Show Us Your Iray Renders. Part III

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Comments

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I know you do !

    MEC4D said:
    Agree....The worse part is that other people share our info we shared here on other websites as own settings
    with attention to last details .. pure plagiarist !l lol

    Mattymanx said:


    You dont seem clueless to me! Just sayin...

    Personally, I always try to give credit if I put info from any one person in a tutorial. I would never do one for skin, though, I don't understand it well enough. ;p

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Everyone borrows from someone else, even most of the information here comes from other places.

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Tomtom, my approach has been to use a very high roughness low intensity gloss, to get lighting on the figure, and then a careful amount of top coat with a roughness around .4 or so, fresnel 1.33. Anything more gets oily-looking.
    I also use medium gray (157 or so value) for gloss color and a lighter gray (192) for top coat. Real stuff is rarely that shiny.

    Good bump and normal maps can also help make a skin look more natural.

    Here's an example:

    Dark_skin_test.jpg
    2000 x 2000 - 1M
  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Tomtom, my approach has been to use a very high roughness low intensity gloss, to get lighting on the figure, and then a careful amount of top coat with a roughness around .4 or so, fresnel 1.33. Anything more gets oily-looking.
    I also use medium gray (157 or so value) for gloss color and a lighter gray (192) for top coat. Real stuff is rarely that shiny.

    Good bump and normal maps can also help make a skin look more natural.

    Here's an example:

    I tried adjusting the top coat and just about everything else first, but I want some parts of the skin, in particular raised parts of the skin, to be more glossy than the rest of the body, which is easiest to achieve through a "glossiness map". The level of glossiness can then be adjusted through glossy roughness. The render I posted here has "glossy layered weight" 1.0, "glossy reflectivity" 0.7 and "glossy roughness" 0.4, but after making that render I changed "glossy roughness" to 0.45, a small adjustment but enough to make it look better. With a map like that all it takes to adjust glossiness from doused in baby oil to dry skin is adjusting glossy roughness, less makes it look oily, more makes it look dry.

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    I would consider putting the map in either glossy layered weight or glossy color. I'm not sure weight in roughness would work great.

    I'd also suggest trying using specular/glossiness, not metal-based PBR.

    The glossy roughness I had was about .7 (or Glossiness .3).

    You can also change top coat weight for variation, too.

  • tomtom.wtomtom.w Posts: 140
    edited May 2015

    I would consider putting the map in either glossy layered weight or glossy color. I'm not sure weight in roughness would work great.

    I'd also suggest trying using specular/glossiness, not metal-based PBR.

    The glossy roughness I had was about .7 (or Glossiness .3).

    You can also change top coat weight for variation, too.

    The map is in glossy color, but it only tells Iray which parts should be more or less glossy than other parts (the lighter the colour in the map the more gloss relative to an average value), not how glossy they should be, that's a part of the equation I use "glossy roughness" for.

    Post edited by tomtom.w on
  • 8eos88eos8 Posts: 170
    edited December 1969

    For this one I used SSS sky haze but left Depth of Field off. Gives it more of a painterly look, I think.

    torsion1-no_dof.jpg
    1500 x 1200 - 1M
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I like it, DOF would make it minder interesting here, the SSS sky haze working here as well , giving it atmosphere in overall

    8eos8 said:
    For this one I used SSS sky haze but left Depth of Field off. Gives it more of a painterly look, I think.
  • BeeMKayBeeMKay Posts: 7,019
    edited May 2015

    I've completed the Ghost-shader. Well, as good as possible.
    How can I make it available here for free? Is anyone interested in it at all? Or should I just post the settings?

    Also, one trick to get rid of the "shining eyes&mouth;" I've found is the use of Geoshells. Just create a geoshell for the ghost, and dial it to a very slight minus, so it's actually right below the item's surface. Then, apply the ghost shader to the geoshell, too, and hide internal things like teeth, etc.

    Also, if you are using hair, or anything that has transparencies, apply the transparency map to Cutout Opacity (set to 1). This is what I did for the mane, fesslocks and tail.

