Show Us Your Iray Renders. Part III
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Oh? Interesting, I'll have to try that. I had overlooked weighted before and just assumed fresnel would be more realistic.
It was just from me poking around with things, not from any serious knowledge, I still have a way to go in figuring out these shaders.
Yeah, but the base color maps under Translucent channel ? I wanna shot myself here .. good for a candle
Someone at DAZ must have been taking notes, :lol:
Interesting Top Coat weighted, vs Top Coat Fesnel
I still used Translucent color as all red like you suggested, the default color is more pinkish..
Talking about G2F base setting not yours ;)
I still used Translucent color as all red like you suggested, the default color is more pinkish..
I switched to Top Coat weighted the other day when working on my surface materials , it give you better control over the top coated surface , no matter oil on human skin or painted wood .. did not checked how the fall off looks like on the human
Weighted has no fall off other than the weight you give it, it is independent of the view angle. Fresnel/Reflectivity set to the correct ior/reflectivity gives you the physically correct fall off based on viewing angle. Custom curve can be physically correct or it can cheat, it gives you control over the fall off curve.
Thanks, so I guess it will be not used for what I need ;) Fresnel/Reflectivity stay as it was as I want the physically correct fall off based on viewing angle what is so important .. I liked the frontal effect on weighted but that is ... did not had time to explore the Custom curve yet
Weighted has no fall off other than the weight you give it, it is independent of the view angle. Fresnel/Reflectivity set to the correct ior/reflectivity gives you the physically correct fall off based on viewing angle. Custom curve can be physically correct or it can cheat, it gives you control over the fall off curve.
I was testing stuff out with PBR material values and albedo and normal maps I prepared ..
here some work on wood
Pay attention that Specular/Glossiness base mixer will have different PBR values than the other shader base mixers like Metallicity/Roughness
All old product textures are closer to Specular/Glossiness shade base mixer values than Metallicity/Roughness
Several people have asked about working with eyes and I've seen various advice so I'd thought I do a quick example and see how it turns out.
To try this out I decide to go find a reference eye to check against. A simple image search yielded several. I decided to compare against this photo of an eye. I knew I wouldn't be able to match it exactly but I wanted to see real reflections on a real eye. I also referred to these diagrams to make sure I had the right anatomical concepts.
The attached image is what I came up with. I did not do anything with skin, lashes, lacrimals, etc, they are just the standard conversion. I was focused on the direct eye materials only. I used the Genesis 2 Female with it default loads and converts except as noted below.
Here was my approach:
Tear/Eye Surface : Apply "Glass - Thin.duf" and change the index of refraction to 1.336 to match tears.
Sclera : Changed the base color texture from the default to number 5 from Awesome Eyes cause I liked the way they looked. I then turned the base color down to .74,.74,.74 because the texture was a bit too bright. I then reverted all other settings to their defaults except Glossy Roughness which I set at 0.25. This was the roughness I arrived at through empirical observation so it may depend on eye set up. I increased the bump to 1.0.
Irises : Setup just like the Scelera except the base color was standard white (1.0,1.0,1.0) and glossy roughness was set to 0.5.
Puplis: Puplis where setup like Sclera/Irises except the glossy layer was shut off by setting "Glossy Layered Weight" to 0. I did this because the Genesis 2 pupils are not physically modeled. So I need them to act like a hole even though it is not. The map sets them black for me, but I don't want them to reflect so I removed the glossy reflection as noted above.
Cornea: The Cornea turned out to be the most complicated to set up as it ends up doing multiple jobs at once. I first applied "Glass - Thin.duf" and changed the index of refraction to 1.3360 to simulate the "aqueous humour". I then turned the "Top Coat Weight" to 1.0 and turned the "Top Coat Layering Mode" to Frensel with a "Top Coar IOR" set to 1.376 to model the surface of the cornea. This was giving me good results but I found the line between Irises and Sclera too pronounced. This turns out to be an old issue with the Genesis 2 models and luckily many of the major DAZ Characters come with maps to address it. This map is found in "[Content Directory]/Runtime/Textures/DAZ/Characters/Genesis2/Victoria6V6AnnaEyeTr.jpg" for Victoria6. For 3Delight these maps go in the opacity channel but working from a tip I received at the DAZ office I instead put it in the "Refraction Weight" channel, then opened the "Image Editor..." and set "Invert" to On. If you don't want to use the "Image Editor.." method you can also invert the map in your favorite image editing program. I also added this map to the "Top Coat Weight" and again used the "Image Editor..." option to invert it. To finish the blend I then added the same "Base Color" map that I used on the other surfaces to the cornea. Finally I changed the "Glossy Reflectivity" to 0.4.
