Show Us Your Iray Renders. Part III

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Comments

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I agree , if you have the values for everything under hand ;)



    MEC4D said:
    custom or measured curve is not physical correct ..

    Good to know. Wasn't keen to either have to calculate or looking up for the values.
    Digged trough dozends of websites to get to my tiny collection of IOR values.

    Custom curve and measured "can" be physically correct, but they don't have to be. Custom curve with 0.04 normal, 1.0 grazing and 5.0 exponent is correct for most plastics for instance. Custom curve is part of how the PBR modes in the uber are implemented.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks Stefan , I was looking for that one

    Just to let you know that there is a new beta build available: 4.8.0.53.
  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    MEC4D said:
    I did not said just , I give example with metal, the same go for water, glass and other stuff
    and I mean Fresnel(ior) not typical index of refraction IOR, as I was talking about reflection


    Gedd said:
    Just for metals?

    Ok, just wanted to clarify. From what I've been seeing in my research, Fresnel is one of the best kept secrets of PBR it seems. Everything has Fresnel, just getting the ior/curve correct for the material seems to be key.

  • abe01abe01 Posts: 29
    edited May 2015

    Fusion 1.800.000 polys - rendered on my Note - GT540M 1GB GPU only - in 8 minutes each

    fusion2_2.png
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    fusion2_1.png
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    Post edited by abe01 on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    For me it is easy cake, use 1.33 for water 1.52 for plastic or 1.63 for high reflective plastic 12 for less reflective metals and 80+ to 100 for mirrors , the IOR value inder top coat is limited so you have the set it off first under parameters .
    I am tired of looking for glossy and other values and just use simple Fresnel and everything looks good I guess
    I have all curves for metals and others but there is missing other segment under so it will be not possible to get it 100 but good enough to wow the audience

    I can create metals based on glossy specular for ok look but it will looks better with Fresnel so YES !
    that why my next shader product is all based exclusive on Fresnel values as cool things can be make with


    Gedd said:
    MEC4D said:
    I did not said just , I give example with metal, the same go for water, glass and other stuff
    and I mean Fresnel(ior) not typical index of refraction IOR, as I was talking about reflection


    Gedd said:
    Just for metals?

    Ok, just wanted to clarify. From what I've been seeing in my research, Fresnel is one of the best kept secrets of PBR it seems. Everything has Fresnel, just getting the ior/curve correct for the material seems to be key.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited May 2015

    Nothing special. Genesis+MS Lycan. Tried a suggestion by Hellboy to use the wax shader on the hair. Saved out a basic, mapless starting point for Iray skin and tweaked from there (G2F + script to rename surface zones and saved it out to use on previous gen chars). Also tweaked the Lycan's head z-scale to elongate it a bit and moved the upper/lower jaw nodes to compensate.

    I have no idea how to handle dark, peachfuzz style skin, but I think I have a good start on the hair/eyes/mouth.

    This will be a constant work in progress as I have an idea for it that I'll eventually render out bigger.

    MS_Lycan_Iray.png
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    Post edited by Lissa_xyz on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    In your case the best would be to use the Car paint and change the colors , base dark then glossy etc and reduce the size of the metal flakes .. it will give you more fur like look


    Vaskania said:
    Nothing special. Genesis+MS Lycan. Tried a suggestion by Hellboy to use the wax shader on the hair. Saved out a basic, mapless starting point for Iray skin and tweaked from there (G2F + script to rename surface zones and saved it out to use on previous gen chars). Also tweaked the Lycan's head z-scale to elongate it a bit and moved the upper/lower jaw nodes to compensate.

    I have no idea how to handle dark, peachfuzz style skin, but I think I have a good start on the hair/eyes/mouth.

    This will be a constant work in progress as I have an idea for it that I'll eventually render out bigger.

  • barbultbarbult Posts: 24,877
    edited December 1969

    Vaskania said:
    Nothing special. Genesis+MS Lycan. Tried a suggestion by Hellboy to use the wax shader on the hair. Saved out a basic, mapless starting point for Iray skin and tweaked from there (G2F + script to rename surface zones and saved it out to use on previous gen chars). Also tweaked the Lycan's head z-scale to elongate it a bit and moved the upper/lower jaw nodes to compensate.

