Show Us Your Iray Renders. Part III

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Comments

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    The OpenCL in Reality was cool and render fast when I checked it long time ago ..

    Kyoto Kid said:
    ...if you have an older i7 (pre Sandy Bridge) you will not be able to take advantage of the speed boost Lux 1.5 will offer.

    Nvidia also supports OpenCL (even my old GTX460 does).

  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    sheedee3D said:
    dubby30 said:
    Thats just my point though i want the reflection in the glass just how it is. Although Iray is superior in almost every way with realism the work thats involved to get those results is huge! 3delight and other renderers allow for all kinds of light and camera tricks. Iray is very demanding and unforgiving on the artist. For the laymen its off the chart for getting anything accomplished because beside having to build your scene you have to tweak 9 million internal things and move stuff around and blah blah blah....sorry man i am so frustrated.


    Daniel


    This is so true...Daniel!...i totally agree and understand your frustration...even though its true that Iray produces outstanding realism...this comes at a very high price for the average user who does not have basic knowledge of 3D applications...on the other hand those people who have been using programs like Reality Luxrender and Octane or 3Dsmax for years...for those people Iray is practically a walk in the park...
    those are the cold hard facts.
    ...never used 3DS or Octane (both way out of my budget). Worked a bit with Reality/Lux until I became frustrated with material and camera issues in Reality4. That is the extent of my PBR experience. As I mentioned in another thread Iray felt a lot more intuitive to me in comparison. I think since Iray's introduction into Daz, I've rendered maybe two scenes in 3D and none in Lux..

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

    MEC4D said:
    The OpenCL in Reality was cool and render fast when I checked it long time ago ..

    Kyoto Kid said:
    ...if you have an older i7 (pre Sandy Bridge) you will not be able to take advantage of the speed boost Lux 1.5 will offer.

    Nvidia also supports OpenCL (even my old GTX460 does).


    ...I take it you were using the GPU mode, correct? In CPU mode I'd still have a tonne of noise even after 10 - 11 hours.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Yes GPU


    Kyoto Kid said:
    MEC4D said:
    The OpenCL in Reality was cool and render fast when I checked it long time ago ..

    Kyoto Kid said:
    ...if you have an older i7 (pre Sandy Bridge) you will not be able to take advantage of the speed boost Lux 1.5 will offer.

    Nvidia also supports OpenCL (even my old GTX460 does).


    ...I take it you were using the GPU mode, correct? In CPU mode I'd still have a tonne of noise even after 10 - 11 hours.
  • D.RobinsonD.Robinson Posts: 283
    edited December 1969

    Once I got past the first week or so of learning, I found Iray WAY more intuitive. If there's a white wall over there, light bounces off it on the other side of the figure. I don't have to create a dozen weird cameras to fill in lighting that the regular light doesn't handle.

    As for underwater, you can either create a large fog volume (basically, make a big object enclosing most stuff except your camera, refraction IOR 1, weight 1, SSS: 50 transmitting volume, 50 SSS measure volume, and set weight to .01 or so), or use a hint of bloom on everything.

    I did this with Iray, using fog effect and some sleight of hand to get good godrays from above:

    https://scontent-sea1-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/11133958_10205031216434041_921059890323003592_o.jpg

    Thats really awesome Timmins. I will have to mess around with that. I wonder if i can use a water texture displacement map above the lighted area to get the illusion of the water caustics....hrm. You have given me a good starting place thanks man.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Shaders and all new files are up in your Account under Product Library.. I don't see it in the I Manager

  • Arnold CArnold C Posts: 740
    edited December 1969

    MelanieL said:
    Tenmaru said:
    Can anyone point me to the post with the explanation of this method, please?

    I think I need to bookmark specific posts from forums. Feeling so lost in all these 100-pages Iray threads...


    Uh, almost forgot, I used DAZcjones' method on her eyes. Thanks for that.

    I think this is the one they mean: http://www.daz3d.com/forums/viewreply/817055/

    Yes, that's it. Thank you, Melanie. :)
    I'm used to copy the important posts and save them in a textfile format just in case the forum will be inaccessible the time I need the info.

    About the choice of either "Glass - Thin - Clear" or "Water - Thin" shader preset, when altering the value for "Refraction Index" anyways, it's really irrelevant which one you choose since the only difference between them is their Refraction Index.

