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Published: 2015-06-08 07:54:50 +0000 UTC; Views: 12193; Favourites: 33; Downloads: 0
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body div#devskin0 hr { }
UPDATE: An outdoor lighting video tutorial is here.
Here is the render. There are better ones, definitely, but there are worse; and what I am about to explain will hopefully be of help to those who are still confused about skin and lights.
I loaded the Ultimo Paradiso product from DAZ3D via the "Build Island" and "Few Plants Only" scripts (I may be getting their names a little wrong). Most materials I did not convert, just the ocean (to the DAZ Water shader, with the aqua color added to the glossy color) and the Island itself (so that I could add metallic flakes to the sand). If anything, this ends up looking less realistic than the character even after I added SubD to all the meshes that are visible close up. It wasn't really made to be seen this close. I deleted the sky dome to use DAZ Studio's Sun-Sky.
The amount of geometry in the scene doesn't slow down the render much, but the large textures would, so I deleted some foliage that was off-screen.
Here are the skin settings I used for Kasper, before I start discussing them.
((The SSS direction was actually -.5 in the renders, the picture is wrong.)
First of all, of course, is to choose an appropriate skin. The DAZ store has many skins that are intended for mildly stylized renders, and that look more painterly than photoreal as a result. This is not bad - many are really beautiful - but it will not produce a photoreal result in Iray if that is the aim. I started with Kasper as one of the skins in my library that looks more photo-like to begin with but does not have a lot of specular contamination (highlights that are a permanent part of the skin).
Not shown: I selected the Cornea, EyeReflection and Tear materials and applied DAZ's Thin Water shader to them, then set the cornea refraction to 1.38 (there are arguments as to which part of the cornea this refraction should be set to, but it's between 1.36 and 1.4, anyway). I also dialed in the Corneal Bulge morph to produce better reflection. All of this is important partly because many 3Delight sets have transmapped reflections on the eyereflection or cornea or both that need to be gone for Iray use.
The only things I did to change the positions of maps was to add the bump maps to the Top Coat Color and Top Coat Bump channels for Templates 1, 2 and 3. The effect of this is subtle and perhaps not entirely necessary.
(Specific map icons do not show in the picture because multiple materials are selected.)
Most important is to turn up the glossy layered weight and the glossy roughness down from the default conversion. There's a tendency to translate lower specular values in 3Delight to a low value of the glossy layered weight, and that doesn't work well for Iray. Keep translucency at low values to avoid hurting your specular highlights. SSS needs to be at a direction of -0.5 and a lower distance, not the 10 with which it converts. You can see other changes in the image. With darker skins the only main difference is that they may need more gloss and less roughness; human skin tends to look "shinier" the darker it is because there's more contrast to the highlights.
Lighting is just as important as shaders to get the healthy glow of living skin. I see a lot of dull, dead-looking skins from first-time Iray renders, and it's usually because of lighting. Even if you want something more "real world" than the traditional three-point system , don't settle for an HDR or the Sun-Sky on its own. A second, dimmer mesh light from a second direction and in a slightly different tint helps bring out highlights.
In the Kasper render, the main light is from the default Sun-Sky settings (with Draw Dome on and the setting at Dome and Scene), but the secondary light is a pale blue plane primitive and is on the character's right. Mesh lights are better than photometrics for this use in my testing, but by all means do your own tests. The only photometric I've used is faint and is pointed at the character's eyes to give more highlights to the eye surfaces. Thus, the scene is lit with the Sun-Sky plus two added lights.
The Real Short Hair here does not look super-real, but it has been improved slightly by again tweaking the gloss from the default conversion and adding a little translucency to make the ends look less opaque. I also tweaked gloss on the shorts and added a level of SubD to them.
Moving on to other render settings, in the Advanced tab I have the minimum and maximum texture compression thresholds set to 2048 and 4096. This helps get rid of visible artifacts in the prop textures, which are usually larger than those of characters. Checking OptiX render acceleration makes things go faster.