    (Blergh... just now I realize that the lady's fingers are poked into her hip. There goes another night of renderings.... :roll: )

    EDIT: Okay... for those who are interested, I have uploaded the shader to sharecg:
    http://www.sharecg.com/v/80867/browse/7/Material-and-Shader/DS-4.8-Iray-Ghost-Shader

    Encounters.jpg
    1600 x 1788 - 457K
    Post edited by BeeMKay on
  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    ..wow, cool. Thank you very much.

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

    Thanks much appreciated

  • AlexLOAlexLO Posts: 193
    edited May 2015

    Someone put away his razor :-)
    (and got out the Coppertone hehe)

    blueboy_unshaven2_iray-alexlo-051915.jpg
    1800 x 1200 - 2M
    Post edited by AlexLO on
  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    ...there's always "Nair" :cheese:

  • AlexLOAlexLO Posts: 193
    edited December 1969

    Kyoto Kid said:
    ...there's always "Nair" :cheese:

    I think he's quite happy going "Unshaven" (hint hint)

  • RAMWolffRAMWolff Posts: 10,258
    edited December 1969

    Alex L said:
    Someone put away his razor :-)
    (and got out the Coppertone hehe)

    OMG.. WOOF and YUM!

  • Second-CircleSecond-Circle Posts: 49
    edited May 2015

    MEC4D said:
    Agree....The worse part is that other people share our info we shared here on other websites as own settings
    with attention to last details .. pure plagiarist !l lol

    Mattymanx said:


    You dont seem clueless to me! Just sayin...

    Wow. Strong. I've been watching this thread and found you to be massively helpful, so know I must have done something very wrong. In my defence, the first set of settings which improved my renders massively I shared before being a member here I clearly stated " its based hugely on settings from Bohemian3 over on Daz forums (thanks man)". The second had Lyoness's tweaks added to them which I credited. The third set I honestly couldn't find the source - its in one of these three threads I'm sure, but I'll sure as hell make sure I do now. I've only shared 3 so only have a 33% plagarism score as far as I can see. :)

    *I've searched and found that they were mainly settings in the last thread where you gave advice to ACross and have updated the image to reflect this. Apologies for any offence caused.

    And thanks to the others who have welcomed me, much appreciated :)

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

    ...well, some bad news for those waiting on the 8GB GTX980 TI, Apparently, due to production issues, the planned release has been moved back until sometime in 2016 (no specific quarter mentioned). This is the third schedule slip since it was announced last year.

    Also, unlike the Titan X which saw only a modest price increase over the Titan Black,, the projected price for the 980TI is to be somewhere in the 800$ - 1,000$ range. For comparison, the 12 GB Titan X is currently available through Newegg for 1049.99 USD.

    So it's either go with 4GB or pony up the extra 500$ for a Titan X (Still much more affordable than a Quadro K5200 or K6000).

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    No problem AJ , thanks and sorry for barking at ya ! lol

    *I've searched and found that they were mainly settings in the last thread where you gave advice to ACross and have updated the image to reflect this. Apologies for any offence caused.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I am going for Titan X next month the evga superclocked version what is so much faster than the $999 version
    you need also minimal 16GB of System RAM to use the 12GB of VRAM that it offer .

    Kyoto Kid said:
    ...well, some bad news for those waiting on the 8GB GTX980 TI, Apparently, due to production issues, the planned release has been moved back until sometime in 2016 (no specific quarter mentioned). This is the third schedule slip since it was announced last year.

    Also, unlike the Titan X which saw only a modest price increase over the Titan Black,, the projected price for the 980TI is to be somewhere in the 800$ - 1,000$ range. For comparison, the 12 GB Titan X is currently available through Newegg for 1049.99 USD.

    So it's either go with 4GB or pony up the extra 500$ for a Titan X (Still much more affordable than a Quadro K5200 or K6000).

