Show Us Your Iray Renders. Part III

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Comments

  • Oso3DOso3D Posts: 15,047
    edited May 2015

    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.)

    Post edited by Oso3D on
  • D.RobinsonD.Robinson Posts: 283
    edited December 1969

    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

  • MattymanxMattymanx Posts: 6,956
    edited December 1969

    Rareth said:
    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.


    Still looks good though.

  • edited December 1969

    Was trying to see the different in a scene when using iray and 3deligt.

    Same scenesetup so its the standard light from the scene

    test_iray_3delight.jpg
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  • Arnold CArnold C Posts: 740
    edited December 1969

    MEC4D said:
    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 ?

    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:

  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    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

    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

    MEC4D said:
    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 ;)


    MEC4D said:
    nice material setting but cornea looking flat .. not corneal bulge , a drop of water is volumetric , that why you run into problem, turn the thin wallet OFF to make it "volumetric" to simulate the “aqueous humour” so the light can bounce "inside" the eye and will be fantastic

    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.

    Post edited by MEC4D on
  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    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 :-)

    Noodles.png
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  • TJohnTJohn Posts: 11,228
    edited December 1969

    Meanwhile, in the Tulgey Wood...

    Meanwhile_In_The_Tulgey_Wood.jpg
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  • lucidghostlucidghost Posts: 73
    edited December 1969

    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.

    FB_20150512_14_28_53_Saved_Picture.jpg
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  • LyonessLyoness Posts: 1,616
    edited December 1969

    I'm enjoying all the pictures everyone!! They are really looking good!!

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks lucid_ghost, you doing well as for the beginning adventure with Iray ! I like it

    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.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    That is interesting transition ! I like both .. one more illustration the other more realistic .. well done


    klyssie said:
    Was trying to see the different in a scene when using iray and 3deligt.

    Same scenesetup so its the standard light from the scene

  • Oso3DOso3D Posts: 15,047
    edited May 2015

    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.

    R7_Military_Mai.jpg
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    Post edited by Oso3D on
  • luci45luci45 Posts: 2,781
    edited December 1969

    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.

    her_helper.jpg
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  • Llola LaneLlola Lane Posts: 9,449
    edited December 1969

    Not sure what I'm doing... but I got an Iray render to share ... enjoy!

    DAZ_IRAY_render_DONE_SIGN.jpg
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  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    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.


    ...nice kitbashing there.
  • abe01abe01 Posts: 29
    edited May 2015

    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>

    abs_tint.png
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    sodl.jpg
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    Post edited by abe01 on
  • DecoyboyDecoyboy Posts: 511
    edited December 1969

    A test I did before the RC2. Little Photoshop.

    Car_Iray_edit_2000x2000_byDecoyboy.jpg
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  • StonemasonStonemason Posts: 1,197
    edited December 1969

    and another car from me, model by Bazze

    trrff.jpg
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    trrffgdfgdfg.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Love the color .. looking very good light scene and materials


    and another car from me, model by Bazze
  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    ..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.

    annie.png
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    jane.png
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  • vivayovivayo Posts: 52
    edited December 1969

    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 ?

  • 3D-GHDesign3D-GHDesign Posts: 690
    edited December 1969

    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.

    MEC4D said:
    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

    @Luci45
    I so like the scene and the render :D

  • Arnold CArnold C Posts: 740
    edited December 1969

    8eos8 said:

    I could be wrong about this, but I think the shader automatically normalizes the weights you put in so that they sum to 1 in its internal calculations. That rule is for doing PBR in biased renderers that don't normalize their inputs.

    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.

    myth-busted.jpg
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    Victoria@PixarCampus_9E#2.jpg
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    Victoria@PixarCampus_9E#1.jpg
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  • Arnold CArnold C Posts: 740
    edited December 1969

    vivayo said:
    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 ?

    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.

  • MusicplayerMusicplayer Posts: 515
    edited May 2015

    vivayo said:
    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 ?

    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.

    Post edited by Musicplayer on
  • RarethRareth Posts: 1,462
    edited December 1969

    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..

    sportscar3.jpg
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  • 8eos88eos8 Posts: 170
    edited May 2015

    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)

    hope1-ruins2.jpg
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    hope1-ruins1.jpg
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    Post edited by 8eos8 on
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2015

    I guess you mean the renderer, the shader defines how light will interact with this material. Question is, if DAZ's Iray 1.5 version normalizes. But even if it does, I could save it some work to do by not getting above or below 1.0. I'd bet it would save you some rendertime doing so.

    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.

    Post edited by Joe Cotter on
  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    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.

    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.

This discussion has been closed.