Show Us Your Iray Renders. Part III

14445464749

Comments

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    I saw this interesting thread regarding using Genesis texture maps on G2F https://www.daz3d.com/forums/index.php?/forums/discussion/57275/ so followed DAZ_Spooky's method quoted below in his reply post #5, and I applied a male Genesis texture to G2M. I did not realise it was this easy, without needing scripts.

    DAZ_Spooky wrote :
    Load Genesis
    Apply your texture
    Open the surface tab, with Genesis still selected.
    There will be an entry for UV set (Most Genesis female texture sets are Victoria 4).
    Note the UV set.
    Save as Material preset (which will be saved as a DUF) to another folder or with a different name.
    Load Genesis 2 Female.
    On the surfaces pane see if you have the correct UV set. If you don’t but you wish to use the texture set you will have to purchase the correct UV set.
    Apply the new DUF preset you just saved.

    I then applied the Iray Uber base shader to the skin textures and tweaked the settings until I got the desired look. I find it quite good how 'older' textures can be adjusted for Iray.
    The scene lighting is Dumor3D's amazing outdoor HDRI set http://www.daz3d.com/apocalyptic-plant-outdoors-set-1-iray-hdris

    Hope others find this useful, and my thanks to DAZ-Spooky for the original post.

    Cheers. :-)

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  • NoName99NoName99 Posts: 322
    edited December 1969

    Awesomeness!

    My Comic Book Shop Render was featured by Nvidia on their tumblr page.
    I was surprised when I saw it, it's pretty cool.

    Scrolling through there site I saw that AlexL's Boxer render was featured as well.


    http://nvidia.tumblr.com/post/120654363818/nicely-done

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    dinopt said:
    Awesomeness!

    My Comic Book Shop Render was featured by Nvidia on their tumblr page.
    I was surprised when I saw it, it's pretty cool.

    Scrolling through there site I saw that AlexL's Boxer render was featured as well.


    http://nvidia.tumblr.com/post/120654363818/nicely-done

    Congratulations! It is a nice render!

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    You know why not ? because the Asteria hair have great and accurate opacity maps .. all you can do is twist down the translucency weight or change the gamma for the opacity maps as well .. the hair I tested was working fine but mostly of them are not Iray ready

    ACross said:
    MEC4D said:
    2 minutes render on GTX 760 200 samples .. all shaders PBS ( physically based shaders) CPU rendering friendly :)
    All materials was based on Fresnel IOR with proper values . I never going to use glossy and specular again lol at last not on the non organic surfaces
    Some props old one some just made today .. mix and match of old and new ..

    YOU KNOW WHAT TIME IT IS ?
    It's Iray time... lol

    Every night at midnight, DAZ time, I check to see if the new day has brought something else from you. Skin shaders, Eyes, now "PBS Shaders" ... Oh, the anticipation!

    I can't remember the last time I was this impatient! lol

    I'll just have to be content with testing the Iray Hair Shaders from Unshaven 2 on the various hair objects I have. Sadly none have worked as well as the Asteria hair I posted in the Unshaven thread. (http://www.daz3d.com/forums/discussion/55729/P165/#829455) So far, anyway.

    Oh, well. Back to work. :-)

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Congratulations !
    they posted mine too there and also Alex's did not know
    http://nvidia.tumblr.com/post/118243739441/the-new-face-of-photorealistic-imagery-powered-by

    dinopt said:
    Awesomeness!

    My Comic Book Shop Render was featured by Nvidia on their tumblr page.
    I was surprised when I saw it, it's pretty cool.

    Scrolling through there site I saw that AlexL's Boxer render was featured as well.


    http://nvidia.tumblr.com/post/120654363818/nicely-done

  • TenmaruTenmaru Posts: 105
    edited December 1969

    Very beautiful and realistic.

    Do you mind explaining a lil bit more? How to construct these PBS shaders, and where proper values can be found or what are they based on for non-organic materials?

