IRAY Photorealism?

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Comments

  • My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style).  

    These are even more impressive than your harsh flash look ones. The bottom one, however, if lacking in gravity in a fairly obvious way.

  • Siciliano1969Siciliano1969 Posts: 433

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style).  

    Love these Jeff!  Are you using the Euro Apt?  

  • Siciliano1969Siciliano1969 Posts: 433

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style).  

     

     

    Love these Jeff!  Are you using the Euro Apt?  

    Ah yes you are....did you re-do the textures for wall, wall paper etc?

  • notiuswebnotiusweb Posts: 110
    edited May 2020

    You know, it's like a bouncer, they're there to be tough, they feel the crowd.  If everyone's appreciating and talking technical specs etc of the drinks and music at the bar, then it's all good.  But say if I start confronting people that another guy at the other side of the bar wrongly thinks he's the king of the bar, and it disrupts the comfort of some other people, the bouncers are going to sense that maybe it's time for me to go.

    Padone said:

    I mean if I'm not deleted first by some moderator that lately seem to be very aggressive. So I have no idea what they may consider "inappropriate".

     

    Post edited by notiusweb on
  • aaráribel caađoaaráribel caađo Posts: 686
    edited May 2020

    I tried playing around with J. Cade's settings and, using the Mei Lin 7 textures I was using, were great as long as I used the filmic toning model in Affinity Photo and didn't do much other toning. Any addition of contrast, whether via a LUT or curves, quickly pushed the skin into oversaturated and, well, contrasty, but outside fo the overall appearance of contrast. Without testing, it feels like it's correct but inflexible in filmic mode, but I wonder how it meshes with resources optimized for normal Iray output. Most things I've rendered look washed out in filmic. Is anyone else encountering this?

    Also, I can't figure out how to darken the skin with the J. Cade set-up. With the models I've used in the past, darkening SSS, and other imputs resulted in a skin that looked realistically darker. I wasn't able to darken a skin with those settings without it looking fake. Any suggestions?


    Chromatic Skin v. J. Cade Model

    My chromatic set-up vs. J. Cade's model, filmic mode (as per J. Cade's instructions, the diffuse texture was used for the transmit channel since this uses Gensis 3 textures)

    Tattoo comparison

    Tattoos and other surface details hold out much better, although they'll need adjustment for realism.

    However, with contrast added, the chromatic model holds up, the J. Cade not so much:

    Chromatic vs J. Cade model with contrast curve applied

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    Post edited by aaráribel caađo on
  • davidtriunedavidtriune Posts: 452

    photogrammatry is key to making something look realistic. Here are some of polygonal miniatures models, with some very simple shaders. As you can see, good textures help A LOT.

    dont wanna brag, but this pic made it to the front page :) 

    model credit goes to Polygonal Miniatures . i barely did anything really.

  • davidtriunedavidtriune Posts: 452

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style). 

    Love these Jeff!  Are you using the Euro Apt?  

    I just love the euro apt. it really is the best house in the store. 

     

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  • jeff_someonejeff_someone Posts: 254

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style).  

    These are even more impressive than your harsh flash look ones. The bottom one, however, if lacking in gravity in a fairly obvious way.

    haha true.... need to work on that gravity in certain areas...   ;)

     

  • jeff_someonejeff_someone Posts: 254

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style). 

    Love these Jeff!  Are you using the Euro Apt?  

    I just love the euro apt. it really is the best house in the store. 

     

    Yes, this is a mix of Euro apt (THE BEST available...but sadly the only non-fantasy product from the vendor :(  and mixed with a bunch of props from different vendors...

  • emoryahlbergemoryahlberg Posts: 133
    edited May 2020

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style).  

    These are even more impressive than your harsh flash look ones. The bottom one, however, if lacking in gravity in a fairly obvious way.

    haha true.... need to work on that gravity in certain areas...   ;)

     

    There's a plug-in called "breastjig" that will help with that!

    What do you all think of my latest attempt with this character?

    Post edited by Chohole on
  •  

    haha true.... need to work on that gravity in certain areas...   ;)

    There's this marvellous invention designed to achieve that effect called a bra. No simulation required :)

  • lilweeplilweep Posts: 2,489
    edited May 2020

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style). 

    Love these Jeff!  Are you using the Euro Apt?  

    I just love the euro apt. it really is the best house in the store. 

