Show Us Your Iray Renders. Part III
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Hey, it worked. The above is a quick test. loaded a scene and Michael 6 and added two plane primitives according to a dream light tutorial. Blasting like 800K lumens. I'm quite impressed with the iray render, thought it takes a good long time. 2 seconds of this guy looking about took hours to render. The other problem is not know what you have until you render a frame.
This is a shot from a scene I've been working on for a while now. After a lot of trial and error this is the closest I've gotten to something that looks close to what I'm picturing.
The building is from Stonemasons Urban Sprawl 2.
I used the Iray Concrete Shader on the concrete surfaces, and various Metal Shaders on the Metal surfaces.
I also used metal shaders in the Glass Windows to simulate high glare and prevent from seeing inside.
I tried different Glass shaders, but somehow they didn't look right.
The default signs were swapped out with some graphics I threw together with the Iray Uber Shader applied after loading them in.
The Brick Wall is were I've been having the most trouble.
It's the default materials with the Iray Uber Shader.
It comes loaded with Displacement and Bump Maps.
I zeroed out the Displacement maps and increased the Bump to 100%.
I feel like I'm 85% of the way there, but it's missing something.
If anyone has any feedback, especially on the bricks, please let me know.
Hi folks...please some help:
I made a render of the Dance studio in Iray...but much to my dissapointment it looks nothing like its supposed to look!...just look at the promo render from Daz!...i mean the wooden floor is supposed to have a reflection...and thats just for starters...
I mean correct me if i am wrong...but i thaught that everything is supposed to look better with Iray...not worse...but unfortunately this is proven the contrary!...
Up to now i have not managed to get a wooden floor to reflect within Iray...is there a special setting or light set up to have the wooden floors to reflect...i mean the 3Delight render produces the floor to reflect and look nice...just out of the box!...so what is the reason that with Iray its different?...what do i have to do to make the wooden floor have that nice sheen...like the one in the 3Delight render?...
Forgive my ignorance...but this is the first time ever that i use PBR...i have always used Poser and 3Delight...so it is obvious that i havent got a clue of what i am doing!...and thats why i would appreciate your help...because i know for a fact that Iray can produce beautiful interior renders...i have googled it...and there is enaugh proof of that!...unless of course the Iray that is integrated in Daz Studio...is a different Iray...which i doubt...
thx for viewing.
You want high/max 'glossiness' (if using pbr metalicity) or minimum roughness (if pbr specular)
This makes the surface more, well, shiny.
Nice render but really weird seeing my last name, McCormick, on that sign! lol
Is it necessary to apply such shaders to every surface? Does Iray look odd with whatever surfaces came with the model?
In many cases, yes. It's a valid technique to turn down the glossy in 3Delight, but in Iray the roughness controls a similar setting and it often doesn't translate well. Iray also "likes" higher bump on a lot of items. Even a quick adjustment can really help.
...Top Coat (surfaces tab) can also be used to make a surface appear polished or wet as well, Adding the floor's bump map to the Top Coat Bump channel will also allow the wood grain to be part to the effect as it is in the promo.
sheedee3D, I think your lighting is a little over bright and lowering that a bit will help. Also, look in the second set of iray shaders. One is a wood. You can just apply the settings for that over the wood that comes with the product (Hold down the ctrl button when you apply the shader to the surface).
I think i have cracked it folks!...
All surfaces converted to Iray Uber base...then played around with top coat...metallicity...glossy and also roughness settings for the floor...until i came up with a pretty descent floor shine!...
I really have to get used mainly to the fact that when rendering with PBR...item surfaces will have to be adjusted in most cases if one is to produce acceptable results...something that i was totally not used to with Poser and 3Delight...so this is all kind of a rude awakening for me!...but i am slowly getting there...still much of a learning curve...but i think that in the end it is well worth it!...
PBR is a whole new world for me...so in many areas i still am in the dark...but thanks to the wonderful folks in this forum...i get the help that i need!...still much to learn and a long way to go in the PBR world...it feels like learning to walk all over again from scratch!...so first i will have to crawl!...
Technical specs:
Core i7 CPU 2.93 ghz
4 GB RAM
AMD HD 7800 SERIES
IRAY: (15 min.)
Sun Sky only
Dome & Scene
Finite Sphere
I will be getting a complete new rig in a couple of days...with integrated NVIDIA graphics...lets see how fast things will speed up then!...(or at least...thats what all the hype is about...excatly how much faster rendering will be...remains to be seen...i guess alot will depend on the horse power of the graphics card)
thx for viewing
That really depends on the surface and how good the settings were before the get converted by studio on the fly. Highly reflective things like glass and ceramics tend to need more help than something like a wall. I've done quite a few promos over the last couple of weeks that I didn't bother with surfaces on many (ok most.. I can be lazy some days) of the props. A few were bad but when I looked at the 3dl settings they were just.. wrong.
What does come as a shock to me though...is the sole fact that surfaces have to be adjusted at all to begin with!...i would asume that as long as you use PBR...it would be just set up your scene and lights...and hit render...and enjoy your phisically correct results!...but nothing is further from the truth!...there is work to be done...adjustments to be made...and then hope and pray that all turns out well in the final render!...really nail biting stuff...gives me the shivers!...