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    BTW anybody beside Alex noticed that when using caustic in the new build it crash every time you try to render ? I put just genesis in the scene .. and puff DS is gone ...... with simple primitives it works as well just not with genesis :(

  • ErdehelErdehel Posts: 386
    edited December 1969

    MEC4D said:
    BTW anybody beside Alex noticed that when using caustic in the new build it crash every time you try to render ? I put just genesis in the scene .. and puff DS is gone ...... with simple primitives it works as well just not with genesis :(

    Same here.

  • tomtom.wtomtom.w Posts: 140
    edited May 2015

    MEC4D said:
    BTW anybody beside Alex noticed that when using caustic in the new build it crash every time you try to render ? I put just genesis in the scene .. and puff DS is gone ...... with simple primitives it works as well just not with genesis :(

    I have made several renders with the latest build (4.8.0.55) with Genesis 2F and "caustic sampler=on" (for the eyes), with no crashes. Such as the test render below, testing the effect of glossiness maps.

    EDIT: There were no crashes when I lit the scene with "Dome only" (with HDRi) or "Sun & Sky only", but when I tried to light the scene with two emissive spheres and nothing else, it crashed...

    TeenDiva06c_-_018.png
    640 x 960 - 892K
    Post edited by tomtom.w on
  • ErdehelErdehel Posts: 386
    edited December 1969

    tomtom.w said:

    EDIT: There were no crashes when I lit the scene with "Dome only" (with HDRi) or "Sun & Sky only", but when I tried to light the scene with two emissive spheres and nothing else, it crashed...

    Crashes here even with Dome Only Settings and no other lighting in the scene on 2 different systems.

  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    Erdehel said:
    tomtom.w said:

    EDIT: There were no crashes when I lit the scene with "Dome only" (with HDRi) or "Sun & Sky only", but when I tried to light the scene with two emissive spheres and nothing else, it crashed...

    Crashes here even with Dome Only Settings and no other lighting in the scene on 2 different systems.

    I'm trying to reproduce the crash, but with no luck. The only thing I haven't tried to reproduce yet is using Iray preview in the auxiliary viewport, which I did when I had the crash but normally don't do since it's an old computer I'm using.

  • ErdehelErdehel Posts: 386
    edited December 1969

    tomtom.w said:
    Erdehel said:
    tomtom.w said:

    EDIT: There were no crashes when I lit the scene with "Dome only" (with HDRi) or "Sun & Sky only", but when I tried to light the scene with two emissive spheres and nothing else, it crashed...

    Crashes here even with Dome Only Settings and no other lighting in the scene on 2 different systems.

    I'm trying to reproduce the crash, but with no luck. The only thing I haven't tried to reproduce yet is using Iray preview in the auxiliary viewport, which I did when I had the crash but normally don't do since it's an old computer I'm using.

    Crashes with :
    - No headlamp nor light in the scene

    Then Render settings
    All default except :
    Environment
    - Dome only
    - Infinite Sphere
    - Environment Intensity 1.2
    - Pixar HDRI set at 2.0
    - Dome rotation 150
    All other settings default

    When I use the IRay preview Studio crashes as soon as I tick the caustic sampler button.


    When using only texture shading preview. Studio will compile the scene but crashes as soon it hits the rendering state.

  • tomtom.wtomtom.w Posts: 140
    edited May 2015

    Erdehel said:
    tomtom.w said:
    Erdehel said:
    tomtom.w said:

    EDIT: There were no crashes when I lit the scene with "Dome only" (with HDRi) or "Sun & Sky only", but when I tried to light the scene with two emissive spheres and nothing else, it crashed...

    Crashes here even with Dome Only Settings and no other lighting in the scene on 2 different systems.

    I'm trying to reproduce the crash, but with no luck. The only thing I haven't tried to reproduce yet is using Iray preview in the auxiliary viewport, which I did when I had the crash but normally don't do since it's an old computer I'm using.

    Crashes with :
    - No headlamp nor light in the scene

    Then Render settings
    All default except :
    Environment
    - Dome only
    - Infinite Sphere
    - Environment Intensity 1.2
    - Pixar HDRI set at 2.0
    - Dome rotation 150
    All other settings default

    When I use the IRay preview Studio crashes as soon as I tick the caustic sampler button.


