Show Us Your Iray Renders. Part III
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Very generous - thank you!!
ok now that is just mind blowing.
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...
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.
...nicely done.
...and here I was thinking about how to get pwGhost to work. Saved me the trouble.
...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)
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
...nicely done.
...and here I was thinking about how to get pwGhost to work. Saved me the trouble.
Very clever. Heh.
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
....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)?
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
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.
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
Yeah those cars look really good.
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
here one more with corrected focal ;) but missing the street ..
...when I select the character's skin and click Base colour and then open the image editor I get the error:
Not sure what that means.
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
Not sure what that means.
...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.
..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.
...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.
..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.
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.
Yes I played with that today but rendering time was long , I am curious what you make
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.
one more render for tonight and I signing off .. good night everyone or good morning :)
Just playing a bit.
Monique with custom changes.
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.
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.
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.