Finally, always remember to turn off your camera headlamp in order to avoid interfering with your lighting. If the screen goes dark, press CTRL+L to turn off the OpenGL lighting preview (which is unable to perceive or simulate Sun-Sky, HDR or mesh lights).
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Much of what I learned in this tutorial was gleaned from many other artists in the Show Us Your Iray Renders threads on the DAZ forum, except the lighting, which is seldom mentioned.
Related content
Comments: 36
Explanoite [2017-06-22 15:22:12 +0000 UTC]
Does adding/removing bump maps from the top coats make a difference in render time? I know that on at least one occasion, removing the top coat completely from a wall that featured prominently in the render (it had 2 if not 3 image maps just for top coat settings) changed the render time from 8+ hours to 10 minutes, and similarly a couple times removing a single normal map has exponentially improved render times, so top coat and normal maps are often the first on my chopping block when render times become unreasonable. But are those just very rare exceptions/quirks? Because many times removing the top coat or decreasing the top coat weight makes no real difference, and beyond the "more complicated is harder to render" principle I haven't really figured out a way to judge what to tweak.
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SickleYield In reply to Explanoite [2017-06-22 17:03:23 +0000 UTC]
If they are large maps, add/removing literally ANY map will affect render time because that's one of the main factors affecting render time in Iray. On a wall is a particularly relevant case because walls/buildings usually have 4096x or bigger maps. Whether you want to do that with the normal map is something only you can gauge in terms of how it affects the look of your render, but usually normal maps render much faster than, for example, metallic flakes or displacement. In fact, if it's displaced AND normal mapped, I would eliminate displacement first if you can.
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Explanoite In reply to SickleYield [2017-06-22 17:42:36 +0000 UTC]
Holy ****, displacement increases render time? How did I not realize this??
Thanks a bunch - I was just looking for alternatives to metallic flakes (your Realism settings on your Beautiful Skins look amazing but using them on a scene with multiple figures is too much for my ancient graphics card to handle) on giving figures or objects less bland textures.
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SickleYield In reply to Explanoite [2017-06-22 19:44:55 +0000 UTC]
Turning up the top coat (with a refraction of 1.33, definitely not 1) or down the roughness can also both be used to fix "PBR dead skin" syndrome if you're getting too much of a dry look.
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Explanoite In reply to SickleYield [2017-06-22 21:04:06 +0000 UTC]
I had JUST logged back on to Deviantart to post my render (and complain about how the skin looked too dry) when I saw this. Sure enough, I had my roughness way too high. I'm going to go redo it now; thanks so much!
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vwrangler [2015-06-13 22:49:21 +0000 UTC]
Sorry to keep pelting you with questions, but I did have one more (actually related to the settings, even!).
Regarding the skin settings themselves: I was trying to do a conversion on Kasper myself, and trying to match your numbers, and got stuck. What are the color values for the different channels in normal Studio RGB numbers? Unfortunately, Studio seem doesn't offer any way to see the weighted/linear values when you're setting colors. I guess Iray must require weighted/linear values for some reason, but since they didn't change the way Studio displays the numbers for the color values in the place where you actually set them, all we can do is sort of sit there and guess. Unless there's something obvious I'm missing, which I freely admit there may be.
Something of a side question, but ... do Kasper's specular textures do anything in Iray? All three specular textures are effectively just flat gray.
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SickleYield In reply to vwrangler [2015-06-14 02:27:45 +0000 UTC]
The base and glossy are just full white.
The translucency is: 240 181 146
The top coat is sort of aqua but it should really be a light gray, I just didn't take time to fix it from the 3Delight value (human glossy and top coat should never have "color" in Iray, or at least that's what I'm being told this week).
The transmitted color is: 227 28 21
There's an easy way to test that, on the specular. Remove all the spec maps and set the glossy roughness up to 0.5. It looks like it was a quickie conversion from the diffuse or bump, and the lips and nips aren't glossier than the skin around them as a result (nor the eyebrows). I have to say, now that I'm looking at it I kind of prefer it without the spec maps it came with.
