Show Us Your Iray Renders. Part III

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  • DAZ_cjonesDAZ_cjones Posts: 637
    edited May 2015

    dubby30 said:
    ok two questions you Iray Guru's

    First question is about underwater scenes using Iray. I been banging my head against the wall on this one for 2 days trying to come up with a solution. Used to be you could play with diffuse settings and camera and light trickery to make it work but with PBR it all falls down.

    Daniel

    Underwater (like completely under water) scenes can be done much like the god ray scene people have been discussing. Sickleyeild wrote of a little tutorial on it here, Underwarter is the same you just need to tint the volume cube's "Transmitted Color" a little bit toward blue and adjust the "Transmitted Measurement Distance" to match the "Scattering Measurement Distance". The exact values depend on the size of your scene. I'v attached an example, not a great scene but it demonstrates the idea. Its lite by the standard HDRI and a spot. The spot I also tinted a little blue.

    Under_Water_Test.png
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    Post edited by DAZ_cjones on
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Experimenting again, took an earlier 'Benjamin skin on G2M body', pushed it toward a darker skin.

    I still prefer to keep translucency in the pink range, so far.

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  • DoctorJellybeanDoctorJellybean Posts: 8,725
    edited December 1969

    Used the Studio HDR preset from DAZ Studio Iray HDR Interiors.

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  • DoctorJellybeanDoctorJellybean Posts: 8,725
    edited December 1969

    Experimenting again, took an earlier 'Benjamin skin on G2M body', pushed it toward a darker skin.

    I still prefer to keep translucency in the pink range, so far.

    I like your experiments!

  • evilded777evilded777 Posts: 2,466
    edited December 1969

    Taking a break from what I was doing...

    Love it, and love the new morph package. Textures....are perplexing. But the morphs were worth the price of admission.
  • BobvanBobvan Posts: 2,652
    edited May 2015

    DoctorJellybean

    Look whoitis

    Post edited by Bobvan on
  • L'AdairL'Adair Posts: 9,479
    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).

    I have a scene I'm doing where the woman just looks too red to me. I played with the translucency color, and it didn't matter if it was true red or any lighter shade, she looked the same. I'm guessing it doesn't matter to the program, as long as it's a variation of red.

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

    MEC4D said:
    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.


    ...cool.
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Kyoto: I'll actually reverse my view of the bit you quoted from me.

    I think my problem was that earlier generation, dark eyes were getting washed out to just dingy mud. Using a brighter, later generation eye map, adding a touch of color until I got what I wanted, works great and requires no special changes to the iris settings.

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Bobvan said:
    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?

    The Iray content just showed up in my DIM "Ready to Download" about 20-25 minutes ago.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    ACross said:
    Bobvan said:
    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?

    The Iray content just showed up in my DIM "Ready to Download" about 20-25 minutes ago.

    Yes, I've had some fun today with people yelling at me on my tutorials about calling for shaders they don't have. I'm glad it's up now!

  • glaseyeglaseye Posts: 1,312
    edited December 1969

    ACross said:
    Bobvan said:
    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?

    The Iray content just showed up in my DIM "Ready to Download" about 20-25 minutes ago.

    Ouch, not (yet???) available for manual download .....

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Too many threads on iRay... I need some eye settings. Anyone got a link or a freebie they can point me too? Playing catch up is no fun and still don't have a high end card but making progress.... slowly! Reading through the info found here:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/shader_general_concepts/start#translucency_weight

    But now that I'm understanding skin a bit more I need to move to the eyes.

    Also still can't get the light set I got from DestinyGarden to work right, everything renders black for me. So much for load and render...

  • TJohnTJohn Posts: 11,228
    edited December 1969

    A bit of adjustment to contrast and saturation in PSE11. The light from the HDRI used here was good but a bit diffuse for my taste.

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  • KhoryKhory Posts: 3,854
    edited December 1969

    RAMWolff, you will get a pretty good start if you apply the iray uber to the white of they eye and the iris (be sure there is no specularity on the iris or it gets cloudy) then apply water thin to the cornea and tear. Set the IOR to about 1.37 or so. Go to the morphs and morph the cornea to budge 1 (I have seen it set to higher than 1 with good effect also). That should give you a pretty good start. You may need to make some translucence or sss adjustments depending on the iris and eye white (sclera) original settings.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Khory said:
    RAMWolff, you will get a pretty good start if you apply the iray uber to the white of they eye and the iris (be sure there is no specularity on the iris or it gets cloudy) then apply water thin to the cornea and tear. Set the IOR to about 1.37 or so. Go to the morphs and morph the cornea to budge 1 (I have seen it set to higher than 1 with good effect also). That should give you a pretty good start. You may need to make some translucence or sss adjustments depending on the iris and eye white (sclera) original settings.

    This is a good start right here. If you want those sparkly eyelights, make sure you have a spotlight at low value aimed at a character's eyes, too.

  • MBuschMBusch Posts: 547
    edited December 1969

    Khory said:
    RAMWolff, you will get a pretty good start if you apply the iray uber to the white of they eye and the iris (be sure there is no specularity on the iris or it gets cloudy) then apply water thin to the cornea and tear. Set the IOR to about 1.37 or so. Go to the morphs and morph the cornea to budge 1 (I have seen it set to higher than 1 with good effect also). That should give you a pretty good start. You may need to make some translucence or sss adjustments depending on the iris and eye white (sclera) original settings.

