Show Us Your Iray Renders. Part III

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Comments

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Very generous - thank you!!

  • RarethRareth Posts: 1,462
    edited December 1969

    MEC4D said:
    you can't have to much light in the room or outside scenes will not works and you need to slide the back scattering roughness higher to diffuse the light but in a atmospheric room with some candles working cool ..


    Oooh, cool! Sell me that. ;)

    ok now that is just mind blowing.

  • 8eos88eos8 Posts: 170
    edited May 2015

    Worked on these some more. I adapted Taigafaeri's hair settings to make kind of a velvety material for the dress, but it needs more work...

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    Post edited by 8eos8 on
  • grinch2901grinch2901 Posts: 1,246
    edited May 2015

    mjc1016 said:
    A value grater than 1.0 will make your stuff non-linear, f.e. it happens, that your skin reflects and backscatters a larger amount of light than it receives. Which is a physical impossibility.

    From an artistic viewpoint, there may be times you would want to violate that physical 'law'. Bio-luminescence, fantasy, alien, spirit/ghost and things like that are all candidates for pushing 'beyond' the hard rules of 'real' materials.

    So unless you are doing a ghostly alien jellyfish or something similar (an Organian, for example...), it's not what you want.

    Iray clamps all the mixes/layers to be between 0 and 1. Breaking the limits to pass values outside those ranges will have no effect.

    Bio-luminescence can be done with emission as can many fantasy/sci-fi effects.

    Ghosts are probably harder to pull off, I haven't figured that one out yet but I haven't tried very hard either -- perhaps done best in post.

    We'd need something like PWGhost that culls the interior of the figure details. I'm sure it's just a matter of time before we're seeing some fancier custom shaders for Iray like we have for 3Delight.

    I'm not sure. if there's a way to get the eye vector and the normal vector you might be able to hook the dot product up to hide back-facing surfaces, but I'm not sure how you'd hide layered front-facing surfaces (if it could be done it might help with the Geometry Shell issue).

    I did not understand that at all, but hopefully it made sense to the right people. ;)

    Channeling college days me: If you can get a straight line pointing from the camera to a given poly on an object, and another straight line pointing from the poly's middle straight out you could use a dot product function to work out the cosine of the angle between them. Since cosine goes from 1 at 0 degrees to 0 at 90 degrees and then for angles larger than 90 degrees is negative you can figure that anything equal to 0 us pointing straight at the camera; anything between 0 and 1 is facing the camera but at an angle; and anything less than zero is a backface. So in this way you could write a function to determine which polys not facing the camera and make them invisible.

    Whew, channeling college me always leaves me a big woozy because of all the beer.

    Post edited by grinch2901 on
  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    MEC4D said:
    you can't have to much light in the room or outside scenes will not works and you need to slide the back scattering roughness higher to diffuse the light but in a atmospheric room with some candles working cool ..


    Oooh, cool! Sell me that. ;)

    ...nicely done.

    ...and here I was thinking about how to get pwGhost to work. Saved me the trouble.

  • RarethRareth Posts: 1,462
    edited December 1969

    DAZ_Vince said:
    jag11 said:
    3doutlaw said:
    Not sure if there is a way to import/add them (I asked in the Beta thread), but if there is, it would be a good idea to compile locations for free MDL shaders being created on the web, such as:

    http://www.migenius.com/articles/mdl-diamonds
    http://www.migenius.com/articles/procedurally-retro-with-mdl
    https://forum.nvidia-arc.com/showthread.php?13355-Material-Definition-Language-examples-for-automotive

    ...or was this already brought up, or a place to already do this? (I am about 226 pages late to the party)

    you can drag and drop mdl's into shader mixer

    ...don't forget to add your MDL folder location under Shader Mixer tab, Edit menú, MDL Directory Manager...

    If you don't already have this NVIDIA's Material Definition Language: Handbook add it to your favs.

    If you grab the Automotive catalog, you can just drop it in "Install location"/DAZStudio4xx/shaders/iray/automotive_catalog and it should work...

