Show Us Your Iray Renders. Part III

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  • StonemasonStonemason Posts: 1,197
    edited December 1969

    trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez

    Surfaces look fantastic, though! Did you use bloom, may I ask?


    no bloom, just dof and some sss for atmosphere which I think the neon may be illuminating

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez

    I don't think the 'dark' is a problem. At a large size, it looks good...

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

    trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez

    Wow very nice work
  • SickleYieldSickleYield Posts: 7,644
    edited May 2015

    Here's where Fuseling and I are on skin and eyes right now. These are Generation 4 Elite skins, and the morphs are mine from Malevolent Lee and just a dialed female from the head and body morphs.

    For the longest time I kept going, "Why do my eyes look flat when I'm using shaders that should be mathematically correct?" and then I realized I had to put a spotlight on them to get those pinpoints. You'd think in five years of using 3Delight I'd have thought of it sooner, LOL!

    P.S. - SSS haze is looking really good there then, StoneMason! I know you don't need to be complimented, everybody knows you are the very best, but still, it's a great effect.

    sfbeautifulskinsiray-daz3d-bundlepromo.jpg
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    Post edited by SickleYield on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Awww that is pretty one , Luna ?

    I think this is the Iray render I done so far that I am happiest with although the Butterfly could do with a bit more work
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Nice one Stefan .. bloom would make the neon sigh looking so good , I guess the SSS is what it take so long to render

    trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez
  • j cadej cade Posts: 2,310
    edited December 1969

    So I have decided I like Ninive, and I'm going to be abusing the hell out of the Nimue hair.

    This render was almost plug and play: I used my hair settings from the hair thread, which I have saved as a shader. The shin Is Ninive with the daz iray optimized preset applied. the clothes I applied no effort on and it shows, but this is a test render. I did tweak the eyes a bit.

    The face is obviously mostly not the Ninive morph. Daz and I are rather at odds as to what makes a appealing face. The body on the other hand, I used pretty much straight. I like how bony she is.

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Very nice , like the hair too .. just the tank top model don't match the quality of the rest ..


    Kamion99 said:
    So I have decided I like Ninive, and I'm going to be abusing the hell out of the Nimue hair.

    This render was almost plug and play: I used my hair settings from the hair thread, which I have saved as a shader. The shin Is Ninive with the daz iray optimized preset applied. the clothes I applied no effort on and it shows, but this is a test render. I did tweak the eyes a bit.

    The face is obviously mostly not the Ninive morph. Daz and I are rather at odds as to what makes a appealing face. The body on the other hand, I used pretty much straight. I like how bony she is.

  • LyonessLyoness Posts: 1,616
    edited December 1969

    Kamion99 said:
    I used my hair settings from the hair thread, which I have saved as a shader.

    Is there a hair thread other than the posts in this series?
    because... I want/NEED all of that, cuz your pic looks pretty great.

  • NoName99NoName99 Posts: 322
    edited December 1969

    RAMWolff said:
    dinopt said:
    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.

    Nice render but really weird seeing my last name, McCormick, on that sign! lol

    Ha ha! That must be weird. That's actually my friends last name too, that's where I got it from.

  • j cadej cade Posts: 2,310
    edited December 1969

    Lyoness said:
    Kamion99 said:
    I used my hair settings from the hair thread, which I have saved as a shader.

    Is there a hair thread other than the posts in this series?
    because... I want/NEED all of that, cuz your pic looks pretty great.

    http://www.daz3d.com/forums/discussion/53879/P75/#801146 Here's my hair settings post. This render used a slightly darker texture and a bit less translucent but is otherwise pretty much identical.

  • AprilYSHAprilYSH Posts: 1,514
    edited December 1969

    Kamion99 said:
    Lyoness said:
    Kamion99 said:
    I used my hair settings from the hair thread, which I have saved as a shader.

