Search found 46 matches
- Tue Nov 08, 2011 11:55 am
- Forum: M is for Metaverse Gallery
- Topic: Milk
- Replies: 10
- Views: 7965
Re: Milk
Milk is a funny liquid to get right. Try shining a flash light through a glass of it in a dark room and experiment with the effects.
- Wed Nov 02, 2011 3:42 am
- Forum: Off Topic Forum
- Topic: 3D Rendering Business for Architecture
- Replies: 15
- Views: 5897
Re: 3D Rendering Business for Architecture
Some good advice in this thread, I'm sure it will be very useful once I finish studying and start working professionally.
- Tue Nov 01, 2011 11:08 am
- Forum: Works In Progress
- Topic: A complex pmc situation
- Replies: 16
- Views: 8690
Re: A complex pmc situation
Is bidir/PMC something that is plausible for octane? is it being planned/worked on?
- Tue Nov 01, 2011 11:02 am
- Forum: Works In Progress
- Topic: More SSS
- Replies: 15
- Views: 7288
Re: More SSS
Octane is really maturing, this shit is gorgeous. And it's not even multiple bounce yet!
- Wed Oct 19, 2011 7:37 pm
- Forum: M is for Metaverse Gallery
- Topic: upcoming beta 2.6: SSS preview renders
- Replies: 94
- Views: 54176
Re: upcoming beta 2.6: SSS preview renders
Fresnel is linked to the Index of refraction for a material. If you have the correct ior, then the fresnel reflections will automatically be correct as well.
Because of this, it could be added transparently for specular materials without adding another slider to tweak.
Fresnel reflections are also a ...
Because of this, it could be added transparently for specular materials without adding another slider to tweak.
Fresnel reflections are also a ...
- Tue Oct 18, 2011 8:50 am
- Forum: General Discussion
- Topic: Noise Filtering from Random Parameters
- Replies: 6
- Views: 2125
Re: Noise Filtering from Random Parameters
A very interesting paper, one that looks like it will have a large impact on rendering in general.
The base algorithm is post production as long as you have the required passes, but it seems aspects of it could also be incorporated into the original rendering algorithm as feedback for importance ...
The base algorithm is post production as long as you have the required passes, but it seems aspects of it could also be incorporated into the original rendering algorithm as feedback for importance ...
- Tue Oct 18, 2011 8:13 am
- Forum: M is for Metaverse Gallery
- Topic: upcoming beta 2.6: SSS preview renders
- Replies: 94
- Views: 54176
Re: upcoming beta 2.6: SSS preview renders
Radiance,
Please consider the implementation of fresnel effect on reflective materials. The lack of reflective fresnel effect gives an amateur look to architectural scenes, especially on interiores. It´ll be highly appreciate!
Thank you
Diogo
Another vote for this.
I have asked before but I don't ...
Please consider the implementation of fresnel effect on reflective materials. The lack of reflective fresnel effect gives an amateur look to architectural scenes, especially on interiores. It´ll be highly appreciate!
Thank you
Diogo
Another vote for this.
I have asked before but I don't ...
- Mon Aug 08, 2011 2:17 pm
- Forum: Off Topic Forum
- Topic: Realtime GI from French researcher
- Replies: 7
- Views: 2567
Re: Realtime GI from French researcher
The paper was a great read too.
I expect this will start showing up in games maybe the gpu gen after next, and once it does will be around for a while.
From first glance I don't think it will be possible to increase the number of bounces from 2, but the resolution of the octree can be scaled and ...
I expect this will start showing up in games maybe the gpu gen after next, and once it does will be around for a while.
From first glance I don't think it will be possible to increase the number of bounces from 2, but the resolution of the octree can be scaled and ...
- Fri Jun 17, 2011 6:50 am
- Forum: Development Build Releases
- Topic: OctaneRender® 1.024 beta 2.47 (lin/mac/win) [OBSOLETE]
- Replies: 249
- Views: 66918
Re: OctaneRender® 1.024 beta 2.47 PMC TEST (lin/mac/win)
Very nice Roubal, I think the metal could look better though, looks kind of washed out and maybe too smooth? I think it needs a darker base colour to give it more contrast.
I love the mottled multicoloured reflections in the ground surface, just beautiful.
I love the mottled multicoloured reflections in the ground surface, just beautiful.
- Sun Jun 05, 2011 8:46 am
- Forum: Development Build Releases
- Topic: OctaneRender® 1.024 beta 2.47 (lin/mac/win) [OBSOLETE]
- Replies: 249
- Views: 66918
Re: OctaneRender® 1.024 beta 2.47 PMC TEST (lin/mac/win)
Here is my comparison which I think shows both the strength and weakness of the new PMC kernel. Both images were left to converge for 30 mins on a single GTX480.
As you can see PMC does a fantastic job of reducing noise on this difficult scene, however it seems to lack the full degree of colour ...
As you can see PMC does a fantastic job of reducing noise on this difficult scene, however it seems to lack the full degree of colour ...