    So, for any non-organic material you only modify fresnel IOR ? Kinda confused....

    MEC4D said:
    2 minutes render on GTX 760 200 samples .. all shaders PBS ( physically based shaders) CPU rendering friendly :)
    All materials was based on Fresnel IOR with proper values . I never going to use glossy and specular again lol at last not on the non organic surfaces
    Some props old one some just made today .. mix and match of old and new ..

    YOU KNOW WHAT TIME IT IS ?
    It's Iray time... lol

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    You can check in here if you like to talk about as this is commercial topic of discussion and I do't want to spam this thread with it

    http://www.daz3d.com/forums/discussion/56321/


    Tenmaru said:
    Very beautiful and realistic.

    Do you mind explaining a lil bit more? How to construct these PBS shaders, and where proper values can be found or what are they based on for non-organic materials?

    So, for any non-organic material you only modify fresnel IOR ? Kinda confused....

    MEC4D said:
    2 minutes render on GTX 760 200 samples .. all shaders PBS ( physically based shaders) CPU rendering friendly :)
    All materials was based on Fresnel IOR with proper values . I never going to use glossy and specular again lol at last not on the non organic surfaces
    Some props old one some just made today .. mix and match of old and new ..

    YOU KNOW WHAT TIME IT IS ?
    It's Iray time... lol

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

    Yes, I know. I didn't have high expectations for the older hair, most of which came with bundles I've purchased. The new hair is better. I'll have to try turning down the translucency and see if that helps. And I'm not disappointed. I consider the Iray Hair Shaders working on hair as well as the Unshaven beards as a free bonus. And I'm delighted they work for any of the currently available hair!

    MEC4D said:
    You know why not ? because the Asteria hair have great and accurate opacity maps .. all you can do is twist down the translucency weight or change the gamma for the opacity maps as well .. the hair I tested was working fine but mostly of them are not Iray ready

    ACross said:

    I'll just have to be content with testing the Iray Hair Shaders from Unshaven 2 on the various hair objects I have. Sadly none have worked as well as the Asteria hair I posted in the Unshaven thread. (http://www.daz3d.com/forums/discussion/55729/P165/#829455) So far, anyway.
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Yes I agree, the same issue was when the first Reality was out the hair was looking horrible due to the wrong opacity maps, I even read in the DAZ Wiki comments about that that some folk use opacity to simulate translucency in the wrong way and now when you add real translucency the hair are almost gone or get shorter , it was good trick for 3Delight but not when you deal with PBR
    the Unshaven 2 shader was created to working with physical hair geometry in first place but it working on some one poly constructed hair as well and even better on double faced polygons what was not the intention in first place but somehow the effect was nicer than hair with painted highlights so as you said before just a bonus .

    I found little other way already for the regular hair what may work better but will release it with other things together soon sadly we still deal with the bad opacity maps :(

    for now turn down the translucency or make the first translucent color darker the rest have to stay this way for the PBR values like the first main glossy /specular as it is PBR accurate , the top coat can be adjusted as you wish or other layers , more or less roughness will be not going in the way . Important is the base specular color as it can't extend the real human hair chromatic specular or you get synthetic look

    ACross said:
    Yes, I know. I didn't have high expectations for the older hair, most of which came with bundles I've purchased. The new hair is better. I'll have to try turning down the translucency and see if that helps. And I'm not disappointed. I consider the Iray Hair Shaders working on hair as well as the Unshaven beards as a free bonus. And I'm delighted they work for any of the currently available hair!