    Is there a hair thread other than the posts in this series?
    because... I want/NEED all of that, cuz your pic looks pretty great.

    http://www.daz3d.com/forums/discussion/53879/P75/#801146 Here's my hair settings post. This render used a slightly darker texture and a bit less translucent but is otherwise pretty much identical.

    Lovely :) thanks for sharing that. Your light and render settings must make a difference also, great job!

  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez

    ....whoa Black Betty bamalam
    ....whoa Black Betty bamalam
    ....whoa Black Betty bamalam
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2015

    If it has an NVIDIA card, it's not integrated actually, it's a separate video card*. It then comes down to which card and how much memory is on it.

    *Caveat, perhaps a system board/NVIDIA combination did come up that I'm not aware of, but traditionally, whenever you saw NVIDIA on the notebook it was actually a separate card in the case. Integrated video cards do not have their own memory but use a portion of system memory. If the specs list video memory it is definitely a separate card.


    Kyoto Kid said:
    sheedee3D said:
    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!.

    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.

    Post edited by Joe Cotter on
  • DisparateDreamerDisparateDreamer Posts: 2,514
    edited December 1969

    Kamion99 said:
    So I have decided I like Ninive, and I'm going to be abusing the hell out of the Nimue hair.

    This render was almost plug and play: I used my hair settings from the hair thread, which I have saved as a shader. The shin Is Ninive with the daz iray optimized preset applied. the clothes I applied no effort on and it shows, but this is a test render. I did tweak the eyes a bit.

    The face is obviously mostly not the Ninive morph. Daz and I are rather at odds as to what makes a appealing face. The body on the other hand, I used pretty much straight. I like how bony she is.

    oh wow, i toooooootally love that face!!!! Any chance y ou could be convinced to s hare it?? SO lovely!!!

  • RarethRareth Posts: 1,462
    edited December 1969

    trying out some neon lighting ..came out a little bit dark...6 hour render at 6k rez

    That is fantastic!

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Kamion's hair displacement map is very handy. It's been EXTREMELY useful for making transmapped hair look right.

    Although Nimue's hair displacement maps are already pretty good.

    With other hair, I use that displacement map, use image editor to increase horizontal tiling to 64 or something. For non-scalp hair surfaces turn off limits and set cutout to 1.5 or 2, and you get a rather nice hair.

    For example, that's how I did this Xylia hair which I'm fairly happy with: http://willbear.deviantart.com/art/Luyeva-Siljean5-534349721

  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    A tryout for interior... This is lighted by Sun-sky only.
    I've appled Iray glass shader to all glass.
    The berber carpet texture bump map to the chair cloth, the sofa and armchair have Iray cloth shader applied. The candles have Iray way shader applied. The table has architectural shader applied. For all, I put the original diffuse image back into place.
    The stair support beam uses iray stucco shader.
    The rest is left "out of the box", without conversion. :-)

    House.jpg
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  • DAZ_cjonesDAZ_cjones Posts: 637
    edited December 1969

    Just playing around with simplified maps and metals.

    BirdPlane_r.jpg
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  • Oso3DOso3D Posts: 15,047
    edited December 1969

    I thought 'hmm, I wonder if I can sidestep using LAMH and just use displacement maps to make object furry.' And, in other cases, it's worked decently well.

    So, hey, gold goblet! FURRY!

    Yeah, well, it's still a very complicated object (I needed subd 5 on the displacement for the fur to look convincing), so it took 1 hour to get to 50%. I stopped it there, because life is short.

    Furry_gold_goblet.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Cool Willi ..I played with that too, it is great thing that the short fur will looks great and the same from any distance what was not the case with 3Delight especially when animated


    I thought 'hmm, I wonder if I can sidestep using LAMH and just use displacement maps to make object furry.' And, in other cases, it's worked decently well.

    So, hey, gold goblet! FURRY!