    I have no idea how to handle dark, peachfuzz style skin, but I think I have a good start on the hair/eyes/mouth.

    This will be a constant work in progress as I have an idea for it that I'll eventually render out bigger.

    Wow! Looks special to me!
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    MEC4D said:
    In your case the best would be to use the Car paint and change the colors , base dark then glossy etc and reduce the size of the metal flakes .. it will give you more fur like look


    Vaskania said:
    Nothing special. Genesis+MS Lycan. Tried a suggestion by Hellboy to use the wax shader on the hair. Saved out a basic, mapless starting point for Iray skin and tweaked from there (G2F + script to rename surface zones and saved it out to use on previous gen chars). Also tweaked the Lycan's head z-scale to elongate it a bit and moved the upper/lower jaw nodes to compensate.

    I have no idea how to handle dark, peachfuzz style skin, but I think I have a good start on the hair/eyes/mouth.

    This will be a constant work in progress as I have an idea for it that I'll eventually render out bigger.


    Car paint for fur? Never would of thought of trying that. Thanks!

    Wow! Looks special to me!
    Thank you!

  • pearbearpearbear Posts: 227
    edited December 1969

    The werewolf looks great. Wax shader for the hair sounds interesting, I'll have to try it. I'm thinking that might look really nice when backlit. I was just working on something peach fuzz-related myself. I was dissatisfied with how the hair rendered here and decided to paint over it in Photoshop, and then thought while I was at it I should paint a hint of peach fuzz on the characters' bellies and arms, since it's usually visible on unshaven areas of a woman's body in edge lighting. (I once saw someone on Deviant art doing this on their renders and thought it was cool) Also a bit of fuzz from stray fibers at the edge of the clothing.

    The initial reason for the render was to test out some joint bending morph corrections to the custom body morph I've been working on, particularly elbows and shoulders. I think the elbows are working pretty good but I haven't yet managed to get the shoulders the way I want when the arms are way over the head. When 90 degrees out they're getting better though.

    trio.jpg
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  • abe01abe01 Posts: 29
    edited December 1969

    Fresnel is easy to explain

    the light goes to a microholes of a surface and will be bend in various degrees. the IOR of the surface split the ligth in different colors(prism effect).
    the same effect is to see on the data side of a CD-ROM, DVD. The holes burned from the laser do the fresnel effect and the IOR of the material makes the rainbow colors.

  • DzFireDzFire Posts: 1,473
    edited December 1969

    Drop Through. Lit entirely with mesh based lights

    DropThrough.jpg
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  • abe01abe01 Posts: 29
    edited May 2015

    IOR
    on the left is a material with single IOR like glass or diamond
    on the right is a material with double IOR like calcite mineral
    sorry about the blurrish Double IOR material, its WIP

    single_vs_double_IOR.png
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    Post edited by abe01 on
  • LyonessLyoness Posts: 1,616
    edited December 1969

    DzFire™ said:
    Drop Through. Lit entirely with mesh based lights

    OOOOOOOH.
    awesomely beautiful.
    nicely done.
  • abe01abe01 Posts: 29
    edited May 2015

    IOR and Abbe number
    the prisms have the folling IOR and abbe numbers

    from left to right
    IOR1.4 - Abbe 3
    IOR1.4 - Abbe 10
    IOR1.8 - Abbe 3
    IOR1.8 - Abbe 10

    prism_test.png
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    IOR_vs_Abbe.png
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    Post edited by abe01 on
  • abe01abe01 Posts: 29
    edited December 1969

    DzFire™ said:
    Drop Through. Lit entirely with mesh based lights

    i like it

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

    nasenbaer said:
    Fresnel is easy to explain...

    It's not understanding the basic concept, it's getting a proper Fresnel ior curve for a given material.

  • abe01abe01 Posts: 29
    edited December 1969

    Gedd said:
    nasenbaer said:
    Fresnel is easy to explain...