    Glass,thin-Water,thin.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    Thin Glass or Thin Water don't have volume so it is like soup air bubble and the refraction value means nothing , Window Glass or real Water have volume so that make it different .
    But the construction of Genesis eye is horrible so Thin Water will be your better choice if you going to use it without modification
    and if you are handy forget about the cornea and create one from the eye refection surface by selecting poly for the cornea using geometry editor and create new material surface, the transition between cornea and the rest will be much smoother than it is in the original setup and without black edge ring or other funky stuff .. and you can use real values then .. unfortunately you can't share it

    Post edited by MEC4D on
  • jimmiedeejimmiedee Posts: 11
    edited December 1969

    I love all your products! What is the name of the hair on your Unshaven 2 promo Image? Thank you!

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thank you , that are my custom made hair , geometry based each hair no trans mapped .... unfortunately not in my store

    jimmiedee said:
    I love all your products! What is the name of the hair on your Unshaven 2 promo Image? Thank you!
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Ok, this is the first time in my webcomic that I feel like an Artist...

    Warning, blood:

    http://thefarshoals.webcomic.ws/comics/24

    Also, you might want to look up 'third of may'... hint hint.

  • DAZ_cjonesDAZ_cjones Posts: 637
    edited May 2015

    dubby30 said:

    Second is this render i did. My question relates to getting a reflection in her eye without ruining the reflection in the glass behind her. I tried a spot light but i couldnt get the angle to show up anything. I tried using the headlamp on the camera but it creates a firefly flash on the glass behind her. And i cant use a primitive with an emissive shader on it cause it causes a big glowing ball hanging in the air in the glass reflection behind her.


    Daniel

    There are a few ways to get the reflection on the eyes and not on the glass, just depends on which hack you want to use. Here are a few I came up with.

    1. Render the scene twice once with the eye reflection light on, once with it off. Take the two renders into an image editor to combine the two renders.
    2. Use canvases and LPE's to separate your lighting into different layers. You can render the scene lights to different layers and edit the eye reflection light to only effect the eyes. The iray blog has an article about this called Compositing with Light Path Expressions.
    3. You can put a very small point light in front of each eye with the '"Render Emittor" set to false. I've attached some renders using this method with a screen shot of the setup. Please ignore the scene setup it was just thrown together really quickly, I was focused on the highlight, not the reset of the scene other than having a reflective surface behind the figure. The close up was not fully resolved as I only cared about the highlight resolving.

    In all three cases though the eye material setup is essential. There have been previous post on that. In this scene I used the same setup as I recommend earlier but I did turn volume on the cornea and eye reflection surface.

    ScreenShot.jpg
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    FakeHighlihgtsCloseUp.png
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    FakeHighlihgts.png
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    Post edited by DAZ_cjones on
  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    Taking a break from what I was doing...

    lorey-future-chair_full.jpg
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  • BlantyrBlantyr Posts: 90
    edited December 1969

    This eye advice looks good, but is a lot of work for us amateurs. Here's hoping that someone has a collection of Iray Eyes in their production line? I have a feeling it would sell.

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    The easy road is use default Iray skin optimization and remember to set cornea shaping to 1 (if you have the morph, I forget which pack has it, but I think there are free ones available)

    It might not be perfect, but it's good enough for most.

  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    ...as I am not into portraits or extreme close ups (except for character proofing), I find spending a great deal of time on getting that "perfect" eye reflection to be more than needed as usually characters in my scenes are more distant from the camera and the effect has a minimal impact at best..

    Post edited by kyoto kid on
  • tomtom.wtomtom.w Posts: 140
    edited May 2015

    There have been many discussions and suggestions regarding Iray settings for eyes here, with the main difference between them being whether to use the Thin Water shader or the Thin Glass shader for the cornea and tear, there have also been claims that setting the Caustic Sampler to on would improve the finished result. So I decided to test it. The top two renders in the composite image below use the DAZ Iray Thin Water "Uber shader" on the cornea and tear, and the bottom two the DAZ Iray Thin Glass "Uber shader". And the render to the left in each pair was made with the caustic sampler on, while the render to the right in each pair was made with the caustic shader set to off.

    As can be seen, by me at least, is that using the Thin Water shader gives a more life like result, with clearer eyes, than using the Thin Glass shader, the test also shows that setting the caustic sampler to on makes no visible difference for the eyes.

    Based on suggestions earlier in this forum I have been using the Thin Water shader with caustics on for the past few weeks, and will continue to use that shader, but I will no longer have the caustic sampler on as my default, since the around 40% longer render times the caustic sampler causes in a closeup like these doesn't result in any visible improvement in the finished result.

    (If you're looking at the images on a laptop or other small screen you might not be able to see any difference at all between the four renders, but if you look at them on a 27" or larger screen with high resolution and good contrast it's easy to see the difference between the upper and the lower pair of images, while the two images in each pair are virtually identical even on a large monitor.)