     

    Daz Studio doesnt seem to put much effort or quality control on environment assets.  Some of the content in store is truly poor quality - especially compared to the top tier environment vendors (like strangefate and stonemason etc).

    A similar difference is seen between the top tier figures and lower tier ones, but the difference is less pronounced for figures than it is for environments.  I think Daz doesnt have very high quality control for environments because they think its not a priority.  They have higher standards for figures as this is more the foundation of Daz Studio.

    You would think it would be much easier to port environment assets to Daz than figures, so they could just recruit other third party vendors easily.  But they seem to only do this with figures.

    Post edited by lilweep on
  • Lothar WeberLothar Weber Posts: 1,611

     

    haha true.... need to work on that gravity in certain areas...   ;)

    There's this marvellous invention designed to achieve that effect called a bra. No simulation required :)

    LOL!!! laugh

  • Sadly, the problem with most of the 3d bras is that they don't look real at all. Like, so bad that ya girl is learning to model just so she can make realistic-looking bras. 

  • Hanabi said:

    Sadly, the problem with most of the 3d bras is that they don't look real at all. Like, so bad that ya girl is learning to model just so she can make realistic-looking bras. 

    In the case of @jeff_someone's image, it's more that he need a displacement map that has the outlines of strapless bra, or a map plus bra straps. I suspect that a realist bra with any kind of padding in the cups would be hard to make work with auto-fitting.

  • jeff_someonejeff_someone Posts: 254
    edited May 2020

    Nice job on the render.  A few small things to recommend:

    - Pupils seem a bit too small to be realistic.  May want to make them a little larger...

    - The Taylor hair is always a classic; only recommendation here would be to make the Translucency a bit less (or darker color) to reduce the backlighting.

    - Depending on what you're trying to achieve, you could add some pimples, etc...will help the overall realism.

    - Lastly, may want to introduce some color variation in to the face... while its a great job, it still looks a little too uniform in terms of color variation.  So, using photoshop maybe make the nose area a tiny bit redder, chin a tiny bit redder, a tiny bit of blue/green etc under the eyes...  your call, but try it out and see if it works...  

    - But overall, great job!

    My latest with brighter lighting and higher quality resolution (i.e. less 'old photo' style).  

    These are even more impressive than your harsh flash look ones. The bottom one, however, if lacking in gravity in a fairly obvious way.

    haha true.... need to work on that gravity in certain areas...   ;)

     

    There's a plug-in called "breastjig" that will help with that!

    What do you all think of my latest attempt with this character?

     

    Post edited by Chohole on
  • Hanabi said:

    Sadly, the problem with most of the 3d bras is that they don't look real at all. Like, so bad that ya girl is learning to model just so she can make realistic-looking bras. 

    In the case of @jeff_someone's image, it's more that he need a displacement map that has the outlines of strapless bra, or a map plus bra straps. I suspect that a realist bra with any kind of padding in the cups would be hard to make work with auto-fitting.

    It's not so much the cups. It's the bridge, band, and straps that scream "This is fake!" 

    In real life, the bridge is supposed to nestle up against the body between the breasts, and the band and straps are both elastic, and usually the straps are quite a deal wider than depicted in 3d offerings, especially for the size of, ahem, gazongas that most 3d models have. 

    And that little shoulder wiggle most bra assets do makes me wanna set something on FIRE.

  • NylonGirlNylonGirl Posts: 1,817
    LBSTHL said:

    Another test, render plus some filters.

    What do you think could be improved? C&C welcome!

    I think it might be interesting to try to change one thing in this picture at a time, slowly trying to make it into a clear, current day photo. And as soon as something changes to make it not look realistic, then work can be done to fix just that thing. And then the process can start over until it still looks realistic without cleverly hiding anything that doesn't look realistic. Maybe changing one thing at a time would narrow down the possible barriers to a realistic picture. Or maybe it would be an exercise in futility. I don't know.

  • davidtriunedavidtriune Posts: 452

    @emoryahlberg shes lookin good. here's what i suggest

    1. sclera and eye socket are too pink. if you want eye recommendations, i like mousso's (any one is fine). mousso's irises are also nicely blurred around the edges, a lot of eyes don't have that.

