Show Us Your Iray Renders. Part III
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As an aside, holy poot, the Supersuit for Genesis is _amazing_. It's covering so much ground I was struggling to patch with other patches (armor, spacesuits, etc), and it has loads of bells and whistles.
Kudos to whatever PA is responsible.
(I was a bit reluctant to drop the serious cash for the supersuit bundle, but I'm very glad I did. It converts to Iray very easily, which is good, because the only downside is that the vast complex supersuit has like 50+ surfaces to tailor.)
Here is my latest render i put up on the gallery. Lighting still needs loads of tweaking but over all i am happy with alot of things.
http://www.daz3d.com/gallery/#images/68902/
Daniel
Still looks good though.
Was trying to see the different in a scene when using iray and 3deligt.
Same scenesetup so its the standard light from the scene
Thank you. Yeah, I had to change her hairstyle because I rendered it that often I couldn't take it anymore. :lol:
I thought I could give an iconic one a try, since "Fashion Hair" is the one used in her promo renders. :)
Her top coat currently is at a weight of 0.35, a glossiness of 0.775 (0.825 for face, head and ears) and an IOR of 1.5 (for the sebum/sweat mix [value picked from "Optical properties of the human skin", Serbian Journal of Dermatology and Venereology 2010; 2 (4): 131-136]).
I chose a less shiny appearance. I'm going to work by train every day and have the ability to watch a large bunch of different people in different lighting conditions in their "natural environment". From my observations, most of them have a pretty dry and less shiny skin, only around one out of five has a very shiny one. Depends even on gender and age, the use of cosmetical products and the temperature inside the train wagons.
Luckily, no-one noticed my daily observations and I didn't get punched in the face by now. :lol:
I study yesterday mostly all day between Iray and 3Delight and real eye shots , I came to conclusion that Thin walled create weird volume effect , in real life the dark area appear in the place where the light hit the cornea, and the place where it escape is lighter, in 3Delight rendering is the same correct effect, but in Iray it is the oppose effect , the area where the light hit the cornea is bright and the area where the light escape is dark like in your render , or when the light is on the angle .. I had to turn off the share glossy as it turn black the cornea mostly, set it to all white and reduced the weight value , then used caustic it was almost perfect but it take little longer to render however the effect was more realistic than with Thin Walled ON for sure ..
bellow is a link to my new iris construction rendered in 3Delight as I have some issues in Iray with animation rendering
will update it later
check out , btw the textures are original G2F just the iris displacement and bum maps are new .. so u see edge
https://plus.google.com/u/0/+Mec4D/posts/6U49menEprq
Thought I would try something different, because Iray seems to bring its own unique render qualities to every scene. I am quite a fan of the toon generation characters, so thought I would give them a try in Iray. No skin shaders or human textures to worry about, just 'good old fashioned rendering'. :lol: However, I did use the new included Nvidia MDL wood shader samples for the floor and skirting board.
I also used the free HDRI that was included with Daz Studio 4.8 beta, to light the scene.
I am very pleased with how the HDRI gave the characters a natural 3D effect. I did render this scene in 3Delight just to see if there was any difference, and it rendered in just a few minutes, compared to the 56 minutes this one took. That is largely down to my slow computer for Iray rendering.
The Iray render, in my opinion, seemed to be much more 'alive' and so I have posted it here.
Cheers :-)
Meanwhile, in the Tulgey Wood...
Lots of great renders in here, I'm a big fan of yours especially, MEC4D!
Quite the learning curve in Iray for me over 3Delight but the results are great. Here's one of mine.
I'm enjoying all the pictures everyone!! They are really looking good!!
Thanks lucid_ghost, you doing well as for the beginning adventure with Iray ! I like it
That is interesting transition ! I like both .. one more illustration the other more realistic .. well done
An R7 Military Frame for robots (sort of) from the United Calahan Republics (in my webcomic)
A beat-up version of an R7 appeared in a flashback (in 3delight)
Amusingly, as this was designed before I had supersuit, it's actually composed of tankini, pants, and a bunch of medieval armors. The head is a combination of a medieval helmet and scifi helmet.
Just playing with light and materials. I used one of Dimension Theory's Skies of Terra exr files as the environmental map, the only light.
Not sure what I'm doing... but I got an Iray render to share ... enjoy!