    MEC4D said:
    You know why not ? because the Asteria hair have great and accurate opacity maps .. all you can do is twist down the translucency weight or change the gamma for the opacity maps as well .. the hair I tested was working fine but mostly of them are not Iray ready

    ACross said:

    I'll just have to be content with testing the Iray Hair Shaders from Unshaven 2 on the various hair objects I have. Sadly none have worked as well as the Asteria hair I posted in the Unshaven thread. (http://www.daz3d.com/forums/discussion/55729/P165/#829455) So far, anyway.
  • evilded777evilded777 Posts: 2,466
    edited December 1969

    The Boy Wonder Years: Your Tears Don't Fall They Crash Around Me

    Yes... the title is taken from a song lyric by Bullet For My Valentine

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Powerful , well portrayed , love the 3D metaphor

    The Boy Wonder Years: Your Tears Don't Fall They Crash Around Me

    Yes... the title is taken from a song lyric by Bullet For My Valentine

  • SickleYieldSickleYield Posts: 7,644
    edited June 2015

    And some more lights and shaders practice! There's no postwork, that's Iray's own bloom filter.

    Please view the full-size version at dA. http://sickleyield.deviantart.com/art/Held-Them-Off-537789230

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    Post edited by SickleYield on
  • Nyghtfall3DNyghtfall3D Posts: 786
    edited June 2015

    My first Iray render.

    Title: "Baroque Grandeur"
    Completed: 6/05/15
    Render Time: About 45 minutes

    My Specs: 3.5 GHz Core i7, 32 GB RAM, 6 GB Geforce GTX 780

    My initial reaction upon learning about Iray was to throw my hands in the air and take a break from 3D art. I was frustrated the software I was using, and the industry as a whole. The last thing I wanted was to start learning how to use another unbiased renderer, and I knew I wouldn't be able to help myself.

    Since the release of DAZ Studio 4.8 Pro... I... couldn't... help myself... It just feels so damn good overcoming challenges, sharing original art, and getting feedback on it... So, I installed it, yesterday...

    First impression of Iray: It is in desperate need of a user guide for anyone not familiar with how to user shader presets in DS (like me). As it stands, the closest thing to one are at the links below:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/new_features/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/render_settings/engine/nvidia_iray/start

    I had to find a video tutorial on YouTube just to understand the basic principles of setting up and lighting a scene. I found three:

    Creating and Lighting a Scene with Iray in DAZ Studio

    Lighting and Tonemapping in Iray

    Undercover Way of Lighting V6 While Getting Stunning Results Quickly & Easily

    I spent most of last night and much of today studying it all, and I am completely blown away. For material settings, the only thing I did was apply an Emission shader to the light bulbs, turning them into mesh lights. Every other surface is straight from the Iray uber base. I also created a plane primitive, turned it into a mesh light, and positioned it above and to the right of the camera to add a fill light to the foreground.

    Lux offers a few distinct advantages over Iray, including on-the-fly tonemapping and light adjustment while rendering, but I'm willing to sacrifice some functionality for the enormous boost in render speed. This is what the render looked like after just 8 minutes.

    On a related note, earlier this week I bought a new 27" Asus 2k monitor. It replaced a 22" 1920 x 1080 LG Flatron. DAZ Studio looks absolutely phenomenal on this thing!

    Production Credits

    Baroque Grandeur by Jack Tomalin

    Baroque_Grandeur.jpg
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    Post edited by Nyghtfall3D on
  • kyoto kidkyoto kid Posts: 41,260
    edited June 2015


    The Titan Z is two Titan Blacks on the same card.


    Yes, but with some render-expensive compromises. Checking the Octane render benchmark page (reasonably translatable to Iray) shows a Titan Z is not quite as fast as two Titans, and some considerable way behind two Titan Blacks. There is always a penalty to the multi-GPU cards.



    Remember that NVIDIA doesn't actually make cards (The ones branded NVIDIA are manufactured by PNY.) they license the chipsets.

    Again yes, but at certain times the process is no different to Apple not making iPhones (actually made by Foxconn, etc).

    A typical example is the launch of a new top-end card. Nvidia wants them all to be "reference" cards, so they are all the same spec made in the same factory. Whether they are branded Asus, EVGA, Gigabyte, Palit, Zotac; they are all the same. They'll have different boxes, different warranties, different bundled extras, even different clocks - but the cards are physically all the same (with only NVidia branding on the hardware). This is the situation with the Titan X so far.