    2. eyelid is too thin, try turning on eye rim refine HD

    3. tone down the peach fuzz or separate them a little bit. she looks a little furry

  • davidtriunedavidtriune Posts: 452

    i've been playing around with  textures from texturing.xyz and using this method (zwrap) to apply them to genesis 8, with some custom sculpts in blender. this was rendered in blender.

    the textures are 5k by 8k (so maybe 6.5k average resolution)

    I find that zwrap is a little fidgety and prefer normal UV editing from blender. 

    They just came out with a promo sale yesterday with a bunch of textures for about half price.

    texturing xyz's skins are a little expensive compared to daz stuff but i recommend them.

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  • Leonides02Leonides02 Posts: 1,379

    i've been playing around with  textures from texturing.xyz and using this method (zwrap) to apply them to genesis 8, with some custom sculpts in blender. this was rendered in blender.

    the textures are 5k by 8k (so maybe 6.5k average resolution)

    I find that zwrap is a little fidgety and prefer normal UV editing from blender. 

    They just came out with a promo sale yesterday with a bunch of textures for about half price.

    texturing xyz's skins are a little expensive compared to daz stuff but i recommend them.

    This looks really good, David. 

    I can never figure out how to apply the xyz textures to DAZ. Especially the multichannel. I suppose you need zbrush / zwrap? Would you then be able to bring them into Iray?

    P.S. How'd you get such a great export to Blender? Is it HD?

  • davidtriunedavidtriune Posts: 452
    edited May 2020

    I tried playing around with J. Cade's settings and, using the Mei Lin 7 textures I was using, were great as long as I used the filmic toning model in Affinity Photo and didn't do much other toning. Any addition of contrast, whether via a LUT or curves, quickly pushed the skin into oversaturated and, well, contrasty, but outside fo the overall appearance of contrast. Without testing, it feels like it's correct but inflexible in filmic mode, but I wonder how it meshes with resources optimized for normal Iray output. Most things I've rendered look washed out in filmic. Is anyone else encountering this?

    Also, I can't figure out how to darken the skin with the J. Cade set-up. With the models I've used in the past, darkening SSS, and other imputs resulted in a skin that looked realistically darker. I wasn't able to darken a skin with those settings without it looking fake. Any suggestions?

    My suggesiton is change the SSS color to desaturate it, or desaturate the textures in an image editor . The SSS isn't complicated, its really just one color to mess with. To get a realistic color I like to compare with a good photoscan model (like digital emily) by rendering side by side with it (but turn off transluency on the photoscan model first)

    i prefer throwing stuff into Blender because theres less factors to worry about there. 

    Post edited by davidtriune on
  • davidtriunedavidtriune Posts: 452

    i've been playing around with  textures from texturing.xyz and using this method (zwrap) to apply them to genesis 8, with some custom sculpts in blender. this was rendered in blender.

    the textures are 5k by 8k (so maybe 6.5k average resolution)

    I find that zwrap is a little fidgety and prefer normal UV editing from blender. 

    They just came out with a promo sale yesterday with a bunch of textures for about half price.

    texturing xyz's skins are a little expensive compared to daz stuff but i recommend them.

    This looks really good, David. 

    I can never figure out how to apply the xyz textures to DAZ. Especially the multichannel. I suppose you need zbrush / zwrap? Would you then be able to bring them into Iray?

    P.S. How'd you get such a great export to Blender? Is it HD?

    thanks leonides02. its just a regular genesis 8 model, exported to blender, sculpted, and subsurface divided.

    you dont have to use zbrush/zwrap at all.  have you tried UV editing with blender? it's pretty easy just moving the UV lines around to match the texture. then just follow these instructions

     

     

     

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  • Leonides02Leonides02 Posts: 1,379
    edited May 2020

    Maybe I'll have to try... There is a "fleshiness" to the Blender (and other software) renders that seem impossible to emulate in Iray for some reason. I imagine it has something to do with the SSS.

    Post edited by Leonides02 on
  • davidtriunedavidtriune Posts: 452
    edited May 2020

    Maybe I'll have to try... There is a "fleshiness" to the Blender (and other software) renders that seem impossible to emulate in Iray for some reason. I imagine it has something to do with the SSS.

    this is EXACTLY the reason i turned to blender 

    I really hope iray gets random walk SSS, it would fix everything. i noticed octane render has random walk now, but for some reason it requires turning on translucency. translucency messes up the color.