...nice kitbashing there.
thanks a lot of for the tips to create awesome skins with the build-in shaders.:red:
here is my MDL code of the gemstone shader - is used too in the outer lenses of the glasses with different values
cut here ->
/**************************************************************************************************
absorption coefficient = inverted color or color of the material
example: blue apearance = values green and red (yellow) in absorption coefficient to have a blue color
Tint = color of tint
example: blue apearance = value blue to have a blue color
difference between tint and absorption coefficient in the reflections. tint color = reflection color
absorption color produces white reflections
/**************************************************************************************************/
mdl 1.1;
import df::*;
import base::*;
export material gemstone(
/interface to shader mixer/
uniform float ior = 1.8,
uniform float abbe_number = 15,
uniform color absorption_coefficient = color(0.001,0.001,0.001),
uniform color tint = color(1.000, 1.000, 1.000)
)
= material (
ior:
base::abbe_number_ior(
ior: ior,
abbe_number: abbe_number
),
surface:
material_surface (
scattering: df::specular_bsdf(
tint: tint,
mode: df::scatter_reflect_transmit
)
),
volume:
material_volume (
absorption_coefficient: absorption_coefficient
)
);
<-cut here, paste in a text file, rename the extension to mdl and import it to shader mixer.</p>
A test I did before the RC2. Little Photoshop.
and another car from me, model by Bazze
Love the color .. looking very good light scene and materials
..a couple more of the railway station character studies with the ambient HDRI
Lady Jane
Annie
Both use the Belle skin map which I agree looks very good in Iray.
After a lot of testing, I am beginning to get results with Iray that I like. However, I am still struggling with some stuff, one of them are the lips (specially for natural ones without lipstick or gloss or whatever). Have anyone tips to get natural looking lips ?
Cool and thanks for the info. btw I was just thinking how will look the texture map for this :) great effect and like how we see the edge.
@Luci45
I so like the scene and the render :D
Did a little experiment to put the "Normalizing Renderer" theory to a test. Raised each the Glossy Layered and Top Coat Weight on my skin setting by 0.3. Glossy Layered Weight now is at 0.95, and Top Coat Weight is at 0.65, making it a total of 1.6.
If the theory would be correct, the renderer would internally lower both Layer Weights by 0.3, so that the sum of them doesn't exceed 1.0.
In that case, both renders should look the same. As you can see below, that doesn't happen. The render with a total Layer Weight of 1.6 (Victoria@PixarCampus_9E#2) has way more gloss in it, and the coloring of the skin has changed, too.
I'd say, that makes clear that what you get is what you put into, there's no magical failsafe function preventing you from doing strange stuff. There may be renderer out there, which do... but DAZ's Iray isn't one of them. ;-)
No Victoria 6's, Luxo Jr.'s, Adam Savage's or Jamie Hyneman's got harmed during that experiment. :)
You can try this at home.
Make them rough and less glossy. Human skin is pretty rough, a recommended value to simulate this would be around 0.3 for "Glossiness" (PBR Specular/Glossiness mode) or 0.7 for "Glossy Roughness" (PBR Metallicy/Roughness mode). On the Top Coat you can use almost the same values, since there is no strong sebum/sweat film on them, if any.
If it would, you'd always get an oily, sweatty taste if you lick your lips. Which is normally only the case when you ran a good distance. But even then it's more the taste of something flowing down from your face on them.
Hi Vivayo,
I use this simple set-up for lips. I have used it to good effect for some skin textures too, and although there are now 'hundreds' of other, and possibly better shading methods listed in these forums, you may like to try this as a starting point.
Base Mixing PBR Metallcity/Roughness
Translucency Weight 0.5
Glossy Layered Weight 0.33
Share Glossy Imputs On
Glossy Reflectivity 0.5
Glossy Roughness 0.40
Refraction Index 1.45
Base Bump 1.21
Top Coat Weight 0.50
Top Coat Color 1.00 1.00 1.00 Make sure there are no texture maps in this setting
Top Coat Roughness 0.55 Increase this figure for less gloss, or reduce it for more gloss/shine.
Top Coat Layering Mode Fresnel
Top Coat IOR 1.45
Top Coat Thin Film IOR 1.50
Transmitted Measurement Distance 2.00
Scattering Measurement Distance 0.50
SSS Amount 0.30
SSS Direction -0.50
Hope you find this helps :-)
Edited to note: I have found a lot of difference in some lip textures, either not having enough detail on the original texture map, or not a good enough bump map. For my realistic close-up renders I have really had to be choosy what skin textures I use in order to get the required detail.
tweaked camera position,
added an HDRI and adjusted the IBL/HDRI intensity
tweaked the lights a bit
added a bit of DOF (apparently a very slight bit).
gave the camera a lens thickness of 4mm (not exactly sure what this does)
Results..
A couple I did last night/this morning. These are using the "Ruins" HDRI supplied by DAZ.
(I couldn't get the catchlights to show up too well in the 2nd one.....arghh)
This type of calculation would be done well before any complex calculations (of light rays) by the render engine and the resulting time would be imperceptible.
The 8800GT won't use GPU and will default back to CPU. I have the 9800GTX and have this problem unfortunately. I upgraded to the 740 with 4GB ram and found it wasn't any faster then rendering with CPU (i5 760 @ 2.8ghz) so I returned it.