Hi everyone,
For some time I am looking for possibility to render animated camera with it's render target in Octane. In my alembic scene, camera with DoF moves toward an object. I can't get a proper focusing. It seems to be constant. Any tips how to setup the animated render target will be very ...
Search found 13 matches
- Wed Feb 26, 2014 1:22 pm
- Forum: General Discussion
- Topic: alembic, DOF, animated render target.
- Replies: 0
- Views: 1668
- Mon Jan 30, 2012 1:41 am
- Forum: Competitions
- Topic: The Apocalypse Competition (Image & Animation) [CLOSED]
- Replies: 226
- Views: 201013
Re: The Apocalypse Competition (Image & Animation) !!! OPEN !!!
'Grim messenger' -my Apocalypse competition entry.
Name: Pawel 'kazube' Laskowski
My idea was the presentation of grim messenger heralding the comming end, the
iconographic way, in short thought. Inspiration: Boots/Gauntlets -Skyrim,
ebony heavy. Mood -Daft Punk, Manowar, Rammstein, Korn ...
Name: Pawel 'kazube' Laskowski
My idea was the presentation of grim messenger heralding the comming end, the
iconographic way, in short thought. Inspiration: Boots/Gauntlets -Skyrim,
ebony heavy. Mood -Daft Punk, Manowar, Rammstein, Korn ...
- Wed Sep 14, 2011 9:44 pm
- Forum: M is for Metaverse Gallery
- Topic: spzFinal
- Replies: 7
- Views: 4246
Re: spzFinal
Thanks for comments.
@radiance, I am sorry, not with this one. I'm working on another piece... so count me in
Best Regards.
k.
@radiance, I am sorry, not with this one. I'm working on another piece... so count me in

Best Regards.
k.
- Sun Sep 11, 2011 9:53 pm
- Forum: M is for Metaverse Gallery
- Topic: spzFinal
- Replies: 7
- Views: 4246
spzFinal
Hiya everyone.
I would like to show my latest personal work. Gestapo zombie, inspired by Sucker Punch, Hellboy, Rammstein.
Modeling in Zbrush, texturing: Zbrush/PS, post: PS(minor curve corrections in reds, soften).
pathracing 64, 16k samples, rendering time about 1,5h each frame, 1 custom HDRI map ...
I would like to show my latest personal work. Gestapo zombie, inspired by Sucker Punch, Hellboy, Rammstein.
Modeling in Zbrush, texturing: Zbrush/PS, post: PS(minor curve corrections in reds, soften).
pathracing 64, 16k samples, rendering time about 1,5h each frame, 1 custom HDRI map ...
- Tue Sep 06, 2011 11:51 pm
- Forum: Works In Progress
- Topic: spz
- Replies: 11
- Views: 7673
Re: spz
@cornel. Thanks for the tips, were very helpfull. Adding an extra back rim light and some small corrections in the spec map seems kinda work.
Ektachrome's and kodachrome's tint is too redish for me.
@radiance A way you could try to add a pseudo SSS like effect is to use diffuse transmission.
Create ...
Ektachrome's and kodachrome's tint is too redish for me.
@radiance A way you could try to add a pseudo SSS like effect is to use diffuse transmission.
Create ...
- Mon Sep 05, 2011 2:16 am
- Forum: Works In Progress
- Topic: spz
- Replies: 11
- Views: 7673
spzUpdate.
some updates. WIP.
Still trying to achieve SSS and human skin shader.



Best Regards.
k.
Still trying to achieve SSS and human skin shader.




Best Regards.
k.
- Thu Sep 01, 2011 3:07 pm
- Forum: Works In Progress
- Topic: spz
- Replies: 11
- Views: 7673
Re: spz
@Chris .Thanks, glad You like it.
@radiance.
The glossy material uses a physically correct BRDF for layered paint/varnish type glossy surfaces.
Therefore it's not always correct for these kinds of materials...
Manual control over fresnel kinda breaks the physically based philosophy of the engine ...
@radiance.
The glossy material uses a physically correct BRDF for layered paint/varnish type glossy surfaces.
Therefore it's not always correct for these kinds of materials...
Manual control over fresnel kinda breaks the physically based philosophy of the engine ...
- Wed Aug 31, 2011 1:34 pm
- Forum: Works In Progress
- Topic: spz
- Replies: 11
- Views: 7673
spz
Hiya!
Long time no post ;)
SPzombie/WIP, sculpted and textured in Zbrush, decimated for Octane, PS's been used for merge 3 renders and signature, pure octane render, texture, specularity and bump maps.
http://acn.waw.pl/ferro/renderings/BPR_RenderViz02.jpg
The main problem is the skin shader ...
Long time no post ;)
SPzombie/WIP, sculpted and textured in Zbrush, decimated for Octane, PS's been used for merge 3 renders and signature, pure octane render, texture, specularity and bump maps.
http://acn.waw.pl/ferro/renderings/BPR_RenderViz02.jpg
The main problem is the skin shader ...
- Tue Jun 15, 2010 5:35 am
- Forum: M is for Metaverse Gallery
- Topic: ZBrush bust
- Replies: 12
- Views: 8288
Re: ZBrush bust
Thanks Guys.
Mesh contains 369060 triangles after decimation master used. Texture is a combination with backed MatCap, ambient occlussion, cavity map in photoshop, 4096x4096 size. HDR map for a light source plus rotation for direction, pathtracing.
I'm using a single GTX 480 1500MB, 1200x2400 render ...
Mesh contains 369060 triangles after decimation master used. Texture is a combination with backed MatCap, ambient occlussion, cavity map in photoshop, 4096x4096 size. HDR map for a light source plus rotation for direction, pathtracing.
I'm using a single GTX 480 1500MB, 1200x2400 render ...
- Mon Jun 14, 2010 4:38 am
- Forum: M is for Metaverse Gallery
- Topic: ZBrush bust
- Replies: 12
- Views: 8288
Re: ZBrush bust
Thanks for comments, glad You like it 