    Edit: after further close inspection I modified my conclusion regarding the caustic sampler, it makes no visible difference for the Thin Glass shader either...

    Eye_shader_test.png
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    Post edited by tomtom.w on
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    What I'm finding is that the real problem is the iris.

    A lot of eye stuff ends up with the irises looking goofy weird. My current approach has been to put the diffuse map into the gloss map, set the diffuse map darker, and handle it that way. Otherwise... weirdness.

  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    All I see are colorful pancakes with a pin hole , a donuts would be so much better lol
    btw I am almost done with my Iray eyes product so you will love it , I promise !


    What I'm finding is that the real problem is the iris.

    A lot of eye stuff ends up with the irises looking goofy weird. My current approach has been to put the diffuse map into the gloss map, set the diffuse map darker, and handle it that way. Otherwise... weirdness.

    Post edited by MEC4D on
  • tomtom.wtomtom.w Posts: 140
    edited December 1969

    What I'm finding is that the real problem is the iris.

    A lot of eye stuff ends up with the irises looking goofy weird. My current approach has been to put the diffuse map into the gloss map, set the diffuse map darker, and handle it that way. Otherwise... weirdness.

    In the renders above I used the settings suggested by DAZcjones (see link one page back in this thread), and the cornea bulge set to 1.5 instead of 1.0 as previously suggested here. As for irises looking goofy, most iris textures for DS that I have seen look goofy no matter how you tweak the settings in the surface tab. So I might make my own one day, or at least make some improvements to existing maps, just like I've done with most other textures/maps I use.

  • peteVaultpeteVault Posts: 308
    edited May 2015

    This is a quick and dirty side by side with Iray (LEFT)and OctaneRender(RIGHT)...Iray took around 30 minutes....Octane took 15 to achieve the same resolution. It's not a fair comparison because the lighting setups are different...but I think Iray compares favorably with Octane. Iray has less setup time and translates materials better than Octane. Look around the eyes of the Octane render...I would normally have to do post work on that eyelash flap and eye reflection. Another variable is that I have more experience with Octane. I just picked up Iray and started to use it. Considering the price....Iray is a real breakthrough for hobbyists. I suppose the Octane render is more photorealistic...but the Iray render is more dramatic..IMHO.

    Iray-Octane.jpg
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    Post edited by peteVault on
  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Just a quickie post... I seem to have lost my sub notifications ... again! *sigh*

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    For example, here is my flow for a close-up figure in Iray. (If it's not a close-up, I can skip almost all of this, because it won't be visible)

    Figure: Genesis 2 Male
    Skin: Benjamin (yep, Genesis 1 skin, what the heck)
    Clicked on iray male skin optimized, to convert to good starting place.

    Changed translucency weight to .2. Darker skin is, well, less translucent. You might want to keep this high for certain dark/ruddy skin tones, like some Indian and other groups.
    Refraction of skin to 1.41, refraction weight .12. This adds a nice softness to the entire skin.

    Changed Top coat to Fresnel, IOR 1.34 (sweat, probably)
    Eye Surface Cornea shape changed to 1.0 (part of one of the morph packages and also can be found free, I think, to round out the cornea)
    Changed skin/lips to PBR Specular/Glossiness.

    Generally I like Gloss to be around .2-.3, and then Top Coat Glossiness to be .7-.8, and then tweak weight accordingly -- my logic is that the gloss handles the normal lighting of the skin itself, then the top coat adds the effect of skin oil or other moisture (IE: if the figure is wet, increase top coat glossiness and weight)

    Pupil: Glossiness weight to 0. Pupils are holes.
    Cornea/eye reflection/tears: Meh, I've jumped through all sorts of hoops. At this point, I think you can just leave them as is.

    Iris: I like to reduce the Glossy color a little, to Val 192 (.54 .54 .54), but that's an issue of taste. I've found very dark irises (like default Benjamin) look kind of bad, and I was better served starting with a lighter map and then adding color to shift to what I wanted.

    Benjamin_test.jpg
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  • barbultbarbult Posts: 24,878
    edited December 1969

    tomtom.w said:
    What I'm finding is that the real problem is the iris.

    A lot of eye stuff ends up with the irises looking goofy weird. My current approach has been to put the diffuse map into the gloss map, set the diffuse map darker, and handle it that way. Otherwise... weirdness.

    In the renders above I used the settings suggested by DAZcjones (see link one page back in this thread), and the cornea bulge set to 1.5 instead of 1.0 as previously suggested here. As for irises looking goofy, most iris textures for DS that I have seen look goofy no matter how you tweak the settings in the surface tab. So I might make my own one day, or at least make some improvements to existing maps, just like I've done with most other textures/maps I use. They look good to me. I don't see any "pancakes", bit I'm not sure what that means other than flat, and they don't look flat to me.