    From the Automotive catalog.. Car paint Standard (showcased by FT30, and room creator2)

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  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    It is not exactly that yet just alternative for something optical illusion .....we need real X ray shader but the back faces need to be hidden for that or you see inside I tried everything so far

    here one more ghost outside .. no postwork

    btw it does not work with light emitters I out 10.000 wat and was little effect
    hdri works best

    Kyoto Kid said:
    MEC4D said:
    you can't have to much light in the room or outside scenes will not works and you need to slide the back scattering roughness higher to diffuse the light but in a atmospheric room with some candles working cool ..


    Oooh, cool! Sell me that. ;)

    ...nicely done.

    ...and here I was thinking about how to get pwGhost to work. Saved me the trouble.

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    Post edited by MEC4D on
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Very clever. Heh.

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    I was very impressed with the Iray car renders, so thought I would give it a try even though I have not done any car renders before. :ohh:

    However, I am very pleased with my first result. The car is http://www.daz3d.com/l-elegante and I used the 'Old Industrial Hall' HDRI which seems a popular choice due to the great reflections it gives on polished surfaces.

    There are a couple of adjustments I need to make if I rendered this again. Namely, lowering the bump map level for the rear tyre, as the strong bump map deformed the tyre tread pattern. Also, when adding the chrome shader to the wheels I would not use the control key to keep the original textures. The original texture maps have given the wheel spokes a very poor 3d look.
    I would also tint the glass items slightly so they showed up better, or use a thicker glass shader instead of the thin option I used here.

    What I liked best about this car was that Faveral had grouped all the surfaces into their respective materials....glass, leather, rubber, chrome, etc, which made shading the various materials so much easier. Also at only $8.95 this was certainly a great purchase.

    :-)

    Credit given as condition of use for HDRI 'Old Industrial Hall' supplied free from http://www.hdrlabs.com/sibl/archive.html

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  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    ....found that using the Iray Uber skin shader on fair skinned maps with SSS tends to darken the skin colour noticeably. Even when selecting "Ignore" the skin comes out several shades darker than it should. I even applied the skin settings by ACross (which were annotated by MEC4d), and while the quality is excellent the skin tone is still much darker than the original map.

    Is there any way to adjust this to preserve the original fair skin tone instead of having to mess with the individual skin maps in a 2D programme (which I am not good at)?

    Post edited by kyoto kid on
  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    Me too lol

    so here we go .. custom PBR materials , bloom effect for the atmosphere and my 2 favorite car colors .. L.A street HDRI from somewhere don't remember , render time 1 min on GTX 760

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    Post edited by MEC4D on
  • SickleYieldSickleYield Posts: 7,644
    edited May 2015

    It's so impossible to get a non-wavy look to scaled HDRs. Except for that it would be impossible to tell it from a photo.

    Post edited by SickleYield on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Does the image editor working in DS and the gamma adjustment ? scaling for individual textures working as well but did not checked the gamma .. if it working you can just adjust it


    Kyoto Kid said:
    ....found that using the Iray Uber skin shader on fair skinned maps with SSS tends to darken the skin colour noticeably. Even when selecting "Ignore" the skin comes out several shades darker than it should. I even applied the skin settings by ACross (which were annotated by MEC4d), and while the quality is excellent the skin tone is still much darker than the original map.

    Is there any way to adjust this to preserve the original fair skin tone instead of having to mess with the individual skin maps in a 2D programme (which I am not good at)?

  • SorelSorel Posts: 1,407
    edited December 1969

    Yeah those cars look really good.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I shot with my real camera 27 mm too.. so I get the same look on the edges as in my render when the space is small so it is all ok to have it . the street was very narrow


    It's so impossible to get a non-wavy look to scaled HDRs. Except for that it would be impossible to tell it from a photo.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    here one more with corrected focal ;) but missing the street ..

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

    MEC4D said:
    Does the image editor working in DS and the gamma adjustment ? scaling for individual textures working as well but did not checked the gamma .. if it working you can just adjust it


    Kyoto Kid said:
    ....found that using the Iray Uber skin shader on fair skinned maps with SSS tends to darken the skin colour noticeably. Even when selecting "Ignore" the skin comes out several shades darker than it should. I even applied the skin settings by ACross (which were annotated by MEC4d), and while the quality is excellent the skin tone is still much darker than the original map.

