color and bump and not on the iris textures for the right adjustments .
And as I said turn slowly off the refraction values until you think look OK for you ..as I said, fake it until you make it ;)
I like the eye reflection with the bulge it looks more deeper and correct than without
sorry that I am not going in deeper details at this moment ..but soon I will ;)
In this case we have to set up transmission distance and color and scattering distance. And with default setting it causes this dark part for me as you see on image. Cornea Bulge set back to 0 makes it a little better, thinner dark part...but is still there.
As I know, this thin walled needs to be off only for dense materials. And I think aqueous humour is not dense. But on your image I don't see this dark part. How have to set up?
Also the tear is barely noticeable. I set it with thin water. And also...if I turn off Thin Walled, I see a dark line.
The other image shows when I set back cornea bulge to 0 and the Tear Thin Walled set OFF.
I used the Pixar HDRI with Dome rotation 200.
And yes, when I turn the dome I got different black parts, it looks like shadow, but in real life I never see this kind of darkness in eyes. So I must make something wrong.
It getting better and better Stefan ! I miss the "Heidi" hair style lol
it looks like a nice skin base ..are you going to make the top coat for the shine ?
Another male face. Stock Nevio coming with the Michael 6 character. Couldn't get rid of that rim around his lips but as a matter of fact it is inherent to the texture.
Hair is far better than on any previous render I made except for the temples (I was tempted to photoshop them). As a matter of fact none of the short male hairs I have work well in IRay. I read the thread about hair in this forum but no trick whatsoever will work. Sadly few merchants make short hair for males and thus I fear hair will be hard to replace.
We will need some eye presets as well. This is the best I could achieve with one of Jayden's eye textures while following several settings in this thread. The lighting is the DAZ default HDRI lighting. Thus no reflections per se.
Now thriving for some dental and tongue settings. But that will be work for another day. Didn't read anything specific about this yet. Right?
Last but not least in none of my pictures I could get the pores showing. This texture has some. I don't know what I'm doing wrong but I noticed most IRay pictures I've seen don't show skin pores as well. Except for Cath's picture NVidia took up.
My first try at Darius 6 - used MEC4D's first HDRI freebie (from a few pages back) for the lighting (draw dome on) and various hints from various people on skin settings. The eyes are from Actual Eyes 4 as his own came out a bit muddy.
...deleted the characters from the railway scene and individually setting them up/posing before merging (originally set them all up as a group in one subset file to be posed in the scene). In the individual render tests, the materials seem to behave much better.
Posing is also much smoother.
Posing the train driver again will be the biggest pain.
A morph slider-fest on G2F base, FW Lin textures. Lighting is the little HDR that comes with 4.8. Calling her Karianne. :)
Based upon Stefan47525 recommended updates, here is the updated setup for glossy acrylic like nails:
Base Mixing: PBR Spec/Glossiness
Base Color: Map + 138-138-138 (0.54 0.54 0.54)
diffuse Roughness: 0
Translucency Weight: 0
Glossy Layered Weight: 0.20
share Glossy Inputs: on
glossy color: 255-255-255 (1 1 1)
Glossy Color Effect: Scatter
Glossy Specular: 12 12 12 (0.047852 - 0.047852 - 0.047852)
Glossiness: 1
Backscattering Weight: 0
Refraction Index: 1.56
Refraction Weight: 0
Base Thin Film: 0
Base Bump: none - I like a smooth arcylic nail finish
Normal Map: none
Metallic Flakes Weight: 0
Top Coat Weight: 0.80
Top Coat Color: 0.54 0.54 0.54
Top Coat Glossiness: 1
Top Coat Layering Mode: Reflectivity
Reflectivity: 0.50
Top Coat Anisotropy: 0.50
Top Coat Rotations: 0
Top Coat Thin Film IOR: 0
Top Coat Bump Mode: Height Map (default)
Top Coat Bump: none
Thin Walled: off
Transmitted Measurement Distance: 0.1 (default)
Transmitted Color: 0 0 0
Scattering Measurement Distance: 0.1 (default)
SSS Amount: 0
SSS Direction: 0
No emission, cutout Opacity, Displacement Strength, Tiles, Offset
Everything else default
I've been working on the mouth, creating shaders for Teeth and the inner mouth elements (gums, tongue, etc). I’ve attached a pic with my settings applied. I like the give and take, so notes and updates to my settings are just fine!
I like my teeth white but not looking like white Chiclets. So I hope these look right.
LY Iray Teeth Shader:
Base Mixing: PBR Spec/Glossiness
Base Color: Map + 255 255 255 (1 1 1)
diffuse Roughness: 0
Translucency Weight: 0.1
Base Color Effect: scatter & Transmit
Translucency Color: 194 162 127 (0.55 0.37 0.22)
SSS Reflectance Tint: 255 235 235 (0.84 0.84 0.84)
Glossy Layered Weight: 1.0
share Glossy Inputs: on
glossy color: 255-255-255 (1 1 1)
Glossy Color Effect: Scatter
Glossy Specular: 71 71 71 (0.060 0.060 0.060)
Glossiness: 0.50
Glossy Anisotropy: 0
Backscattering Weight: 0
Refraction Index: 1.65
Refraction Weight: 0.0070
Abbe: 0
Glossy Anisotropy Rotations: 0
Base Thin Film: 0
Base Bump: map + 1.0
Normal Map: none
Metallic Flakes Weight: 0
Top Coat Weight: 0
Thin Walled: off
Transmitted Measurement Distance: 0.1 (default)
Transmitted Color: 0 0 0
Scattering Measurement Distance: 0.1 (default)
SSS Amount: 0, SSS Direction: 0
No emission, cutout Opacity, Displacement Strength, Tiles, Offset
Everything else default
With the tongue and the gums, make sure the vibrance has been knocked on the map (per Mec4d's instructions) otherwise the mouth gets TOO red.