    Post edited by davidtriune on
  • Leonides02Leonides02 Posts: 1,379

    Maybe I'll have to try... There is a "fleshiness" to the Blender (and other software) renders that seem impossible to emulate in Iray for some reason. I imagine it has something to do with the SSS.

    this is EXACTLY the reason i turned to blender 

    I really hope iray gets random walk SSS, it would fix everything. i noticed octane render has random walk now, but for some reason it requires turning on translucency. translucency messes up the color.

    Right! "Random walk." That's what it's called, although I have no idea what it does compared with the other SSS method.

    My issue is I use DAZ to create a web-based graphic novel with a quick turnaround. I rely on all the goodies from the DAZ store, but importing everything in a scene into Blender over and over (because I'd need to pose in Studio) for multiple panels seems like a nightmare.

    Alas!

  • j cadej cade Posts: 2,310

    i've been playing around with  textures from texturing.xyz and using this method (zwrap) to apply them to genesis 8, with some custom sculpts in blender. this was rendered in blender.

    the textures are 5k by 8k (so maybe 6.5k average resolution)

    I find that zwrap is a little fidgety and prefer normal UV editing from blender. 

    They just came out with a promo sale yesterday with a bunch of textures for about half price.

    texturing xyz's skins are a little expensive compared to daz stuff but i recommend them.

    The micro detail looks really great! I think what you need to add in is some of the macro detail, as it were, particularly on the lip where it still looks flat (the lips probably need some proper displacement for this) I'd also add more of a roughness map, in your renders everything seems to have a pretty even roughness, the lips are as shiny as the nose are as shiny as the shoulder (side note: if you're going for un makeupped realism the lips should probably be less shiny than the nose, or at least mine definitely are)

     

    Also, I just have to say, morph shape at the corner of the mouth is rl nice. I couldnt tell you wy but sometimes details like that just speak to me

  • j cadej cade Posts: 2,310

    Maybe I'll have to try... There is a "fleshiness" to the Blender (and other software) renders that seem impossible to emulate in Iray for some reason. I imagine it has something to do with the SSS.

    this is EXACTLY the reason i turned to blender 

    I really hope iray gets random walk SSS, it would fix everything. i noticed octane render has random walk now, but for some reason it requires turning on translucency. translucency messes up the color.

    Right! "Random walk." That's what it's called, although I have no idea what it does compared with the other SSS method.

    My issue is I use DAZ to create a web-based graphic novel with a quick turnaround. I rely on all the goodies from the DAZ store, but importing everything in a scene into Blender over and over (because I'd need to pose in Studio) for multiple panels seems like a nightmare.

    Alas!

     

    Write up from the Arnold wiki on Random walk

    Unlike the empirical BSSRDF method based on diffusion theory, the randomwalk method actually traces below the surface with a real random walk and makes no assumptions about the geometry being locally flat. This means it can take into account anisotropic scattering like brute-force volume rendering and produces much better results around concavities and small details. It can also be substantially faster for large scattering radius (i.e. large mean free path) compared to diffusion. On the other hand, randomwalk can be slower in dense media (i.e. small mfp), does not support sss_setname for blending two surfaces together, may require redialing materials to achieve a similar look, and is more sensitive to non-closed meshes, "mouth bags", and internal geometry potentially casting shadows.

    Basically randomwalk does the same thing as true volumetrics (as in what Iray has) but as a surface shader.

     

    Technically speaking, chromatic volumetrics are as physically accurate as it gets. Of course "most tecnically physically accurate" really isn't the same as easily adjustable and controlable. Youre not mixing translucency with soething underneath it so skin darkening isnt something you have to worry about also you can do things like mix SSS with transparency and have it work (real useful for the eyes this one)

  • Leonides02Leonides02 Posts: 1,379

    Does it supremely annoy anyone else that lighting so drastically changes how DARK a character appears? 

    We need high translucency to achieve realism in iray, but that leads to lighting having a hugely dramatic impact on whether a character is pale or dark. :-\

  • RayDAntRayDAnt Posts: 1,135
    edited May 2020

    Does it supremely annoy anyone else that lighting so drastically changes how DARK a character appears? 

    We need high translucency to achieve realism in iray, but that leads to lighting having a hugely dramatic impact on whether a character is pale or dark. :-\

    Speaking as someone with extensive experience in studio lighting for large format film/digital still photography, that's kinda how it actually works. smiley

    Post edited by RayDAnt on
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