    When using only texture shading preview. Studio will compile the scene but crashes as soon it hits the rendering state.

    When I installed the latest beta I noticed that it also installed support for "MS Visual C++ 2005", which it apparently needs. So if I were you I'd try reinstalling the beta, with a fresh download, on one machine, and see if that solves the problem. Or at least check that I had those support files on my system.

    PS. Installing that kind of suport files on your system might require being logged in as administrator when doing it.

    Post edited by tomtom.w on
  • ErdehelErdehel Posts: 386
    edited May 2015

    OK I tried something else and came to the same conclusion as before this came up in this thread.

    I used a completely new scene with a fresh Genesis 2 character with the IRay uber shader applied to all surfaces. No headlamps nor light in the scene. Same Iray settings as before. Then caustics work in preview and the scene will render. I tested with Dome only, dome and scene with and without headlamp.

    So it is something done on the character that makes Studio crash. I suspect it are the eyes or the hair. I was too lazy to go for a full analysis on what was going on. But since Cath mentioned she had the same problem I sprang in the boat :) I'll do some more testing.

    I'll come back to this post if I find the culprit.

    Post edited by Erdehel on
  • MattymanxMattymanx Posts: 6,957
    edited December 1969

    MEC4D said:
    Agree....The worse part is that other people share our info we shared here on other websites as own settings
    with attention to last details .. pure plagiarist !l lol

    Mattymanx said:


    You dont seem clueless to me! Just sayin...

    Wow. Strong. I've been watching this thread and found you to be massively helpful, so know I must have done something very wrong. In my defence, the first set of settings which improved my renders massively I shared before being a member here I clearly stated " its based hugely on settings from Bohemian3 over on Daz forums (thanks man)". The second had Lyoness's tweaks added to them which I credited. The third set I honestly couldn't find the source - its in one of these three threads I'm sure, but I'll sure as hell make sure I do now. I've only shared 3 so only have a 33% plagarism score as far as I can see. :)

    *I've searched and found that they were mainly settings in the last thread where you gave advice to ACross and have updated the image to reflect this. Apologies for any offence caused.

    And thanks to the others who have welcomed me, much appreciated :)


    For the record, my comment was only meant as a compliment. You do very good work.

  • 8eos88eos8 Posts: 170
    edited December 1969

    Erdehel said:
    OK I tried something else and came to the same conclusion as before this came up in this thread.

    I used a completely new scene with a fresh Genesis 2 character with the IRay uber shader applied to all surfaces. No headlamps nor light in the scene. Same Iray settings as before. Then caustics work in preview and the scene will render. I tested with Dome only, dome and scene with and without headlamp.

    So it is something done on the character that makes Studio crash. I suspect it are the eyes or the hair. I was too lazy to go for a full analysis on what was going on. But since Cath mentioned she had the same problem I sprang in the boat :) I'll do some more testing.

    I'll come back to this post if I find the culprit.

    I was getting crashes with the previous version with the caustic sampler, but I also had an SSS haze cube in the scene and I was using a large 120mb HDRI, could've been some combination of those things. I don't have that particular scene file anymore but I can try to recreate it.

  • ErdehelErdehel Posts: 386
    edited May 2015

    Well after some more testing IMO caustics are too unstable to be usable on a character.

    With default IRay render settings and headlamp on 'Auto' I took a Genesis 2 male. Then I applied the Jarek IRay default body and nothing else. The IRay preview was OK. then I used 1 body morph (not Jarek's) the preview was still ok. Then a second body morph (still not Jarek's) and the preview made Studio crash. In a previous test Studio crashed after the fifth or sixth body morph.

    I don't know if that product has been tested with caustics on.

    I give up. I can't determine what is going wrong without extensive testing. I'll open a ticket if I can remember how one does that :)

    Post edited by Erdehel on
This discussion has been closed.