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vwrangler In reply to SickleYield [2015-06-14 18:15:26 +0000 UTC]
So ... I just realized something, based on what you said above. With specular textures, lighter is more reflective/glossier, and darker is ... well, darker/less glossy, right? So eyebrows (or the skin area around them, depending on the texture) and nipples should be lighter than the surrounding skin.
Am I understanding that correctly? Is it different for 3Delight vs Iray, or do they both interpret specular maps in the same way, generally speaking?
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SickleYield In reply to vwrangler [2015-06-14 20:51:37 +0000 UTC]
No, that is correct. Nips, lips and eyebrows should be lighter on the spec map. Making them that way requires having those items on separate layers, though; so some artists don't do it, especially if they're working from a merchant resource or a projection paint and converted all the other maps from a single-layered diffuse.
This is why, when I do a character texture, I always do a separate layer and export for the nips etc. in Zbrush or 3d Coat, so that I can have them tinted separately on the maps. On the other hand, the two character sets I've done the most work on (Gentle Bull and the Children of the Serpents set) have both tanked on release, so maybe I'm not in a position to judge...
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vwrangler In reply to SickleYield [2015-06-14 21:05:52 +0000 UTC]
Ah, thanks for confirming that! At least that makes sense of what I was seeing in other textures. Even the principal DAZ textures don't consistently do specular that way. I've only done a fairly cursory look, but in the male textures in the last 3 generations, the only ones with that sort of specular are M4Hi Res and Stratton Elite -- and Jeremy Elite's head, I think. The only female textures I looked at were V4 (because they were all in the same folder) and the only one with that sort of specular is V4Hi Res; the other elite textures have dark texture where it should be light.
Sorry to hear that Children isn't doing better for you. I'd hoped it would do well for you, since I like the unusual characters you create. (...Well, most of them. that one with the chains coming from a hole in the torso still makes me want to hide under a bed.)
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SickleYield In reply to vwrangler [2015-06-14 21:08:43 +0000 UTC]
Thanks. I really expected my lizardfolk to do better, but I guess there just isn't the niche for them I thought there was. I'm going to try a realistic human character next and see if I can pull it off.
DAZ accepts things based on how they look in the renders, so there's no consensus on how spec maps should be made. I'm not surprised it's uncommon, really.
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vwrangler In reply to SickleYield [2015-06-14 03:09:23 +0000 UTC]
Ah, OK, thank you. I did some tinkering and got sort of close, but not quite to those values.
It makes sense that the glossy and top coat should never have color, if you're supposed to put the color maps into those slots.
I did try putting the actual Lee 6 specular maps into Kasper as a test. (Kind of shocked there's an actual Lee 6 texture apart from Lee himself, really.) Made a dramatic difference, even as dark as they are. Rather too dramatic, actually; I wound up putting his own maps back because it made some things easier. Iray can't seem to decide if maps are your friend or your enemy.
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vwrangler [2015-06-12 03:15:15 +0000 UTC]
So perhaps a strange question, but do you have any idea why the Glossy Layered Weight sometimes converts with an upper limit of 1, sometimes an upper limit of 2 and sometimes no upper limit that I can find? It seems completely random and unrelated to shaders being converted or anything else. (And why in the name of sanity did they decide to put the image into the parameters in a way that means you can't edit multiple surfaces at once without changing the image?)
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SickleYield In reply to vwrangler [2015-06-12 03:20:25 +0000 UTC]
You know, I don't know? I had someone ask me about that the other day and I didn't really realize what was going on, I thought it was a versioning issue. I'm still not sure what causes it.
As for your other question... I wish I knew the answer, because that is very irritating.
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gavagai2184 [2015-06-11 09:56:27 +0000 UTC]
Your information is so valuable from a newbie to a master around this field
so i'm start reading your journel from very beggining in 2010.....
i feel like a stalker.....
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SickleYield In reply to gavagai2184 [2015-06-11 12:44:20 +0000 UTC]
I'm glad I've deleted everything from before that, then.