    This is a good start right here. If you want those sparkly eyelights, make sure you have a spotlight at low value aimed at a character's eyes, too.

    Take a look at http://www.daz3d.com/forums/discussion/56019/P150/#817055 and http://www.daz3d.com/forums/discussion/56019/P165/#817153

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Khory said:
    RAMWolff, you will get a pretty good start if you apply the iray uber to the white of they eye and the iris (be sure there is no specularity on the iris or it gets cloudy) then apply water thin to the cornea and tear. Set the IOR to about 1.37 or so. Go to the morphs and morph the cornea to budge 1 (I have seen it set to higher than 1 with good effect also). That should give you a pretty good start. You may need to make some translucence or sss adjustments depending on the iris and eye white (sclera) original settings.

    Thanks so much Khory. I'm working with Dusk though, so there is no tear layer nor bulge morph. I'll probably have to whip one up or let Chris know to add that to the update list. Thanks hon

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    MBusch said:
    Khory said:
    RAMWolff, you will get a pretty good start if you apply the iray uber to the white of they eye and the iris (be sure there is no specularity on the iris or it gets cloudy) then apply water thin to the cornea and tear. Set the IOR to about 1.37 or so. Go to the morphs and morph the cornea to budge 1 (I have seen it set to higher than 1 with good effect also). That should give you a pretty good start. You may need to make some translucence or sss adjustments depending on the iris and eye white (sclera) original settings.

    This is a good start right here. If you want those sparkly eyelights, make sure you have a spotlight at low value aimed at a character's eyes, too.

    Take a look at http://www.daz3d.com/forums/discussion/56019/P150/#817055 and http://www.daz3d.com/forums/discussion/56019/P165/#817153

    Oh, my. First link, VERY helpful! thanks so much!

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Another question... how does one make painted hair not get faded out? You know most male skins have hair options.. well my Bruno's Goatee is not looking very sexy... more washed out. There must be a work around for elements like that. Perhaps I need to make a new map for another channel??

  • KhoryKhory Posts: 3,854
    edited December 1969

    I’m working with Dusk though, so there is no tear layer nor bulge morph. I’ll probably have to whip one up or let Chris know to add that to the update list. Thanks hon

    Blowing off the tear is no big deal. I would look at doing a morph to add they corneal bulge though because the human eye does that and how you expect highlights to be will be informed by that real world experience. But go ahead and give it a try without the bulge and see how you feel about it.

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    RAMWolff: the problem is translucency. The hair is part of the face/head, so the translucence color shows through.

    The fixes are either not using mapped hair or using a mask in translucency weight (I do that for most eyebrows)

  • MarcCCTxMarcCCTx Posts: 926
    edited May 2015

    Hee, hee, hee... iRay Sections

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    Post edited by MarcCCTx on
  • GlennFGlennF Posts: 141
    edited December 1969

    Dawn and Her Car

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  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    RAMWolff: the problem is translucency. The hair is part of the face/head, so the translucence color shows through.

    The fixes are either not using mapped hair or using a mask in translucency weight (I do that for most eyebrows)

    Can you show me what that map looks like so I can make one similar for Bruno's facial hair options? If it's like the Bump I can do that, if it's like the Specular, I can do that. If it's a reversal that needs the hair to be blacked out with the rest white that's cool too. The issue with maps like this if they aren't done right then the render you can see areas of the skin that don't match the rest of the skin on the neck and so forth.

    Thanks so much.

    Khory, I got the settings in place but your right the eye will need a bulge morph, it's kinda flat looking....

  • Oso3DOso3D Posts: 15,047
    edited May 2015

    Here's an example of an eyebrow mask I have made for MODEL I WILL NOT NAME (also shrunk a bunch because we're not supposed to copy product stuff even edited so ... meh)

    Basically, just took a spec or bump map with eyebrows easily distinguished, played with curves to isolate the eyebrows and flatten everything else.

    Could do the same with hair/beard/whatever.

    It's pretty simple -- white is regular translucency, black is none, and bam.

    Eyebrowmaskexample.jpg
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    Post edited by Oso3D on
  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    Ah, so it's the base map with everything else removed.... That's easy enough. Thanks so much!

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Welcome! Conceivably you could get really fancy, with expertly painted translucency maps to reflect the varying depth, bones, etc.

    But that's waaaaaaaaaaaaaaaay beyond my skills (or interest), and would be a very very very subtle effect.

    (Mec4D pointed out that the nose is a prime candidate for varying translucency, since the nasal bone will block light)

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    GlennF said:
    Dawn and Her Car

    Beautiful render Glenn, I really like the background image too, very realistic. May I ask what background you used in this render ?

    Cheers :-)

  • RAMWolffRAMWolff Posts: 10,256
    edited December 1969

    473 Iterations to get this. I used a trick I read from another poster about using a Distance Light and set it Sun Sky Only under the Environment> Direction. The Dimension Theory Click and Render kept hanging for some reason. I followed their directions to get it working but yea, would not get past 88%. Not sure why.

    Pretty happy for all the studying I did today.

    This is Dusk, Bruno for Dusk and a mixture of my Bruno body and head morphs and a Supersuit I'm still working on with one of it's pairs of boots and some of the material zone options. Would like to make the green glow but I have a ways to go before I'll get to that point...

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This discussion has been closed.