Show Us Your Iray Renders. Part III

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Comments

  • 8eos88eos8 Posts: 170
    edited May 2015

    I think I've finally hit upon a combination of skin/eyes/hair settings that I'm satisfied with. :)

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    Post edited by 8eos8 on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I made perfect ambient HDRI ..it does not create shadows or color over cast , for checking on seams and textures, you can set the environment value to the one you like and use it with spot light in combination , the hand u see is the base G2F without Iray materials, it render all old stuff for 3delight as in Uber lol

    if you wanna it just let me know ... it is handy map and very soft box plus u can change the white point to get the tint you like as i did in my last render then used bloom effect for the dreamy look

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  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    Here you go

    Light Power over 1350 W diffused , most on 45 and 90 degree of the Infinite Dome so rotate to 45 or 90 for best result
    scale the Finite Sphere to 9 % for stronger ambient and higher (AO effect ) if needed

    Files (8.5 MB total)
    MEC4D_HDRI_exp2.0_DS_Iray_Ambient.zip

    Will be deleted on
    17 May, 2015

    Download link

    http://we.tl/7w0WwsQ4Ur

    Post edited by MEC4D on
  • StormlyghtStormlyght Posts: 666
    edited December 1969

    Thank you @MEC4D!

    Trish

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    you welcome Trish

    bellow standard M6 materials and G2F no Iray shaders

    first is the main setting in Iray .. the second the map intensity to 0.10 environment to 0
    you can add some spot light and use it as a base ambient in your scene

    and btw DAZ is welcome to add all my maps to the public resource folder


    Thank you @MEC4D!

    Trish

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  • Oso3DOso3D Posts: 15,046
    edited May 2015

    I think the reflection on the cornea needs to be less here. Hrm.

    Anyway, wanted a more elegant lady. Also, I used my blue opal shader on the jewelry. It's subtle, but I like it.

    The model is Rafaga.

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    Post edited by Oso3D on
  • abe01abe01 Posts: 29
    edited December 1969

    I've tried to create an diamond shader.
    The first image is a spotlight positioned over the gemstone, the second is environment lightning.

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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Nice done guys

    here is one more soft box and the setting from the screen shot

    Environment Map value 4
    Dome rotation 180

    Files (8.74 MB total)
    MEC4D_HDRI_exp2.0_outdoor_ambient.zip

    Will be deleted on
    18 May, 2015

    Download link
    http://we.tl/lXLLPn4L8n

    ambient_outdoor_light.jpg
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  • IceCrMnIceCrMn Posts: 2,149
    edited December 1969

    MEC4D said:
    Here you go

    Light Power over 1350 W diffused , most on 45 and 90 degree of the Infinite Dome so rotate to 45 or 90 for best result
    scale the Finite Sphere to 9 % for stronger ambient and higher (AO effect ) if needed

    Files (8.5 MB total)
    MEC4D_HDRI_exp2.0_DS_Iray_Ambient.zip

    Will be deleted on
    17 May, 2015

    Download link

    http://we.tl/7w0WwsQ4Ur

    Thank you very much :)

  • AprilYSHAprilYSH Posts: 1,514
    edited December 1969

    MEC4D said:
    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

    WOW!! When can we buy this??? :coolsmile:

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    You welcome make sure you get the second one too ;)


    icecrmn said:

    Thank you very much :)


    I don't want sounds commercial, but something cool is cooking ;) soon enough lol
    2-3 days will post separate thread ;)

    AprilYSH said:
    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

    WOW!! When can we buy this??? :coolsmile:

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

    MEC4D said:
    Here you go

    Light Power over 1350 W diffused , most on 45 and 90 degree of the Infinite Dome so rotate to 45 or 90 for best result
    scale the Finite Sphere to 9 % for stronger ambient and higher (AO effect ) if needed

    Files (8.5 MB total)
    MEC4D_HDRI_exp2.0_DS_Iray_Ambient.zip

    Will be deleted on
    17 May, 2015

    Download link

    http://we.tl/7w0WwsQ4Ur


    ...thank you as well. Nice to have a good ambient light for character studies.
  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    ...found something Iray doesn't seem to t like at all. Have a character with Neftis' Gloria Short Hair. Looks fine in the viewport, but when rendering in Iray, one of the texture maps (I believe for the skullcap) appears to repeat as very small small tiled version of the map throughout the hair. Not sure what would cause that.

