Show Us Your Iray Renders. Part III
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I agree , if you have the values for everything under hand ;)
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.
Thanks Stefan , I was looking for that one
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.
Fusion 1.800.000 polys - rendered on my Note - GT540M 1GB GPU only - in 8 minutes each
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
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.
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.
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
Car paint for fur? Never would of thought of trying that. Thanks!
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.
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.
Drop Through. Lit entirely with mesh based lights
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
OOOOOOOH.
awesomely beautiful.
nicely done.
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
i like it
It's not understanding the basic concept, it's getting a proper Fresnel ior curve for a given material.
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.
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.
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...
I would think the wax shader would work better then a car shader for hair. Hair has a large sss component.
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.
In that case, a velvet shader I would think,
For giggles, I did the skin with wax too and modified it a bit. I think I like it. o_O
Nice work
Aliens meets BladeRunner
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
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 ..
I would think the wax shader would work better then a car shader for hair. Hair has a large sss component.
"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
Where do I find the DAZ Studio / Iray logo?
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?