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DrowElfMorwen [2015-06-10 09:16:48 +0000 UTC]
Thanks for the tips! I will for sure be using these tips later
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ANGELREAPER1972 [2015-06-09 06:44:21 +0000 UTC]
I'll have to try this out thanks again for another free tutorial
I'm a real novice really with lighting and settings don't know if it is just me or content used but found often when iray rendering the result is a black screen but when I delete the sky or background such as my HDR ProSets Yosemite Packs and render it works tried combining using these with more lights too didn't work but like said real novice
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vwrangler [2015-06-08 16:34:14 +0000 UTC]
Thank you so much! This is going to be very helpful.
One side note about something like Real Short Hair: it may be helpful to get MEC4D's Unshaven 2. She's got materials that are designed to act slightly more like shaders. She does recommend pulling the diffuse texture for most hairs when using her materials AS materials -- to get rid of the baked-in highlights, I think. I've found that's highly dependent on the particular hair involved. For example, I did that with Messy Dreads in "Bubba the Avatar", and while it's fine for that -- kind of an interesting effect, really -- I wouldn't do that again for a hair that by its nature really can't have much in the way of baked-in highlights. I tend to use them more as shaders and to leave the diffuse alone, depending on the color/effect I'm looking for.
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SickleYield In reply to vwrangler [2015-06-08 16:36:28 +0000 UTC]
Good to know, I'll grab that one!
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CyprithTheCat [2015-06-08 15:54:36 +0000 UTC]
Oh, about the memory usage in general.
Does making something partly invisible reduce the memory usage/render time? If I make a node like the chest invisible, does the data of this part disappear? What about a surface which is dialed to 0% Opacity?
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SickleYield In reply to CyprithTheCat [2015-06-08 15:57:54 +0000 UTC]
Dialing something to cutout opacity 0% removes it from the scene so it is not rendered, which could speed it up if it's got large textures. Partial opacity I don't think has an effect on render times.
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CyprithTheCat In reply to SickleYield [2015-06-08 16:26:56 +0000 UTC]
Oh, I mean if you have three surfaces with textures and you set one or two of them invisible. Let's say I have pants with a belt and a buckle and I set belt and buckle to 0% opacity because I don't like the belt. That's what I mean with partly.
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SickleYield In reply to CyprithTheCat [2015-06-08 16:37:29 +0000 UTC]
You might get a slight speed-up, but it won't be a big one with small items like a belt and buckle. It's more like, the render will go faster if you have a melded set with four buildings, each building's textures are 4096x4096, and you hide two of them with cutout opacity.
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tora-no-shi1369 [2015-06-08 14:55:00 +0000 UTC]
Iray doesn't like my CPU. Causes crashes and freezes. I have tried various tricks, but same results. Hope DAZ doesn't get rid of 3Dlight soon. I'd have real problems then. I enjoy the tuts, I love seeing the results people are getting, but Unless I can get a upgraded CPU for free, I'm not switching to Iray.
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PrecisGirl In reply to tora-no-shi1369 [2015-06-08 16:19:11 +0000 UTC]
Yeah, same with me! I absolutely cannot do anything in Iray
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Mavrosh In reply to tora-no-shi1369 [2015-06-08 16:07:01 +0000 UTC]
Same for me... it does not work for me at all.
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MaxTheMogg [2015-06-08 11:17:39 +0000 UTC]
Thank you, SY, for all of your Iray tuts. It's a rare thing to find an artist not just willing to share what they've learnt, but to do so with so much clarity and in plain non-geek language that cuts through the nerd fluff and makes sense is even rarer (And thank you for your wonderful and encouraging comments in the 'Show us Your Iray III' thread on the daz forum, on behalf of all of us struggling with the Iray basics. ~Kusanagi_1
)
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SickleYield In reply to MaxTheMogg [2015-06-08 15:26:59 +0000 UTC]
Well, I'm a big fan of the nerd fluff, but you're very welcome. Everybody loves positive feedback.
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