LY Iray Inner Mouth Shader:
Base Mixing: PBR Metalicity/Roughness
Base Color: Map + 255 255 255
diffuse Roughness: 0
Translucency Weight: 0.4
Base Color Effect: Scatter
Translucency Color: 255 0 0 (1 0 0)
Glossy Layered Weight: 1
share Glossy Inputs: on
glossy color: 255-255-255 (1 1 1)
Glossy Color Effect: Scatter
Glossy Reflectivity: 0.5
Glossy Roughness: 0.25
Glossy Anisotropy: 0
Backscattering Weight: 0
Refraction Index: 1.41
Refraction Weight: 0
Base Thin Film: 0
Base Bump: 1.0
Normal Map: none
Metallic Flakes Weight: 0
Top Coat Weight: 0
Thin Walled: off
Transmitted Measurement Distance: 0.1 (default)
Transmitted Color: 0 0 0
Scattering Measurement Distance: 0.1 (default)
SSS Amount: 0
SSS Direction: 0
No emission, cutout Opacity, Displacement Strength, Tiles, Offset
Everything else default
Have a cup of lemonade.
It occurred to me that the Morphable Rocks I had would make good ice, so experimented a bit.
...looks refreshing.
Never though about using the morphable rocks in that way. Nice.
Been meaning to pick up a supersuit pack to cover a lot of my uniform/spacesuit needs and more, and so here:
Vince those are awesome..what type of lighting are they rendered with?..is it just an hdr?
About 15 minutes worth of rendering with Iray. Computer specs: i5 3330 with 8 GB Ram. EVGA 8800GT 512MB. I had GPU acceleration on. I used the image based lighting and 1 spot light.
I'm really digging the supersuit package I got. Genesis Supersuit is AMAZINGLY versatile... there's that stormtrooper looking guy I posted earlier, and... this character!
(The package also included Genesis morphs for three-fingered hands and turtle head, among many other things, which I used here)
So the costume included a 'make it look like fur' special shader (furrify?) Which, of course, doesn't work in Iray.
I was very pleased to find that a simple displacement map of static did the trick quite well, and I should definitely remember to do that for other times I need a simple furry surface without going full-bore into LAMH or whatever.
(Though man it's a PITA trying to find all the surfaces to transform)
...pretty darn nice, especially with such limited resources.
@Kyoto Kid:
Thanks. I definitely need an upgrade though! The EVGA 8800GT stood the test of time. I had it since 2008. Also, last week I ended up playing a game and forgot to turn the noisy fan back on to at least 80% (I had it at 30%). I was playing the entire time with a temperature of 110C for about 3 hours. It still works lol! Games ran pretty smooth on it for years, but now with all the new games the frame rates are sure dropping... I have to say though, I got my moneys worth, and it's still running!
..yeah I have a first generation Fermi GTX460, with 1GB GDDR5, was all the rage back when I first installed it. Now I's not capable of even holding the size of scene I usually create as so my Iray rendering is CPU only.
I tend to do very "large" scenes in the way of textures, polygons, and effects. The current scene I've been working on is no exception as it also includes volumetrics and a lot of "wet" surface effects. along with a few vehicles and about a half dozen characters thrown in for good measure.
I'm beginning to fear those of us with slightly older systems are going to end up being left behind as the software continues to advance. Three years ago when I built my system (I7, 12GB DDR3 memory in Tri Channel Mode, Nvidia GTX460 dual HDDs, I felt I was on top of the world.compared to what I used to work on (an old 32 bit duo core notebook with 4 GB and an Intel graphics chipset). Now I feel it's imperitive I at least upgrade my system as much as I can or I'll soon find myself in the same boat I was in with the old notebook - barely able to render a single character with a simple background and a couple lights.
Need to win the Megabucks Lotto to keep up with the tech curve. ;-)
Another render of Kresh http://www.daz3d.com/fwsa-kresh-for-cory-6 in Stonemason's Jungle Ruins Scene http://www.daz3d.com/jungle-ruins
The scene is lit with the small 'ruins' HDRI that is part of the Daz Studio 4.8 Pro Public Build beta Iray resources.
:-)
...had to post this as I love what Mec4D,s ambient HDRI does for character studies
One of the characters for my station scene.
Trying out a couple new G2F full body morphs, a muscular one and a statuesque one. For a long time I've wanted an HD Gia or some other new HD athletic woman for Genesis 2, finally decided to stop waiting and try to roll my own. I've got a lot to learn about anatomy though.
The gym scenes are lit with spotlights and emitters, and the woman in blue is lit just by the new free HDRI in the 4.8 beta. The bikinis were made in Marvelous Designer, and the hair, shoes, and props are from DAZ (except for the gym interior). I think DAZ hair hit a high-water mark with the Elite Ponytail for G2F, I want more of that quality!
Thanks the explanation. Yes, you are right, the main problem is that the eye is not modeled as the real eye. I turned off EyeReflection on that image, because I think it is unnecessary in Iray. After I tried with other environment and it was better, but tears still make that black line I don't like :( I tried some other distance settings after thin walled is off and I got some interesting results :) but iris texture is almost gone and see only colors.
I am curious how your eyes will look when you finish. I wanted to make my own eye props last year because I need better eyes for a project, but now I am working on bunch of hairs so didn't start. So I think I will not make neither in future :D
Well I don't have the Ghost (yet) but I do have the Lambo by Mattymanx,
work in progress, shaders still need tweaking, and not sold on the positions of the lights.