    Post edited by kyoto kid on
  • AlexLOAlexLO Posts: 193
    edited May 2015

    Kyoto Kid said:
    ...found something Iray doesn't seem to t like at all. Have a character with Neftis' Gloria Short Hair. Looks fine in the viewport, but when rendering in Iray, one of the texture maps (I believe for the skullcap) appears to repeat as very small small tiled version of the map throughout the hair. Not sure what would cause that.

    Check the UV tiling in the skullcap surface, as well as in the image editor of the color & opacity maps.

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

    ...the tiling shows as 1.00 for both horizontal and vertical with no offset. Same for all the strand maps.


    OK, headdesk time. forgot to convert the shaders to the Iray base. That fixed the issue.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Jepe showed a render playing around with V3Digitimes' Serpio set in Iray, so I bugged him for settings and gave it a try!

    There's a fuller explanation on the deviantart version.

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  • LyonessLyoness Posts: 1,616
    edited December 1969

    Okay. I haven't seen much on fingernails yet. So I made up a shader for shiny nails.
    I like my nails to be smooth and shiny like acrylic nails. I think it makes for a pretty finish on the hands.
    I've attached a pic with my settings applied and a skin shader where I've tried, tried tried to follow the instructions in this thread. I'm seriously on info overload from Mec4d and everyone. So notes and updates to my settings are just fine!

    Shoutouts for notable work:
    Pearbear... awesome work. seriously great.
    Alex: niiiiiiice.
    Sickleyield: that looks awesome.


    now here's my settings for shiny finger nails!!:
    (lots of defaults listed, but it's better to be thorough!!)

    Base Mixing: PBR Spec/Glossiness
    Base Color: Map + 0.54 0.54 0.54
    diffuse Roughness: 0
    Translucency Weight: 0
    Glossy Layered Weight: 0.20
    share Glossy Inputs: on
    glossy color: 0.59 0.59 0.59
    Glossy Color Effect: Scatter & Transmit
    Glossy Specular: 1 1 1
    Glossiness: 1
    Backscattering Weight: 0
    Refraction Index: 1.56
    Refraction Weight: 0
    Base Thin Film: 0
    Base Bump: none - I like a smooth arcylic nail finish
    Normal Map: none
    Metallic Flakes Weight: 0
    Top Coat Weight: 0.99
    Top Coat Color: 0.54 0.54 0.54
    Top Coat Glossiness: 1
    Top Coat Layering Mode: Reflectivity
    Reflectivity: 0.50
    Top Coat Anisotropy: 0.50
    Top Coat Rotations: 0
    Top Coat Thin Film IOR: 1.6
    Top Coat Bump Mode: Height Map (default)
    Top Coat Bump: none
    Thin Walled: off
    Transmitted Measurement Distance: 0.1 (default)
    Transmitted Color: 0 0 0
    Scattering Measurement Distance: 0.1 (default)
    SSS Amount: 0
    SSS Direction: 0
    No emission, cutout Opacity, Displacement Strength, Tiles, Offset
    Everything else default

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  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Very pretty, Lyoness!

  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    Scream!! Fuji film effect in Photoshop

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    Post edited by MEC4D on
  • nicsttnicstt Posts: 11,715
    edited December 1969

    MEC4D said:
    Nice done guys

    here is one more soft box and the setting from the screen shot

    Environment Map value 4
    Dome rotation 180

    Files (8.74 MB total)
    MEC4D_HDRI_exp2.0_outdoor_ambient.zip

    Will be deleted on
    18 May, 2015

    Download link
    http://we.tl/lXLLPn4L8n

    Thank you for this and the others, much appreciated.