    On other occasions (such as with the 980 Ti launch), you will have ASUS, EVGA, Gigabyte, etc, actually making or adapting the cards in their own factories. That's when you see all the different formats and coolers, etc. It's not beyond the realms of possibility that someone will release a 12GB 980 Ti, although I doubt NVidia will let that happen soon.

    .
    ...still a bit surprised that Nvidia (or one of the GPU companies) hasn't released an 8GB card to compete with the Sapphire R9 290X 8GB Vapor-X.

    Post edited by kyoto kid on
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Nyghtfall said:
    My first Iray render.

    Title: "Baroque Grandeur"
    Completed: 6/05/15
    Render Time: About 45 minutes

    My Specs: 3.5 GHz Core i7, 6 GB Geforce GTX 780, 32 GB RAM

    Production Credits

    Baroque Grandeur

    Very cool! Nice mesh lighting with the candles.

  • aaron575aaron575 Posts: 146
    edited December 1969

    MEC4D said:
    2 minutes render on GTX 760 200 samples .. all shaders PBS ( physically based shaders) CPU rendering friendly :)
    All materials was based on Fresnel IOR with proper values . I never going to use glossy and specular again lol at last not on the non organic surfaces
    Some props old one some just made today .. mix and match of old and new ..

    YOU KNOW WHAT TIME IT IS ?
    It's Iray time... lol

    Very nice.
  • aaron575aaron575 Posts: 146
    edited December 1969

    Nyghtfall said:
    My first Iray render.

    Title: "Baroque Grandeur"
    Completed: 6/05/15
    Render Time: About 45 minutes

    My Specs: 3.5 GHz Core i7, 6 GB Geforce GTX 780, 32 GB RAM

    Production Credits

    Baroque Grandeur

    I was looking at this model this morning and thought it was a bit out of my depth at the moment. You have done a great job, looks awesome.
  • Nyghtfall3DNyghtfall3D Posts: 786
    edited June 2015

    Nyghtfall said:
    My first Iray render.

    Title: "Baroque Grandeur"
    Completed: 6/05/15
    Render Time: About 45 minutes

    My Specs: 3.5 GHz Core i7, 6 GB Geforce GTX 780, 32 GB RAM

    Production Credits

    Baroque Grandeur

    Very cool! Nice mesh lighting with the candles.

    Thanks.

    Both of your YouTube videos I just linked to helped, so thank you very much for those.

    I was looking at this model this morning and thought it was a bit out of my depth at the moment. You have done a great job, looks awesome.

    Thank you, aaron, I appreciate that.

    Post edited by Nyghtfall3D on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I was preparing to render parts of this set tonight ,amazing ..love it

    Nyghtfall said:
    My first Iray render.

    Title: "Baroque Grandeur"
    Completed: 6/05/15
    Render Time: About 45 minutes

    My Specs: 3.5 GHz Core i7, 32 GB RAM, 6 GB Geforce GTX 780

    My initial reaction upon learning about Iray was to throw my hands in the air and take a break from 3D art. I was frustrated the software I was using, and the industry as a whole. The last thing I wanted was to start learning how to use another unbiased renderer, and I knew I wouldn't be able to help myself.

    Since the release of DAZ Studio 4.8 Pro... I... couldn't... help myself... It just feels so damn good overcoming challenges, sharing original art, and getting feedback on it... So, I installed it, yesterday...

    First impression of Iray: It is in desperate need of a user guide for anyone not familiar with how to user shader presets in DS (like me). As it stands, the closest thing to one are at the links below:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/new_features/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/render_settings/engine/nvidia_iray/start

    I had to find a video tutorial on YouTube just to understand the basic principles of setting up and lighting a scene. I found three:

    Creating and Lighting a Scene with Iray in DAZ Studio

    Lighting and Tonemapping in Iray

    Undercover Way of Lighting V6 While Getting Stunning Results Quickly & Easily

    I spent most of last night and much of today studying it all, and I am completely blown away. For material settings, the only thing I did was apply an Emission shader to the light bulbs, turning them into mesh lights. Every other surface is straight from the Iray uber base. I also created a plane primitive, turned it into a mesh light, and positioned it above and to the right of the camera to add a fill light to the foreground.

    Lux offers a few distinct advantages over Iray, including on-the-fly tonemapping and light adjustment while rendering, but I'm willing to sacrifice some functionality for the enormous boost in render speed. This is what the render looked like after just 8 minutes.

    On a related note, earlier this week I bought a new 27" Asus 2k monitor. It replaced a 22" 1920 x 1080 LG Flatron. DAZ Studio looks absolutely phenomenal on this thing!

    Production Credits

    Baroque Grandeur by Jack Tomalin

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thank you !

    aaron575 said:
    MEC4D said:
    2 minutes render on GTX 760 200 samples .. all shaders PBS ( physically based shaders) CPU rendering friendly :)
    All materials was based on Fresnel IOR with proper values . I never going to use glossy and specular again lol at last not on the non organic surfaces
    Some props old one some just made today .. mix and match of old and new ..

    YOU KNOW WHAT TIME IT IS ?
    It's Iray time... lol

    Very nice.
  • aaron575aaron575 Posts: 146
    edited December 1969

    This is my very first attempt to make a shader, trying to get a highly varnished wood look. Would love to hear your thoughts.

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    That is a nice start, if you used top coat change reflection to Fresnel and change the value of Fresnel IOR to 1.52 and get down with the glossy between 0.90 - 0.98 you would get a nice effect too ( Specular/Glossiness base shader mixer) not Metallicity . Wood , plastic and glass Fresnel IOR are between 1.44 to 1.52 and 1.56 for very shiny plastics and coats at maximum .


    aaron575 said:
    This is my very first attempt to make a shader, trying to get a highly varnished wood look. Would love to hear your thoughts.
  • aaron575aaron575 Posts: 146
    edited December 1969

    MEC4D said:
    That is a nice start, if you used top coat change reflection to Fresnel and change the value of Fresnel IOR to 1.52 and get down with the glossy between 0.90 - 0.98 you would get a nice effect too ( Specular/Glossiness base shader mixer) not Metallicity . Wood , plastic and glass Fresnel IOR are between 1.44 to 1.52 and 1.56 for very shiny plastics and coats at maximum .


    aaron575 said:
    This is my very first attempt to make a shader, trying to get a highly varnished wood look. Would love to hear your thoughts.
    Thank you MEC4D, I did use a top coat but have it set to reflection. Will try your suggestions later on but for now life duties call and I have to go and cook dinner. :-)
  • SnowSultanSnowSultan Posts: 3,648
    edited December 1969

    Well that's hands-down the best 'first' Iray render I've seen. :)

    Nyghtfall said:
    My first Iray render.

    Title: "Baroque Grandeur"
    Completed: 6/05/15
    Render Time: About 45 minutes

    My Specs: 3.5 GHz Core i7, 32 GB RAM, 6 GB Geforce GTX 780

    My initial reaction upon learning about Iray was to throw my hands in the air and take a break from 3D art. I was frustrated the software I was using, and the industry as a whole. The last thing I wanted was to start learning how to use another unbiased renderer, and I knew I wouldn't be able to help myself.

    Since the release of DAZ Studio 4.8 Pro... I... couldn't... help myself... It just feels so damn good overcoming challenges, sharing original art, and getting feedback on it... So, I installed it, yesterday...

    First impression of Iray: It is in desperate need of a user guide for anyone not familiar with how to user shader presets in DS (like me). As it stands, the closest thing to one are at the links below:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/new_features/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/render_settings/engine/nvidia_iray/start

    I had to find a video tutorial on YouTube just to understand the basic principles of setting up and lighting a scene. I found three:

    Creating and Lighting a Scene with Iray in DAZ Studio

    Lighting and Tonemapping in Iray

    Undercover Way of Lighting V6 While Getting Stunning Results Quickly & Easily

    I spent most of last night and much of today studying it all, and I am completely blown away. For material settings, the only thing I did was apply an Emission shader to the light bulbs, turning them into mesh lights. Every other surface is straight from the Iray uber base. I also created a plane primitive, turned it into a mesh light, and positioned it above and to the right of the camera to add a fill light to the foreground.

    Lux offers a few distinct advantages over Iray, including on-the-fly tonemapping and light adjustment while rendering, but I'm willing to sacrifice some functionality for the enormous boost in render speed. This is what the render looked like after just 8 minutes.

    On a related note, earlier this week I bought a new 27" Asus 2k monitor. It replaced a 22" 1920 x 1080 LG Flatron. DAZ Studio looks absolutely phenomenal on this thing!

    Production Credits

    Baroque Grandeur by Jack Tomalin

  • StevieCStevieC Posts: 70
    edited December 1969

    A little off topic, or, maybe not......anyone out there tried JeffersonAF's Iray Shaders now available at Renderosity? I'm thinking of purchasing, primarily for the Liquid Shaders, as I can't seem to get a decent water render out of Iray, for the Life of me! Found here: http://www.renderosity.com/mod/bcs/index.php?ViewProduct=110205

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Beside the displacement or whatever it is used on the surface the rest is completely out of proportions
    let me make you something Stevie .. you wanna big waves or small ? show me some references what you have on your mind and I will setup for you something quickly

    StevieC said:
    A little off topic, or, maybe not......anyone out there tried JeffersonAF's Iray Shaders now available at Renderosity? I'm thinking of purchasing, primarily for the Liquid Shaders, as I can't seem to get a decent water render out of Iray, for the Life of me! Found here: http://www.renderosity.com/mod/bcs/index.php?ViewProduct=110205
  • aaron575aaron575 Posts: 146
    edited December 1969

    MEC4D said:
    That is a nice start, if you used top coat change reflection to Fresnel and change the value of Fresnel IOR to 1.52 and get down with the glossy between 0.90 - 0.98 you would get a nice effect too ( Specular/Glossiness base shader mixer) not Metallicity . Wood , plastic and glass Fresnel IOR are between 1.44 to 1.52 and 1.56 for very shiny plastics and coats at maximum .


    aaron575 said:
    This is my very first attempt to make a shader, trying to get a highly varnished wood look. Would love to hear your thoughts.
    Took your tips and came up with this, really happy with it, you can see the grain a lot better now and it still looks nice and shiny. Thanks again.
    clock2.png
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Very nice , you can see now difference between the glass and the wood in reflections , Fresnel will reflect only by the angle giving your eyes chance to see what is bellow the coat surface .. good job !

    aaron575 said:
    MEC4D said:
    That is a nice start, if you used top coat change reflection to Fresnel and change the value of Fresnel IOR to 1.52 and get down with the glossy between 0.90 - 0.98 you would get a nice effect too ( Specular/Glossiness base shader mixer) not Metallicity . Wood , plastic and glass Fresnel IOR are between 1.44 to 1.52 and 1.56 for very shiny plastics and coats at maximum .


    aaron575 said:
    This is my very first attempt to make a shader, trying to get a highly varnished wood look. Would love to hear your thoughts.
    Took your tips and came up with this, really happy with it, you can see the grain a lot better now and it still looks nice and shiny. Thanks again.
  • StonemasonStonemason Posts: 1,197
    edited December 1969

    doodling....

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  • RarethRareth Posts: 1,462
    edited December 1969

    doodling....

    Honestly, looks more like a movie prop on a set more than it does CGI, very nice job.

This discussion has been closed.