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second-circle β€” Tilted Rerender

#daz3d #iray
Published: 2015-05-15 23:37:27 +0000 UTC; Views: 31335; Favourites: 219; Downloads: 470
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Description So I though I'd been doing quite well but am still clueless . I was going to upload this as an update, but thought it'd be more interesting to see the development of the use of the iRay shader. Its getting there - need to work the eyes a little more and get translucency values on the teeth. Also to work on the Normal and bump maps. And then it all needs readjusting for any different texture.

Anyway - if you're interested look at the image with the straight iray shader its here :Β 



Skin Shader Settings :Β 

I would usually touch up in PS but have left it untouched to keep all render details.

Daz, iray. No PS.
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Comments: 33

jchard33 [2023-05-27 12:00:28 +0000 UTC]

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MAGEBAD [2022-01-27 19:53:32 +0000 UTC]

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coetsee [2020-05-03 00:28:51 +0000 UTC]

My love. 😍

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tindome10 [2017-03-01 11:33:39 +0000 UTC]

lovely, the teeth are oke, maybe she smokes

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john-reilly [2016-06-05 19:26:38 +0000 UTC]

Love it - She looks so beautiful

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second-circle In reply to john-reilly [2016-06-07 19:17:02 +0000 UTC]

thanks John - that one was a while ago

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DiDark666 [2016-05-18 11:15:17 +0000 UTC]

Oh my goodness, she is so pretty

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second-circle In reply to DiDark666 [2016-05-19 21:36:16 +0000 UTC]

oh wow - she was such a while ago - I need to revisit her

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DiDark666 In reply to second-circle [2016-05-19 22:19:07 +0000 UTC]

Could you please !

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DrowElfMorwen [2015-06-03 11:52:49 +0000 UTC]

If you don't mind my asking, there is one thing I cannot figure out: in 3Delight it is easy to get sharp quality by making a 0.010 shading rate... I can't seem to achieve this same sharpness quality in iray. Unless DOF settings are suddenly messing up, I should have crystal clear parts, but this isn't what I'm getting. I finally put up my first iray render, and it's not nearly as crisp as I'd like it to be. I don't know why it's so "soft". Any suggestions? >.>

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second-circle In reply to DrowElfMorwen [2015-06-03 12:47:47 +0000 UTC]

Hey there - Low light in unbiased renders can be very grain. What i would suggest as a test is to get yourself an HDRi lighting map in the first instance (the butterfly one I put up should work) put your model in without any scene or hair - just base model and try a render. This should come up very fast and you should see how it sharpens as it goes. Then take your scene - get rid of all lighting and try adding an HDRi for the main lighting - there a few good environmental ones free over on openfootage.net.Β 

I've found doing low light very grainy without silly amounts of computing time and using too many mesh lights is the same. Try and keep you lighting simple - remember this is based on actual physics, so what you'd get in real life should be easy to replicate in the system. Its one of the reasons I think I've picked it up quickly as I've a photographic background and so I know the lighting tricks used for studio lighting.Β 

When I'm doing outside lighting I tend to use an HDRi and rotate the dome to where I want the light to fall - the sun/sky setting works for this too and it has a little tool you can add to your scene that allows you to place exactly where you want the sun to be. Simple lighting will speed things up a lot and keep things sharp.

Hp[e this helps a bit

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DrowElfMorwen In reply to second-circle [2015-06-03 13:27:02 +0000 UTC]

Thank you... I did know a lot of this already, I admit, but something odd keeps happening. I am using an HDR as main lighting. I also add a distant light as a rim light, which also works out nicely. However, if I add a seconde light, OR a spot light even by itself (with HDR) neither of them show up AT ALL, no matter how bright I make it. So, spotlights aren't working. And if I have an HDR + 1 distant light, if I add a second distant light it also doesn't show up. I don't know why this is, and I'm frustrated more I can't figure out the spotlight issues (and yes, the photometric part of it does seem to be enabled fine, as I edit the values). Or am I missing something else completely?

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DrowElfMorwen [2015-06-01 12:42:38 +0000 UTC]

If you don't mind my asking, what did you do for the lacrimal? I can never seem to get these to look right!

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second-circle In reply to DrowElfMorwen [2015-06-01 20:02:26 +0000 UTC]

Β 
Here's what I had. Hope this helps

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DrowElfMorwen In reply to second-circle [2015-06-02 08:21:33 +0000 UTC]

Oh, thank you so much!! This is great! *hugs*

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DrowElfMorwen [2015-05-30 09:13:25 +0000 UTC]

I can't thank you enough for your kindness to share the skin settings you have. Thank you very much!! Your render looks great... and the one you posted in the DAZ Forum (how I discovered your gallery ^^)

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second-circle In reply to DrowElfMorwen [2015-05-30 09:40:58 +0000 UTC]

Very welcome - be sure to make the changes that Lyoness suggested - they make a huge difference and the other shader I posted works nicely too - can be used in different lighting settings. The default shader still is kinda rubbish, so still trying to find a perfect skin Β 