  • BobvanBobvan Posts: 2,652
    edited December 1969

    How bout other gen characters? Why optimizers only for gen2?

  • TJohnTJohn Posts: 11,228
    edited December 1969

    Bobvan said:
    How bout other gen characters? Why optimizers only for gen2?

    The Iray Content update is still waiting release. Maybe there will be some there?
  • BobvanBobvan Posts: 2,652
    edited May 2015

    The only one I found was the one in the public beta (which is also available via manual d/l) so I downloaded them, I guess we will see when the official one is up. Will there be a notification of any kind when it is?

    Post edited by Bobvan on
  • BlantyrBlantyr Posts: 90
    edited December 1969

    The easy road is use default Iray skin optimization and remember to set cornea shaping to 1 (if you have the morph, I forget which pack has it, but I think there are free ones available)

    It might not be perfect, but it's good enough for most.

    Here again we have Star, my dyslectic dragon bait girl, close up, with two changes. First, yes, I do have the corona bulge morph. The slider is standard grey, so it likely comes with the basic G2F morph package. I agree, not perfect, but quite good enough. (At least until Mec4d delivers on her promise! ;) )

    The other change? Well, by far most of my stuff uses female characters so I thought I would skip Mec4d’s Unshaven 2 package. I flipped through it in the store anyway, just because I liked drooling over the renders. Then I got to the last two images and discovered you can apply the beard color shaders to most any decent transmapped hair.

    So much for skipping Unshaven. The following is U2 Golden Blonde on Zea Hair unmodified. The scene’s light is the basic default sky dome. In direct sunlight it might be a little too translucent. The problem may be that the Zea Hair braids are hollow, making them render as less substantial than one would expect. I’ll be playing a bit. Of course I’ll be playing a bit. This is Iray!

    As an aside, a friend of mine, disappointed with Reaper Miniature’s decision to switch to plastic 28 mm fantasy role playing miniatures, started his own company that is continuing to work in metal… Dragonbait Miniatures. I thought the name funny.

    Star is not amused.

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

    For example, here is my flow for a close-up figure in Iray. (If it's not a close-up, I can skip almost all of this, because it won't be visible)

    Figure: Genesis 2 Male
    Skin: Benjamin (yep, Genesis 1 skin, what the heck)
    Clicked on iray male skin optimized, to convert to good starting place.

    Changed translucency weight to .2. Darker skin is, well, less translucent. You might want to keep this high for certain dark/ruddy skin tones, like some Indian and other groups.
    Refraction of skin to 1.41, refraction weight .12. This adds a nice softness to the entire skin.

    Changed Top coat to Fresnel, IOR 1.34 (sweat, probably)
    Eye Surface Cornea shape changed to 1.0 (part of one of the morph packages and also can be found free, I think, to round out the cornea)
    Changed skin/lips to PBR Specular/Glossiness.

    Generally I like Gloss to be around .2-.3, and then Top Coat Glossiness to be .7-.8, and then tweak weight accordingly -- my logic is that the gloss handles the normal lighting of the skin itself, then the top coat adds the effect of skin oil or other moisture (IE: if the figure is wet, increase top coat glossiness and weight)

    Pupil: Glossiness weight to 0. Pupils are holes.
    Cornea/eye reflection/tears: Meh, I've jumped through all sorts of hoops. At this point, I think you can just leave them as is.

    Iris: I like to reduce the Glossy color a little, to Val 192 (.54 .54 .54), but that's an issue of taste. I've found very dark irises (like default Benjamin) look kind of bad, and I was better served starting with a lighter map and then adding color to shift to what I wanted.

    What colours did you use for translucency and glossiness? Dark brown or black skin needs blueish grey colours for that, not the colours used for fair/white skin. I use a darker blueish grey for translucency and a lighter blueish grey for gloss.

    The composite (censored) image below shows two renders of dark skin that I've made, with blueish translucency and glossiness colour. I also use customized specular maps etc to get the "healthy shine" in the skin, which is important if you want renders of dark skin to look good.

    I don't have access to the exact settings right now since that computer is currently doing other things, but I'll post them later in this thread.
    Image removed

    Post edited by Richard Haseltine on
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    I used default pink that the iray skin provides. Theoretically pure red is 'right,' but... eh, the results look good to me.

    I find for most dark skin it's actually fine, assuming you drop translucency a little. For really deep black skin, yeah, bluish gray would be a good idea.

    As for glossy color, I stick to grays anyway. I used the default Benjamin glossy 'color' map (which is a shade map of the skin, which works well enough).

This discussion has been closed.