  • D.RobinsonD.Robinson Posts: 283
    edited December 1969

    Yay i can post again after they fixed! Anyway i got a couple questions i will try to describe what i am having difficulty with.

    Couple days ago i purchased Danika from the DAZ store. I really like the look of the model. My first part question is which mats should i be using with her. She comes with base mats as well as SSS mats. The problem is when i use the SSS mats in Iray the skin gets all smeared and i have to adjust alot of dials to make it look good. If instead i use the base mats and convert to the iray optimized mat it loses some fine details on the skin. My second question is concerning the mats is it seems like if i use the base mats on the eyes and nails they are dull. But the SSS mats on the eyes and nails shines they way they were intended to. Which gets me to my 3rd question. In which order should i be applying mats and shaders. A couple of times when tinkering i ended up with nasty seams and such i couldnt correct so i had to start all over. Its all very frustrating.

    Anyhoo any and all suggestions would be appreciated here is a test image i did a couple days ago with some of the things i tinkered with i think it looks ...ok but not great.


    Daniel

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  • Richard HaseltineRichard Haseltine Posts: 102,865
    edited December 1969

    Kyoto Kid said:
    ...the tiling shows as 1.00 for both horizontal and vertical with no offset. Same for all the strand maps.


    OK, headdesk time. forgot to convert the shaders to the Iray base. That fixed the issue.

    If something isn't auto-converting correctly but does work on manual conversion I would think it worth a bug report.

  • Oso3DOso3D Posts: 15,046
    edited December 1969

    Did another rendition of my firebender guy with Serpio fire stuff:
    http://willbear.deviantart.com/art/Firebender-532404106

    Experimented with various things, ended up going with some bloom.

  • KhoryKhory Posts: 3,854
    edited December 1969

    Couple days ago i purchased Danika from the DAZ store. I really like the look of the model. My first part question is which mats should i be using with her. She comes with base mats as well as SSS mats. The problem is when i use the SSS mats in Iray the skin gets all smeared and i have to adjust alot of dials to make it look good.

    I did a promo with her just the other day actually. I suggest that you use the SSS mats because with Iray you need the sss for skin to look right (in my opinion) and that will have them there to transport over. If I recall correctly I didn't have to do scads of fiddling with her. I used a character I had already converted applied over the textures (ctrl held down and ignore textures) so I had most of the settings in place. She is a v5 UV if I recall correctly and I did have to make sure that I had all her textures set for that because my original was v6. I didn't notice any smearing or seams.

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  • JPayneJPayne Posts: 79
    edited December 1969

    This is an image I had worked on last week after downloading the beta, I guess you could say first render using Iray. Stability of both Daz Studio and Iray are quite good for beta software. The Image although not very complicated took less than 5 minutes to render. Daz chose a very capable renderer to include with with its Studio software. I look forward to working with it as it matures. If Daz studio would impliment a morphing brush of sorts I would use it more than their competitors version. I do have one question... Is there currently a way of avoiding shadows on the dome sphere? This image shows shadows on the sphere that I would prefer not to have.


    JPayne

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  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Good first go! The skin looks pretty good. Maybe turn up the bump and gloss on the hair.

    In the environment map settings if you set it to one of the "finite" options shadow options appear near the bottom.

  • D.RobinsonD.Robinson Posts: 283
    edited December 1969

    Maybe i am doing a step wrong this is what happens when i load the SSS skin onto the figure with Iray view turned on i also added the SSS tattoo to show them too. Obviously i am doing something wrong or it would look like this.


    Daniel

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  • SickleYieldSickleYield Posts: 7,644
    edited May 2015

    dubby30 said:
    Maybe i am doing a step wrong this is what happens when i load the SSS skin onto the figure with Iray view turned on i also added the SSS tattoo to show them too. Obviously i am doing something wrong or it would look like this.


    Daniel

    For her to be translucent the SSS is probably just too high. Turn the slider down. If you select templates 1, 2 and 3 in the Surfaces tab it will get all the relevant surfaces.