To finish the image I added the an hdri from HDRI Archives called "Old Industrial Hall" because it had dominate windows in it. Then adjusted tone mapping to match the hdri.
Hmm. When I try that, cjones, if I use inverted map in Refraction, the cornea is opaque white. Do you mean to keep it regular in refraction, inverted for top weight?
And if so, I'm still getting the edge between iris and sclera.
nice material setting but cornea looking flat .. not corneal bulge , a drop of water is volumetric , that why you run into problem, turn the thin wallet OFF to make it "volumetric" to simulate the “aqueous humour” so the light can bounce "inside" the eye and will be fantastic
If anybody is interested in closer look (atrocious pun) on CG eyes, Disney Research has worked on it.
Experimenting with cjones' suggestions for cornea (also made cornea and tears volumes rather than thin)
I didn't use the image map, because it seemed to make things worse.
Wow, that's gorgeous!
Nice work Stefan! And yes, Iray loves more light. It does slow down in shadowed areas. Although, in a lot of cases, the scene is 'good enough' way before the render finishes, as it seems the lighter areas are all finished. Back in the day when you used 'film', you generally had to go to a faster film like at least 400 speed and it left some grain all over. So some grain in the shadows to me, looks very much like real photography. The exception now is that better DSLRs now handle those dark areas with very little noise. i guess we are going to need an add noise filter for processing our digital images now. LOL!!!
I literally did add a noise filter on an iray-rendered digital image a few weeks ago, I was on total auto-pilot not thinking about what I was doing.
It was a true face-palm moment, although I have to say the noise filter on the image looked good.
AlexL, I hope you dont mind me asking, for the animation on your YouTube video, what are your system specs?
I want to use Iray for animations but I haven't been able to get manageable render times. I could live with 10 minutes per frame but I will need to upgrade to a new system soon.
Well, using all the tips and tricks I found in this thread and in the hair thread I came up with this image.
I am still not satisfied. The hair doesn't look good and for a reason I yet don't understand his face has the right gloss but not his neck. Both have the same settings though. I blurred hair and neck so this wouldn't be too obvious.
Playing around with skins and four arms...
The full figure is here: http://willbear.deviantart.com/art/Fourarmed-Beauty1-532072460
(It's almost nude, so I figured it'd be better as a link)
It could be a case of the specular maps not matching up well. I stopped using specular maps altogether because of this. It does look good regardless, though.
Playing with "My" Eye lol
SSS on sclera and iris
Iris surface modeled in Zbrush it is 8K displacement map extracted from 14 million poly
I'm finding most reflection in the eye way too bright and have found glossy weight .3 to .5 works better.
Applying the volume does give it extra "pop" but at the cost of over twice the number of samples to converge. So it probably just depends how long the artist wishes to wait and how dominate the eye is in the scene.
For side by side I'll post the original versus the volume:
Good looking eye.
Should be inverted in both. This is what my refraction weight looked like:
Are you sure that inverted? Image editor seems not to handle it properly... ?
I used LIE to invert.
Hmm "eye" see what you're doing there ;-) Looking very good! (shall I go for the pun trifecta? LOL)
I am using refraction reflection not glossy weight
The thing about genesis eye is that the Eyes-reflection is on top of the Cornea so you can shut down cornea or you can shut down eye reflection as I do and have just one layer for easy cake . ;)
Applying the volume does give it extra "pop" but at the cost of over twice the number of samples to converge. So it probably just depends how long the artist wishes to wait and how dominate the eye is in the scene.
For side by side I'll post the original versus the volume: