IRAY Photorealism?

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  • Leonides02Leonides02 Posts: 1,379

    Thanks, marble. I'll check to see if that is the case...

  • Thanks, marble. I'll check to see if that is the case...

    I have this problem and I've found it to only occur if I use environment-based/HDRI lighting; i.e., if you only use Photometric lights you should not have this problem.  Can you confirm if you're using environment lighting?  Try it without and see if you still get it.  


      

  • Leonides02Leonides02 Posts: 1,379

    Thanks, marble. I'll check to see if that is the case...

    I have this problem and I've found it to only occur if I use environment-based/HDRI lighting; i.e., if you only use Photometric lights you should not have this problem.  Can you confirm if you're using environment lighting?  Try it without and see if you still get it.  


      

    Interesting. In those shots I was using an HDRI, but later I used only photometric lights and it still happened.

  • t0mg_zt0mg_z Posts: 51
    (...)

    The only problem is the red nose. I imagine this is because noses in real life have cartiledge and therefore aren't as translucent. We would probably run into this issue with fingers, as well. Any workaround? 

     (...)

     

    What about having basic bones, like finger bones, that will give a bone shadow inside the fingers. You could have a basic nose bone too. Those bones won't need to be hi res, their job is to block light.

     

    Sorry for quoting myself here, but this is , what I'm talking about. I know, it is hard to see. The skeleton fingers should be thicker, but I made a quick and dirty conversion from a Poser skeleton.
    1.) without bones
    2.) with bones

    This should fix the glowing nose issue too.

    I really loved that approach! As a noob onto this "photorealism" business, and since I dont' own any skeleton (other than my own), I wanted to try a hackish, quick & dirty approach: I created a geoshell over my character but dialed the Offset Distance at -0.50, so it's under the skin. I just put a "hard plastic" shader on the geoshell and hid the "nails" material zone on it.. I did this quick render and I used this technique on my gallery (Low Key #1). No photorealism there, but I sort of liked the look. I still think a full skeleton will look better.

    Cheap Skeleton.png
    800 x 800 - 167K
  • davidtriunedavidtriune Posts: 452
    edited February 2020

    thats awesome, I hope PAs come up with a product for that, a skeleton for better sss.

    Here is Emily O Brien the actor photoscanned by Digital Human League  http://gl.ict.usc.edu/Research/DigitalEmily2/

    I plugged her into DAZ and this is what I got.

     

    The bump map is a whopping 8k resolution

    Rendered in DAZ in 2 minutes, only 25mb of geometry, 180mb of textures.

    Here's the scene file if you guys wanna play with it. https://drive.google.com/file/d/1AVM2gdos4l4pKRtKO_-Mz9wZOg0c1OJR/view?usp=sharing

    You will need to download the textures from http://gl.ict.usc.edu/Research/DigitalEmily2/

    Post edited by Chohole on
  • PadonePadone Posts: 3,675
    edited January 2020

    a skeleton for better sss

    I can't get it .. The uber volume already comes with transmitted and scattering distances. Why you don't just use them ?

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

    davidtriune, that is absolutely gorgeous!!!

  • PaintboxPaintbox Posts: 1,633
    Padone said:

    a skeleton for better sss

    I can't get it .. The uber volume already comes with transmitted and scattering distances. Why you don't just use them ?

    Because light does not scatter uniformly across the skin, different skin zones, bone meets skin depths, dual lobe skin properties all factor in to a convincing realistic skin.

     

  • MasterstrokeMasterstroke Posts: 1,969
    edited January 2020

    Not sure if it had to be a full skeleton. Hands, forearms, feet and parts of the nose should be enough. So basicley only those fine structures that have bones inside.

    Post edited by Masterstroke on
  • I'm really impressed by the quality of the Digital Emily.

    I rendered her with the scene from @davidtrune, however I changed the lighting according to the thread Genesis 8 Female example and improvement discussion

    You can find the full resolution PNG on DA: http://fav.me/ddp24p7

    DigitalEmily_MugShot_1920.jpg
    1920 x 720 - 139K
  • MasterstrokeMasterstroke Posts: 1,969
    edited January 2020

    found a G3f skeleton in the free stuff section at Rotica: First render is without an interior skeleton, second is with a skeleton.

    G3F wo Skeleton.jpg
    1200 x 960 - 435K
    G3F Skeleton.jpg
    1200 x 960 - 433K
    Post edited by Masterstroke on
  • nonesuch00nonesuch00 Posts: 18,076

    I'm really impressed by the quality of the Digital Emily.

    I rendered her with the scene from @davidtrune, however I changed the lighting according to the thread Genesis 8 Female example and improvement discussion

    You can find the full resolution PNG on DA: http://fav.me/ddp24p7

    If you see the skin tone of Emily on that digital human website she looks much paler than in DAZ Studio. Maybe diffuse scattering is insufficient on skin in iRay.

  • I'm really impressed by the quality of the Digital Emily.

    I rendered her with the scene from @davidtrune, however I changed the lighting according to the thread Genesis 8 Female example and improvement discussion

    You can find the full resolution PNG on DA: http://fav.me/ddp24p7

    If you see the skin tone of Emily on that digital human website she looks much paler than in DAZ Studio. Maybe diffuse scattering is insufficient on skin in iRay.

    I definitely dont think i have the perfect settings on her. I also don't like  that the lacrimals seem a little orangey

    but hey you guys can probably figure out even better settings than me :)

  • Leonides02Leonides02 Posts: 1,379
    edited January 2020

    I figured out the appearence of the UV seams...

    They appear when rendering with spectral. Apparently this is a "known issue" which has never been fixed. The seams are evident on many (if not nost) skins. Unfortunately, there doesn't seem to be a workaround.

    Anyone have ideas?

    I suppose spectral isn't necessary, but then davidtriune's excellent settings don't work as well.

    Post edited by Leonides02 on
  • I figured out the appearence of the UV seams...

    They appear when rendering with spectral. Apparently this is a "known issue" which has never been fixed. The seams are evident on many (if not nost) skins. Unfortunately, there doesn't seem to be a workaround.

    Anyone have ideas?

    I suppose spectral isn't necessary, but then davidtriune's excellent settings don't work as well.

    Interesting - good to know, thanks!

  • Leonides02Leonides02 Posts: 1,379

    I figured out the appearence of the UV seams...

    They appear when rendering with spectral. Apparently this is a "known issue" which has never been fixed. The seams are evident on many (if not nost) skins. Unfortunately, there doesn't seem to be a workaround.

    Anyone have ideas?

    I suppose spectral isn't necessary, but then davidtriune's excellent settings don't work as well.

    Interesting - good to know, thanks!

    Jeff, we're still eagerly awaiting your skin settings. wink

  • davidtriunedavidtriune Posts: 452
    edited January 2020

    hey, a magician isn't obligated to share his secrets.

     

    i  just happen to be generous :)

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

    hey, a magician isn't obligated to share his secrets.

     

    i  just happen to be generous :)

    LOL - True, but he hinted he might, so I'm just nudging a bit. 

    davidtriune, have you run into this problem with spectral before?

  • davidtriunedavidtriune Posts: 452
    edited February 2020

    hey, a magician isn't obligated to share his secrets.

     

    i  just happen to be generous :)

    LOL - True, but he hinted he might, so I'm just nudging a bit. 

    davidtriune, have you run into this problem with spectral before?

    I haven't really noticed but now that I load a character up I see it.

    That's a bummer. Spectral rendering is needed for realism IMO. It's more PBR. Has it been reported or just talked about in the forums?  

     

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

    I've seen it mentioned on a bunch of threads, once I went looking. The replies were essentially, "Stop using Spectral." I was very disappointed. 

  • Leonides02Leonides02 Posts: 1,379

    For what it's worth, I was able to get pretty good resuls with "traditional" rendering with your settings. All I had to do was reduce the Ratio Scott. Meas. Distance / Trans. Meas. Distance to 0.015.

  • PadonePadone Posts: 3,675
    edited January 2020

    I figured out the appearence of the UV seams .. They appear when rendering with spectral.

