Hi,
Here are some shots of a new project I'm working on. I made them with direct lighting to get something fast to show to my requester and I was quite happy with the result. Rendering time varies from 30min to 1h30 in 1600, I then reduce them to 1024, some are still a bit noisy, should wait more. Other will come later, also some external views. Can't wait to get my hands on the emiter material to make some night views too. So here they are :
Some shots of a new project
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- enricocerica
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Come sempre complimenti
Wish I had the time to dedicate it properly and reach your level of details
Is the carpet mesh object? does not definitely look like a Bump map.
Bravo

Wish I had the time to dedicate it properly and reach your level of details

Is the carpet mesh object? does not definitely look like a Bump map.
Bravo
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
I love these! Very nice. Even though pathtracing should be better I still tend to go back and render indoor scenes with directlighting. Not because it is faster but because sometimes it just looks better. Go figure 

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- SurfingAlien
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stunning work, as usual... the table shot is really awesome
(some strange shape for the red wine glass you got there!)

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- enricocerica
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Thanks guys for comments.
@Ice_Juice & Justix: The carpet is made with particles and I used plane instances and an opacity map. This is really efficient with low polys
I use the same principle for the grass which works fine from an view angle but if you change view angle you should re-orient the planes.
@Zay: Usually I use pathtracing as it produces much real results mainly because with directlighting you don't have any indirect light, I had to make them quickly so I used directlighting and indeed I was quite happy with the result.
@Ice_Juice & Justix: The carpet is made with particles and I used plane instances and an opacity map. This is really efficient with low polys

@Zay: Usually I use pathtracing as it produces much real results mainly because with directlighting you don't have any indirect light, I had to make them quickly so I used directlighting and indeed I was quite happy with the result.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
One thing to note is that you can fake Indirects with material emmiters.
This is how the early fake GI renders was made with scanlines before radiosity was interiduced.
So as long you have a basic knowledge where light would infact bounce, you could add helper ommiters.
The technic is ancient but extremly efficient.
A good idea would be to render an indirect illumination pass in the host app which you would use as a guide to add the 2-3 most dominant factors in.
Not you enricocerica
Just talking in general technics using Direct light modes with helpers.
This is how the early fake GI renders was made with scanlines before radiosity was interiduced.
So as long you have a basic knowledge where light would infact bounce, you could add helper ommiters.
The technic is ancient but extremly efficient.
A good idea would be to render an indirect illumination pass in the host app which you would use as a guide to add the 2-3 most dominant factors in.
Not you enricocerica

Just talking in general technics using Direct light modes with helpers.
Amiga 1000 with 2mb memory card
It is an older technique, but its also bias vs unbiased is'int it? A material emitting light is'int generically a direct coloration of that materials emittance say when you take a piece of brass it wont always reflect in a gold manner/ emittance depending on surrounding light. Faking ambient occlusion is not easy imo. Would be a nice technique to learn if results can be achieved as accurately as the unbias methods. Now theres a challange
I thought scanline was the old mental ray and vray render algorithm used where a large part of the bias render was rasterized for the best part with z buffered ambient traces (which was doing exactly whats been said above) Im pretty sure some games are using this method too...

I thought scanline was the old mental ray and vray render algorithm used where a large part of the bias render was rasterized for the best part with z buffered ambient traces (which was doing exactly whats been said above) Im pretty sure some games are using this method too...
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Its ok to fake whatever you can.
Direct light is already fake in terms of realism however with the right amount and a couple of ao passes you can get near realistic imagry, that for a cg artist is hard to determin, let alone the client will have no clue what so ever.
So I say if you can fake your way out of a situation, do it by all means.
With or without material emmitters simulating Indirect light.
Direct light is already fake in terms of realism however with the right amount and a couple of ao passes you can get near realistic imagry, that for a cg artist is hard to determin, let alone the client will have no clue what so ever.
So I say if you can fake your way out of a situation, do it by all means.
With or without material emmitters simulating Indirect light.
Amiga 1000 with 2mb memory card
That looks so great.
I have to ask, how is everyone getting that vibrant, colorful look with Octane? Everything I do seems to be monotone and all of the colors are muted.
Can someone post an OCs of a basic scene setup so I can see what the secret is?
I have to ask, how is everyone getting that vibrant, colorful look with Octane? Everything I do seems to be monotone and all of the colors are muted.
Can someone post an OCs of a basic scene setup so I can see what the secret is?
Ryzen 5950x
128GB Ram
RTX 3070 x 3
128GB Ram
RTX 3070 x 3