    Post edited by SickleYield on
  • D.RobinsonD.Robinson Posts: 283
    edited December 1969

    dubby30 said:
    Maybe i am doing a step wrong this is what happens when i load the SSS skin onto the figure with Iray view turned on i also added the SSS tattoo to show them too. Obviously i am doing something wrong or it would look like this.


    Daniel

    For her to be translucent the SSS is probably just too high. Turn the slider down. If you select templates 1, 2 and 3 in the Surfaces tab it will get all the relevant surfaces.

    Yes thats what i had to do in the shot i took above. The SSS materials were at 100% i had to drop them to like 1.5% But i guess my real question should be more basic to make sure i understand.

    Should i load the Danika preset. use the the surface editor to convert it all to Iray Uber base. Then apply the SSS materials...or should i load preset load SSS materials than convert to Iray Uber...or not even fiddle with iray opt and or iray uber shader?

  • Arnold CArnold C Posts: 740
    edited December 1969

    Lyoness said:

    now here's my settings for shiny finger nails!!:
    (lots of defaults listed, but it's better to be thorough!!)

    Base Mixing: PBR Spec/Glossiness
    Base Color: Map + 0.54 0.54 0.54
    diffuse Roughness: 0
    Translucency Weight: 0
    Glossy Layered Weight: 0.20
    share Glossy Inputs: on
    glossy color: 0.59 0.59 0.59
    Glossy Color Effect: Scatter & Transmit
    Glossy Specular: 1 1 1
    Glossiness: 1
    Backscattering Weight: 0
    Refraction Index: 1.56
    Refraction Weight: 0
    Base Thin Film: 0
    Base Bump: none - I like a smooth arcylic nail finish
    Normal Map: none
    Metallic Flakes Weight: 0
    Top Coat Weight: 0.99
    Top Coat Color: 0.54 0.54 0.54
    Top Coat Glossiness: 1
    Top Coat Layering Mode: Reflectivity
    Reflectivity: 0.50
    Top Coat Anisotropy: 0.50
    Top Coat Rotations: 0
    Top Coat Thin Film IOR: 1.6
    Top Coat Bump Mode: Height Map (default)
    Top Coat Bump: none
    Thin Walled: off
    Transmitted Measurement Distance: 0.1 (default)
    Transmitted Color: 0 0 0
    Scattering Measurement Distance: 0.1 (default)
    SSS Amount: 0
    SSS Direction: 0
    No emission, cutout Opacity, Displacement Strength, Tiles, Offset
    Everything else default

    I'm not a real pro concerning PBR/PBS rendering, but this is what I've learned from literature about:

    Glossy Layered Weight & Top Coat Weight: working in a linear PBR environment, the sum of all layers should be 1.0, not exceeding or be lower than this value.

    Glossy Color: should always be 1.0 - 1.0 - 1.0.
    The color of reflections is based on the wavelength of the light and materials used. Reflection of a special wavelength of our sun is always pure white, adjusted be the refractive abilities of a given material, and the coloring of the reflection changes with a different wavelength.
    If you change your lighting to a wavelength which will normally give you f.e. a blueish tinted reflection, your reflection coloring will be different from that. Say "good bye" to Einstein-Universe. ;-)

    Glossy Specular: is connected to the Refraction Index/IOR value of the material. The formula to calculate the linear sRGB value for a correct specular color is:
    Specular Color = (“Refractive Index” - 1)² / (“Refractive Index” + 1)²
    In case of a Refractive Index of 1.56 it's 0.047852 - 0.047852 - 0.047852

    Top Coat Thin Film IOR: as long as you don't change your value of your "Top Coat Thin Film" to anything else than 0.00, changing the IOR is a waste of time since there isn't any thin film at all.

    Glossy Color Effect: Scatter & Transmit: as I understand SSS, since you shut yours down, "Scatter Only" would be more correct, since there's nothing the renderer could "transmit to". May not be a great thing, but I guess it will save it some uneccessary calculations.
    Be good to your renderer and your renderer will be good to you. :)

This discussion has been closed.