    Never used spectral but it's good to know, thank you. Then on other discussions it seems chromatic sss works fine only with spectral. It's a shame since chromatic is used with some characters as Victoria 8 for example. Nevertheless depending on the settings it seems sometime you can switch to mono without too much of a difference.

    As a side note for exporting skins to cycles it is good to avoid chromatic as well, since it isn't converted fine by diffeomorphic. To be fair it is also not documented at all in the iray documentation.

    Thus the more I know about iray the more I see iray is not ready for production, from the black eyes issue to the blurry denoiser and now spectral seams .. that's a mess.

    Post edited by Padone on
  • hey, a magician isn't obligated to share his secrets.

     

    i  just happen to be generous :)

    LOL - True, but he hinted he might, so I'm just nudging a bit. 

    davidtriune, have you run into this problem with spectral before?

    lol I'm not with-holding any info or secrets... just been too busy + lazy to document my settings.... i  promise to get around to it as soon as I can

  • I don't use spectral in my renders, but I do add refraction weight to the skin.   If I add above .25 refraction I start to see these seams.   Hope it gets addressed.  

  • I' m not sure that the green line is a bug.

    I can see the same green line in Keyshot or Corona (for 3dsMax). Maybe also in Arnold.

    Some users said to make the bleed of textures bigger. But i never try this.

     

  • Leonides02Leonides02 Posts: 1,379

    I' m not sure that the green line is a bug.

    I can see the same green line in Keyshot or Corona (for 3dsMax). Maybe also in Arnold.

    Some users said to make the bleed of textures bigger. But i never try this.

     

    Well, it's just odd it doesn't appear in a typical Iray render - only spectral.

  • Rashad CarterRashad Carter Posts: 1,799
    edited February 2020

    hey, a magician isn't obligated to share his secrets.

     

    i  just happen to be generous :)

    LOL - True, but he hinted he might, so I'm just nudging a bit. 

    davidtriune, have you run into this problem with spectral before?

    I haven't really noticed but now that I load a character up I see it.

    That's a bummer. Spectral rendering is needed for realism IMO. It's more PBR. Has it been reported or just talked about in the forums?  

     

    Dont quit using Spectral just yet. From what I am seeing it is nearly a requirement to get realistic colors. In Octane this seam issue can happen from time to time when SSS materials properties between zones are not EXACTLY the same. Look to the torso and limbs textures especially the Medium settings to ensure that every single setting is the same for the torso material as it is for the limbs. But here's the interesting thing. It seems that the copy/paste function for applying settings can break it. So try to avoid copying and pasting the transmission and medium related settings and instead try to manually reproduce each of the settings for each new material zone. This approach works for me in Octane to remove the seams. All the best! Great work in this thread everyone please keep at it!

    Post edited by Chohole on
  • I had a chance to play with 3ds Max/Vray to try and render some Daz Characters. I had exactly the same seams when I did a GPU render. Seperate render passes showed it was only on the SSS layer. When I rendered on the CPU with exactly the same material, there are no seams!!

  • hey, a magician isn't obligated to share his secrets.

     

    i  just happen to be generous :)

    LOL - True, but he hinted he might, so I'm just nudging a bit. 

    davidtriune, have you run into this problem with spectral before?

    lol I'm not with-holding any info or secrets... just been too busy + lazy to document my settings.... i  promise to get around to it as soon as I can

    I am dying to know. I have been asking since last year around November and still really need to know. I still log in every now and then just to check on this.

  • davidtriunedavidtriune Posts: 452
    edited February 2020

    FYI you can still get seams when spectral rendering is off:

    I checked that the body parts are the same materials like Rashad suggested. 

    Also tried rendering with only CPU like stevie3d said, but same problem.

    then I decided to load up the default skin and then set up all my settings again. After I did that, the seams disappeared.

    I notice that strange things happen to skins when you press undo after applying shaders on separate body parts. Like the option to set maps disappear

    Before undo

    After undo

    I'm thinking my skin may have been screwed up after I pressed the undo button sometime.

    Post edited by davidtriune on
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