I have entered the world of Physically based renders!...and i am still in shock!...
These are Iray interior renders done with other software...like 3Ds max or C4D. The million dollar question is:
Are these type of results also possible with our little Iray that we have nestled in Daz?...
I have serious doubts...but then again...who am i...just a newbie!...
and on that note...i leave you all with the real work!...can we also achieve these results?...after all...we also have Iray right?...(or do we really?...)
these renders are to die for!...a delight for the eye!...
If any one here can produce these kind of results with our little Iray...i will be convinced...and i will rest my case!...
Is Iray akin to Vray…are both real-world based lighting render engines?
I'm actually impressed how often stuff doesn't need work to look decent in Iray, or after a simple application of Iray base shader.
Obviously not always, and tweaking is often a good idea, but it beats having to essentially start over.
I mean, most metal stuff, just convert and set metalicity to 1 works most of the time.
Well, we've got a bunch of old models designed to look good in 3Delight, and an entirely different render engine. I suspect things are going to change once the official release of 4.8 comes out and venders start releasing models with physically oriented maps to go with the physically oriented render engine.
I suspect the automatic translate scripts could be improved on. Maybe someone will. In the meantime there is a lot of tweaking to be done to get the best out of Iray.
Yes. Both are "unbiased" engines, meaning they are based on a more literal calculation of the behavior of light, vs. 3Delight and C4D's onboard engine, which are "biased" engines that take some shortcuts in order to get renders done faster. A biased engine is often the best choice for stylized or toon renders, but an unbiased engine is usually better for getting more "photorealistic" looks.
Renderman, for instance (the one Pixar uses) is a biased engine, although you won't see it used by individual artists much because it's really not made for that, it's made for production pipelines of the kind more relevant to a studio than one person (that's what the internet tells me when I google it, anyway). 3Delight is also a biased engine. Vray, Luxrender, Octane, Maxwell, and Iray are all unbiased engines.
...may want to reduce the bump just a bit.
For Iray you need an Nvidia GPU to take advantage of GPU rendering. Recommended Video memory is 4GB as the entire scene and textures need to all fit. The nice thing about Iray is it will default to in CPU mode even of you don;t have a compatible GPU.
By the system specs posted (the 4 GB of physical memory) I take it you are on a notebook. Not sure if integrated graphics will work . maybe someone here with a bit more technical expertise with Iray could answer that.
...I found the Belle6 and Iridessa skins to work very nice pretty much out of the box.
Would be nice though to see an Iray skin shader preset for Genesis as well
http://www.daz3d.com/forums/viewreply/820921/
People are just starting out in DS with Iray. There have been plenty of great renders already, so yes, you can get great results in Iray, which don't have to hide behind the results of the other programs.
Huh. I'm ... rather astonished how well this worked out.
Here's Ninive with Benjamin skin applied (Genesis 1 skin!), used UV setter to change it to Michael 5 UV set.
Iray optimized skin, a few basic tweaks (lower translucence, more red. Refraction 1.41/weight .12, top coat to fresnel)
Picked one of the Ninive dance poses, the etheria outfit.
Nimue hair with cutout at 2.0 and one of the black hair settings I've been playing with. (applied Silver shader to pins and ties, moved the hair a bit)
And... it took all of 4 minutes to render.
Didn't even need to apply ANY morphs to Ninive. None. Just adjusted her expression a bit.
Edit:
Well, it would help to link the actual picture: http://willbear.deviantart.com/art/Ninive-Benjamin-534717342
They do a pretty amazing job of it already. With things other than glass and metals the main issue is often the bump not being high enough. In some cases that is due to maps and in others it is due to the way the settings were done. Most of the time if there are issues that must be addressed it is due to maps or settings that are a bit off anyway.
I've done a quick render of Stonemasons contemporary room. The only surfaces I have dealt with are the metals and glass. Everything else is exactly as it loads. It isn't perfect but for a 5 minute set up it isn't bad.
...pretty impressive. Have to try that with Belle and Giselle.
I really value having a lot of good skins to swap around. I have ways to create and modify skins, but... frankly, it's a lot of work and I'd be happy just picking from well-done skins.
I'm pleased that I've gotten a lot of mileage out of Benjamin for dark-skinned characters... could probably use another skin or two (maybe Tyler?). I have a fair number of skins in the mid to light range, and I can pull them a little darker as needed.
And now reversing it...
Michael 6, in a Ninive pose, with Micah hair (just Iray base applied, no changes) and Ninive 6 skin. Huh. Looks pretty good!
http://willbear.deviantart.com/art/Michael-6-Ninive-534730033
The drunk driving tests are hard where he lives. :)
Nice render!
trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez
M6 in Ninive skin, nice one, I don't have any really pale skin for him, thanks for sharing! :D
Surfaces look fantastic, though! Did you use bloom, may I ask?
hehe, happy to pass it on, that stupid song has been in my head all night :)
I like to play with stuff to see how well they work outside their design (as folks may have noticed).
This time I started with Ninive 6, adjusted the skin darker (which took a little finesse), changed the face for ethnicity. (Also shrunk the head by 5%)
Again, I think it looks pretty good (though I'd probably just use Benjamin, but still).
http://willbear.deviantart.com/art/Ninive-Nuit-534743928