    It's not understanding the basic concept, it's getting a proper Fresnel ior curve for a given material.

    this depends on a lot of factors like wavelength of the light, distance between molecules or atoms, spaces and so on to create the bending of the light. In the case of the CD, the IOR of the clear plastic - depending of the angle/degree of the view creates the colors - Dispersion like a prism.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited May 2015

    Don't think I'm quite getting this car paint fur trick. lol
    Closed his eyes/mouth so it renders faster until I manage to get something I like. Maybe it's just me.

    I may try making a displacement or normal map for very small hairs and see if that helps.

    Iray_fur.png
    800 x 640 - 458K
    Post edited by Lissa_xyz on
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2015

    No, if the Fresnel response curve is correct for a given material, it will act correctly for that material under various lighting conditions/wavelengths, etc... that is the whole point of PBR is to map these so that materials do act consistently. Check out a couple of the links I posted previously as they discuss this particular point in a couple of the presentations. They also include diagrams comparing Fresnel curves for metal vs rubber, etc...

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

    Vaskania said:
    Don't think I'm quite getting this car paint fur trick. lol
    Closed his eyes/mouth so it renders faster until I manage to get something I like. Maybe it's just me.

    I may try rendering out a displacement map with filter forge to use as tiny fuzz along with it.

    I would think the wax shader would work better then a car shader for hair. Hair has a large sss component.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited May 2015

    Gedd said:
    Vaskania said:
    Don't think I'm quite getting this car paint fur trick. lol
    Closed his eyes/mouth so it renders faster until I manage to get something I like. Maybe it's just me.

    I may try rendering out a displacement map with filter forge to use as tiny fuzz along with it.

    I would think the wax shader would work better then a car shader for hair. Hair has a large sss component.
    I'm using the wax for the hair on the last page (hidden in the above render), but the problem is that the maps for this character don't actually have fur. I'm just trying to simulate some sort of fuzz.

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

    In that case, a velvet shader I would think,

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    For giggles, I did the skin with wax too and modified it a bit. I think I like it. o_O

    Iray_fur_wax.png
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  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    DzFire™ said:
    Drop Through. Lit entirely with mesh based lights

    Nice work
    Aliens meets BladeRunner

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Well we was talking about completely different subject what is Fresnel ior for reflections under Top coat and not about Index of refraction , both are linked but Fresnel ior does not create your objects transparency in this case
    metals are not transparent but still have Fresnel ior reflection

    but your input is good regarding Index of refraction what bend the light


    nasenbaer said:
    Fresnel is easy to explain

    the light goes to a microholes of a surface and will be bend in various degrees. the IOR of the surface split the ligth in different colors(prism effect).
    the same effect is to see on the data side of a CD-ROM, DVD. The holes burned from the laser do the fresnel effect and the IOR of the material makes the rainbow colors.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    if hair has sss component we would walk with glowing heads , hair are translucent it does not bounce the light back to eye it pass the light, that why when using car paint that have little metal flakes that simulate cuticles plus a little of translucency will create a great hair shader or fur , thanks to the reflective component in car paint it will more real looking than wax , people use wax for the translucent effect not for sss as that make not sense in hair , the same go for fabric ..


    Gedd said:
    Vaskania said:
    Don't think I'm quite getting this car paint fur trick. lol
    Closed his eyes/mouth so it renders faster until I manage to get something I like. Maybe it's just me.

    I may try rendering out a displacement map with filter forge to use as tiny fuzz along with it.

    I would think the wax shader would work better then a car shader for hair. Hair has a large sss component.

  • AlexLOAlexLO Posts: 193
    edited December 1969

    "Here's your future, framed in gold!" (name that movie hehe)

    Venus Revisited. View full sized in the gallery
    http://www.daz3d.com/gallery/#images/69286

    Venus-Revisited-iray-AlexLO-051515-rendo.jpg
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  • jpb06tjpb06t Posts: 272
    edited December 1969

    Where do I find the DAZ Studio / Iray logo?

  • BeeMKayBeeMKay Posts: 7,019
    edited May 2015

    Here's the current version of my "G2-to-ghost" attempts. It's a slow process, though.

    Does anyone know how I can get rid of the "inner gleaming" of the eyes/mouth?

    Ghost.JPG
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    Post edited by BeeMKay on
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