    Is there any way to adjust this to preserve the original fair skin tone instead of having to mess with the individual skin maps in a 2D programme (which I am not good at)?


    ...when I select the character's skin and click Base colour and then open the image editor I get the error:

    You must have an image already applied to use this action.

    Not sure what that means.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    first load the skin under the base then the editor after .. but I guess you have it already.. maybe some bug , but today I scaled the textures so it worked

    Kyoto Kid said:
    MEC4D said:
    Does the image editor working in DS and the gamma adjustment ? scaling for individual textures working as well but did not checked the gamma .. if it working you can just adjust it


    Kyoto Kid said:
    ....found that using the Iray Uber skin shader on fair skinned maps with SSS tends to darken the skin colour noticeably. Even when selecting "Ignore" the skin comes out several shades darker than it should. I even applied the skin settings by ACross (which were annotated by MEC4d), and while the quality is excellent the skin tone is still much darker than the original map.

    Is there any way to adjust this to preserve the original fair skin tone instead of having to mess with the individual skin maps in a 2D programme (which I am not good at)?


    ...when I select the character's skin and click Base colour and then open the image editor I get the error:

    You must have an image already applied to use this action.

    Not sure what that means.

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

    ...don't quite follow.

    In the Surfaces tab I have "skin" selected for the character which auto-selects all the skin surface zones. I then clicked on the small square left of the colour selection on the "Base Colour" channel which brings up a menu of all the surfaces in the scene. After that I selected the Image Editor" to open it, Seems like that should work.

  • pearbearpearbear Posts: 227
    edited December 1969

    Kyoto Kid said:
    ...don't quite follow.

    In the Surfaces tab I have "skin" selected for the character which auto-selects all the skin surface zones. I then clicked on the small square left of the colour selection on the "Base Colour" channel which brings up a menu of all the surfaces in the scene. After that I selected the Image Editor" to open it, Seems like that should work.

    Happily, they did fix the gamma correction in the image editor with the last update, so it's working now. :)

    The problem you are experiencing happens when you try to open the image editor while selecting more than one image. So currently, you can't select just "skin" and open image editor, because when you select "skin" you have face, torso, and limb maps all selected at once. You can select multiple surfaces as long as they all use the same image. So you can adjust lips, nostrils, and face all at once etc.

  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    ..so I have to repeat the action several times for each skin surface (and remember what I did each time)?

    Oh and still on ver .0.44. Comments about issues some have experienced with the latest release have made me reluctant to install it.

    Post edited by kyoto kid on
  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    MEC4D said:
    It is not exactly that yet just alternative for something optical illusion .....we need real X ray shader but the back faces need to be hidden for that or you see inside I tried everything so far

    here one more ghost outside .. no postwork

    btw it does not work with light emitters I out 10.000 wat and was little effect
    hdri works best

    Kyoto Kid said:
    MEC4D said:
    you can't have to much light in the room or outside scenes will not works and you need to slide the back scattering roughness higher to diffuse the light but in a atmospheric room with some candles working cool ..


    Oooh, cool! Sell me that. ;)

    ...nicely done.

    ...and here I was thinking about how to get pwGhost to work. Saved me the trouble.

    I got some interesting results by trying to apply the "how to make dusty/foggy air in the room" method on the body. I'm still working on getting the effect right.

  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    ..well the Image Editor does work though kind of oddly in the older release in that lower Gamma values (below 2.2) tend to create lighter results.instead of darker. Also not as tedious as I thought it would be since adjusting the gamma just on one surface of a shared map adjusts it for all others that use it.

    Workable though for now.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    lee_lhs said:
    MEC4D said:
    It is not exactly that yet just alternative for something optical illusion .....we need real X ray shader but the back faces need to be hidden for that or you see inside I tried everything so far

    here one more ghost outside .. no postwork

    btw it does not work with light emitters I out 10.000 wat and was little effect
    hdri works best

    Kyoto Kid said:
    MEC4D said:
    you can't have to much light in the room or outside scenes will not works and you need to slide the back scattering roughness higher to diffuse the light but in a atmospheric room with some candles working cool ..


    Oooh, cool! Sell me that. ;)

    ...nicely done.