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DrowElfMorwen In reply to second-circle [2015-05-31 12:09:40 +0000 UTC]

Oh wow, I noticed. Yea, I forgot to make the changes and my skin actually messed up a lot XD

May I ask you about how long it took you to get such a detailed and clear render? I rendered a scene this morning of a character sitting in the forest. She is shaded yes with a bloom rim light. I'm guessing because she is in shade, and is therefore kinda dark, she would take longer to render than your scene. My problem was I let the render go for 9 hours and she was still too grainy to post. If you can view this, this is the render: orig14.deviantart.net/63be/f/2…

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second-circle In reply to DrowElfMorwen [2015-05-31 14:39:35 +0000 UTC]

Hi there - it didn't take long - about 45 minutes I think. And I don't have a top end machine - just a 660 graphics card. I tend to use HDRi lighting which is much faster - only used mesh when I have to but it massively increases render times for me. Darker will be longer in general, but wouldn't have through that long. I suppose it depends ont he size of the image your rendering too?
If your'e using props for trees etc maybe try using the sun/sky lighting - it would filter through the trees nicely or try a sky HDRi map. They would likely speed things up a little? It seems to all be about the mix of light, meshes and image size the speed the render takes, but currently still feels a bit like alchemy to me Β 

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bebetoblu [2015-05-22 14:57:04 +0000 UTC]

Great Work !!

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second-circle In reply to bebetoblu [2015-05-22 15:15:12 +0000 UTC]

Thanks! Β 

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armieri [2015-05-17 02:21:46 +0000 UTC]

Great job, thanks for taking time to post the contrasting images.

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second-circle In reply to armieri [2015-05-17 13:05:16 +0000 UTC]

No problem Β 

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Ippotamus [2015-05-16 09:12:12 +0000 UTC]

Shaders and lights ... the eternal and endless tinkering.Β 
What lighting set-up are you using?Β  HDR?Β  Area Lights?Β  Mix?
The skin is looking really good here and nice softening with the DOF.

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second-circle In reply to Ippotamus [2015-05-16 20:42:10 +0000 UTC]

Was miles off - lighting is merksem apt from aversis

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second-circle In reply to Ippotamus [2015-05-16 10:01:39 +0000 UTC]

he - you're not kidding. And i get close, then change the textures or something simple and it throws everything off This shot is an HDRi from openfootage I think - one of the shaded ones - am off the machine at the moment but will check when I get back. Thanks - much appreciated

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xXSerena-CrosseXx [2015-05-15 23:51:53 +0000 UTC]

Ooo I like this~ you are definitely getting a more realistic
look to it, but I still like the first one a lot <3 I think the eyes
are prettier in the first one than this one, but the skin is more
realistic in this one compared to the older one. I think the hair
is prettier darker too.

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second-circle In reply to xXSerena-CrosseXx [2015-05-15 23:59:54 +0000 UTC]

hehe thanks yeah - I like the first one too actually. I'm finding it interesting how changing the settings in the shader can make such huge differences from the stock shader. I'd like to be able to make realistic stuff that we couldn't get in real life - fantasy, races etc and keep the more paintery feel for real people. If that makes sense. I'm taking you at your word though - theres room for both styles

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ItiseyeMeeSzark In reply to second-circle [2015-05-17 16:16:26 +0000 UTC]

Iray and 3delight lighting is different when it comes to surfaces. For Iray one set of surface setting, if done right, will translate in to any lighting situation. Proof in point this image Β has the same surface setting as this one Β 3delight is a whole new game when it comes to light and surfaces. This is why I like unbiased render engine better in term s of lighting. 3delight for me is better for more artistic works as it isn't constrained by real world physics.

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second-circle In reply to ItiseyeMeeSzark [2015-05-17 18:56:00 +0000 UTC]

Thats interesting. So basically if i get the shader right on a model, it'll look right in any given lighting situation for that model. Good to know. I came into this just as Daz released the iRay beta, so haven't used 3delight at all really. I'll have to give it a whirl at some point to see what it can do - Am looking at some more toony figures so might have a go at it for that
Nice bike btw

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ItiseyeMeeSzark In reply to second-circle [2015-05-17 19:20:34 +0000 UTC]

Yes any unbiased render engine, Iray, Luxrender and Octane all work the same in regards to realism. 3delight, Firefly etc and biased render engines and fake everything and with that the lighting and surfaces work hand in hand. So yes if the surfaces are set up with realism in mind in Iray then it should look good in any quality lighting situation.

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second-circle In reply to ItiseyeMeeSzark [2015-05-17 23:52:18 +0000 UTC]

Awesome - thanks. Fake lighting. Thats definitely worth a play with

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ItiseyeMeeSzark In reply to second-circle [2015-05-19 12:31:15 +0000 UTC]

LOL By fake I mean fake the bounce and ambientΒ light etc which Iray does on it's own

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