    Yeah, well, it's still a very complicated object (I needed subd 5 on the displacement for the fur to look convincing), so it took 1 hour to get to 50%. I stopped it there, because life is short.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Nice set and light , did you used the Architectural sampler?

    lee_lhs said:
    A tryout for interior... This is lighted by Sun-sky only.
    I've appled Iray glass shader to all glass.
    The berber carpet texture bump map to the chair cloth, the sofa and armchair have Iray cloth shader applied. The candles have Iray way shader applied. The table has architectural shader applied. For all, I put the original diffuse image back into place.
    The stair support beam uses iray stucco shader.
    The rest is left "out of the box", without conversion. :-)
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Must be heavy the all gold ;)


    Just playing around with simplified maps and metals.
  • Peter FulfordPeter Fulford Posts: 1,325
    edited December 1969

    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).


    Just catching up with the thread and somewhat surprised to see the above as the latest mention of the 980 Ti.

    The GTX 980 Ti is tipped to launch within a couple of weeks. That's a cards in shops launch, not just an announcement.

    The card has 6GB of VRAM (not 8) but is otherwise a slightly clipped Titan X. Only one SMX unit is disabled, so there are 2816 CUDA cores - only 256 fewer than the Titan X (and 768 more than the 980). No official price as yet, but rumours are suggesting it will be competitive because it is designed to undercut AMD's soon to be launched 390x. I think this will be a cracking card for Iray GPU rendering. Two will be storming...


    The arrival of the Titan X didn't impact the used prices of Titans and Titan Blacks very much, since it was in a sufficiently different market segment. But with the 980 Ti info firming up, I see Titan Blacks suddenly being offered for hundreds less than a week ago.

    New or used, this should be a good time to pick up a video card for Studio+Iray with more than 4GB of VRAM.
    .

  • IgnisSerpentusIgnisSerpentus Posts: 2,533
    edited December 1969

    Ok Ill bite... here's my iray render. Its a pretty decent render engine for sure (though I typically go for more fantasy over realism... but it was a fun render all the same)

    VSIray.jpg
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  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Ok Ill bite... here's my iray render. Its a pretty decent render engine for sure (though I typically go for more fantasy over realism... but it was a fun render all the same)

    Really nice soft rim effect there!

    I've been experimenting with some different fantasy lighting for some of my dA renders etc., since that's my interest as well - it's too easy to make an Iray fantasy render look like it's on a low budget movie set. Atmosphere is really important.

  • AlexLOAlexLO Posts: 193
    edited December 1969

    Things are still rather hairy here ;-)

    Tony01-unshaven2-Iray2015-alexlo.jpg
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  • sheedee3Dsheedee3D Posts: 214
    edited December 1969

    Just for the record folks...


    I dont have a notebook...as a matter of fact i dislike notebooks all together!...


    I have a normal desktop pc:


    MEDION
    CORE i7 CPU 2.93 GHZ
    4.00 GB
    64 BIT OS

    AMD RADEON HD 7800 SERIES


    I am planning on getting myself a complete new rig though one of these days...


    Currently i have my eyes on this one...( see attached image) what do you guys think...will it suffice?...or does the graphics card have to be more powerfull then this?...

    i am still window shopping...nothing is certain yet.

    Untitled-1.jpg
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  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    That's only 96 CUDA cores and 1 GB VRAM. The GT 620 will quickly run out of video memory and your render will get shunted over to your CPU. It will still get done but it will be quite slow.

    My current rig has two GTX 960's with 2048 cores each. It can handle a small scene (one or two characters with hair, no big sets, no HD morphs) in about ten to twenty minutes at the 2000x2600 size I do for my deviantart promo versions.

  • Peter FulfordPeter Fulford Posts: 1,325
    edited December 1969


    My current rig has two GTX 960's with 2048 cores each.

    1024 CUDA cores each, with 2048MB VRAM each. So 2048 CUDA cores altogether but still with 2GB working space.

    The numbers make one go blind. ;-)

    .

This discussion has been closed.