Show Us Your Iray Renders. Part III
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After taking some tips from various threads, continuing to refine my Luyeva character.
I was sort of ... surprised by the idea of adding refraction weight, but I think it came out very nicely, actually.
Newest render of Luy: http://willbear.deviantart.com/art/Luyeva-Siljean5-534349721
The shadow is the geometry ball from the regular spot light you used it render in my scene too ,
it does not vanishing but it is gone when I set render emitter off
People confuse Fresnel IOR with index of refraction that where the ideas come from , beside you talking about Fresnel IOR what will improve the visual look
the reason they created SSS for volume and Fresnel IOR for reflection to simulate what in this case the refraction weight IOR can't do without turning it into glass
Well, what I have is Refraction IOR: 1.41, Refraction: .12 for skin, plus default SSS and translucency.
Then a top layer of Fresnel 1.34 (sweat, I guess?), with a gloss around .8 or so, for highlights and skin oil.
It seems to be making for decently warm skin tones... thoughts?
It's funny how little time it can take sometimes...
The recent Ninive and people saying 'cool, I can do elves!' made me go '... but can't I do that already?'
So I took Stacia, some Victoria 6 HD, a few Creature collection tweaks of the ears, posed it, bam. Maybe 40 minutes start to finish, and most of that was walking away and letting it render.
http://willbear.deviantart.com/art/Elven-dancer-534359870
I don't see any function here , it will be index of refraction for the skin 0.001692 with this value what is bellow of IOR metal surface
to use true index of refraction on skin you need 2 values refractive index and extinction coefficient and we don't have the second option in the shader so we can't get any realistic result based on that , even metal have IOR but without extinction coefficient it will not working when setup PBR shader
but if it improve your visual work appearance and you happy about, it is all what matter here .. you are the creator ! imagination is your limit
I saw in this and previous threads a lot of renders using Pixar Campus HDRI for an environment. I was especially impressed by MEC4D's renders, where the characters stand on nice and crisp pavement as if parts of this hdr were actual 3D meshes.
But when I try to use this HDRI it rendered all blurred for me (see attachment below). Am i missing something here? I load Luxo-Jr_8000x4000.exr image in 'Environment Map' and do not touch any other settings, they are at default values.
Blurry pavement breaks any attempts to make this image close to photo-realistic. I'd really appreciate any advices on how to fix that.
And are there any controls for environment maps ? I'd like to move my object away from center of dome, like MEC4D for the car in render which uses Tunnel HDRI
Also if anyone could point me to particular posts where using of domes and env maps in Iray explained, that'd be big help too. Browsing through 300+ pages of these topics is just too tiring %_%
I tried Ninive too in a more extravagance outfit lol
Bonjour Paris, avez-vous la cigarette? lol
...am working on upgrading to 24GB. The one downside, my MB only has PCI2 x16 slots so performance will be somewhat hampered but still better than CPU rendering.,
Well that's better than some of the names I have been called :roll:
...I'd expect "Grand Poobah of Daz".:cheese:
Load the HDR map as you do, change the dome type from Infinite to Finite sphere with or without ground , if with ground you need to scale the ground texture to 150 I used the small one btw not big one
if you use finite sphere with ground you can place the model where you want on the ground area and be sure it will not float when you move the camera around , in my Tunnel render I shifted the car to the side and scaled the dome down but without ground, not enough space for that there too narrow
Or buy the notebook that already has an 8gb 980 in it for little over $2k. I'm waiting to see if they come out with a skylake version myself or I would have already bought it.
...yeah, but notebooks have bad heat dissipation.
...that's really nice.
...wait, ver 4.8.0.55? Don;t see the beta thread revised to reflect that..
PCIe 2.0 x16 = 8,000 MB/s
Titan X memory clock 7,000 MB/s
the same for 980
you still good
...am working on upgrading to 24GB. The one downside, my MB only has PCI2 x16 slots so performance will be somewhat hampered but still better than CPU rendering.,
...excellent, thanks for the information. Since the 980TI has been pushed back until next year and projected to cost almost as much as a Titan X, looks like the Titan-X will be the better deal.
same here I was for plan to go for the 980 but changed my mind for the Titan X I still can add another one next year
I am trying so hard to get my head around this new stuff... augh.
So, makin progress with skin and hair settings... but with lights... nope.
Any light i add to scene, the skin and everything turns white. totally washed out light. I try to turn down th elight without success, still white.
i turned off camera headlight. i got no success with using emissive shader- prim didn't cast light. i'm so frustrated.... hours and hours in iray and nothing good to show
My first napoleonic render in iray, using one of the hi-rez HDRs from NoEmotion for the distant landscape, sky and lighting:
http://noemotionhdrs.net/
Clothing and kit made in Marvelous Designer.
In the gallery also: http://www.daz3d.com/gallery/#images/69997/
Very nice Jimbow!
When did Buddy grow a beard? When in Rome...or something like that.
Some things to check:
Turn down your hdr. If set in the first beta it can white out the scene.
Hit the defaults button at top right in Render to reset tone mapping. Your ISO may have been set high somehow.
Cheers Alex. One thing I've always noticed about Marvelous Designer is the meshes are very clean and render very quickly. They also subdivide beautifully, with detail seemingly lost in the initial obj export restoring quite nicely.
Cheers Alex. One thing I've always noticed about Marvelous Designer is the meshes are very clean and render very quickly. They also subdivide beautifully, with detail seemingly lost in the initial obj export restoring quite nicely.
I forgot to say, yes, that is an awesome render. I love the grunge details.
Some things to check:
Turn down your hdr. If set in the first beta it can white out the scene.
Hit the defaults button at top right in Render to reset tone mapping. Your ISO may have been set high somehow.
Thanks, that helped :)
Now i'm stuck trying to figure out where the edit > backdrop thing is :(
Thanks, that helped :)
Now i'm stuck trying to figure out where the edit > backdrop thing is :(
I actually haven't found that yet either...
When you say back drop do you mean the color or adding an image? Color is window/style/customize colors/backdrop. I think for a backdrop image the choice is an HDRI..
It would be a pity if they can't be used separately. There are a lot of blurry lighting-only HDRs that are not suitable for backdrop use, including the default one included with the beta.
Thanks, that helped :)
Now i'm stuck trying to figure out where the edit > backdrop thing is :(
I actually haven't found that yet either...
Window > Panes > Environment iirc
As for the hdri for Iray, Render > Environment. Use Draw Dome to see it in the render.
I quite like using backdrops, if only sometimes because I will render the scene in parts- render a "distant" part, use the image as a backdrop and render a medium part, and then use that image and render a close part... helps with massive scene renders.... i sure hope there's still a good "back drop image" option that doesn't change lighting... that's what hdri is, right?