    ...and here I was thinking about how to get pwGhost to work. Saved me the trouble.

    I got some interesting results by trying to apply the "how to make dusty/foggy air in the room" method on the body. I'm still working on getting the effect right.
    ...be interesting to see what you come up with. Messing around with skin.right now.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Yes I played with that today but rendering time was long , I am curious what you make


    lee_lhs said:
    MEC4D said:
    It is not exactly that yet just alternative for something optical illusion .....we need real X ray shader but the back faces need to be hidden for that or you see inside I tried everything so far

    here one more ghost outside .. no postwork

    btw it does not work with light emitters I out 10.000 wat and was little effect
    hdri works best

    Kyoto Kid said:
    MEC4D said:
    you can't have to much light in the room or outside scenes will not works and you need to slide the back scattering roughness higher to diffuse the light but in a atmospheric room with some candles working cool ..


    Oooh, cool! Sell me that. ;)

    ...nicely done.

    ...and here I was thinking about how to get pwGhost to work. Saved me the trouble.

    I got some interesting results by trying to apply the "how to make dusty/foggy air in the room" method on the body. I'm still working on getting the effect right.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    one more render for tonight and I signing off .. good night everyone or good morning :)

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  • Digital Lite DesignDigital Lite Design Posts: 728
    edited December 1969

    Just playing a bit.

    Monique with custom changes.

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  • Richard HaseltineRichard Haseltine Posts: 102,865
    edited December 1969

    Kyoto Kid said:
    ..well the Image Editor does work though kind of oddly in the older release in that lower Gamma values (below 2.2) tend to create lighter results.instead of darker. Also not as tedious as I thought it would be since adjusting the gamma just on one surface of a shared map adjusts it for all others that use it.

    Workable though for now.

    That's because the renderer applies an inverse correction, for gamma greater than 1 darkening the image to get it down to gamma 1. If you enter a lower gamma it will darken the image less. This is the correct behaviour.

  • Richard HaseltineRichard Haseltine Posts: 102,865
    edited December 1969

    Kyoto Kid said:
    ..so I have to repeat the action several times for each skin surface (and remember what I did each time)?

    Oh and still on ver .0.44. Comments about issues some have experienced with the latest release have made me reluctant to install it.

    The Image Editor settings are per-image - you don't have to, and in fact can't, adjust them separately for each surface the image is applied to.

  • Arnold CArnold C Posts: 740
    edited December 1969

    MEC4D said:
    That is all correct Stefan, Iray Tone mapping will reduce the overall exposure if the diffuse reflect more light than it suppose but it affect everything else , the translucent can kill the diffuse and the glossy can kill the translucent if the values extend the norm .
    There is a simple formula for everything to keep in balance rather than doing it for the eye .. it will not working for more than just one image you do at the moment .. changing each time you materials to match your scene has nothing to do with PBR , as it should working in all light conditions , anything else is a BRO-SCIENCE lol

    mjc1016 said:

    From an artistic viewpoint, there may be times you would want to violate that physical 'law'. Bio-luminescence, fantasy, alien, spirit/ghost and things like that are all candidates for pushing 'beyond' the hard rules of 'real' materials.
    So unless you are doing a ghostly alien jellyfish or something similar (an Organian, for example...), it's not what you want.
    Thank you, Catharina and Jacques, for your support. At least some understand what I´m trying to say. :)


    Iray clamps all the mixes/layers to be between 0 and 1. Breaking the limits to pass values outside those ranges will have no effect.

    It might clamp when a single layer is above of the 1.0 limit, but from my observations I really doubt that it does when the sum of the combined layer weights of a material exceeds it. Using evaluated data and setting each layer to a 1.0 weight gives some strange results.

    ..so I have to repeat the action several times for each skin surface (and remember what I did each time)?

    Oh and still on ver .0.44. Comments about issues some have experienced with the latest release have made me reluctant to install it.

    The Image Editor settings are per-image - you don't have to, and in fact can't, adjust them separately for each surface the image is applied to.

    You can use the "Default Templates" to make it easier for you. "Template 1" is for the face texture, "Template 2" is for the body texture and "Template 3" is for the limbs texture.

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