So much this. I'm about to get vray 2.0 just because I can see 8,000 tutorials for it already, and I've been getting more and more frustrated.Has anyone suggested selling their Octane scenes, tutorials etc? Much like Evermotion etc.
Last serie from my "Quiet place" scene
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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.
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- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
Have you ever tried to apply tutorials of other renderers to Octane? I haven't tried it yet, but the general ideas should apply to most GI renderers including Octane. Maybe this would be a good starting point? Well, it's just an idea...
Cheers,
Marcus
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Unfortunately I kinder agree. The vid's here need updating, with perhaps tutes from certain Mods (other than radiance) who have an already keen Octane skill.tehfailsafe wrote: I'm about to get vray 2.0 just because I can see 8,000 tutorials for it already, and I've been getting more and more frustrated.
Win 7 | Ubuntu | x64 | Quadro FX 5800 | 16 GB
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Thanks to all for viewing and comments,
@Face:Well the amount of polys depends from one view to another as I try to remove objects that don't act in the render but due to the trees it's around 3.5 million.
@Teecee2107:I'm sure you'll make miracles with your next toy
I'm afraid you're right, I probably wouldn't sit on such a nice chair unless you can't handle a thinkpad on it.
@Tchoa:The foreground trees behind the windows are 3D the background trees are an image
@Proupin:I'm thinking to sell some of my propos on turbosquid, I already placed some trees, will proceed with furnitures
Now about lighting, there is really nothing special, as there isn't MLT yet, the only way to get lighted rooms is to let the light entering, so you may not see it but I've hidden all the walls behind the camera and everything which could be an obstacle to light, also, just keep the glass on visible windows to get some reflection on it for more realistic images. I've also done some postpro to conrrect the lighting/contrast and also made this on the part where light is coming from just to increase the entering light fx. This is very quick and doesn't require any sofisticated software, I just used Gimp. I'm sure the result may be even better using software like After effect.
Also, don't use high bump values and if possible use spec maps, they really increase realism and if applicable just remove shiny surfaces they produce noise and increase the rendering time.
I will start a new archviz project and I'll try to make some basic tut if I have time.
@Face:Well the amount of polys depends from one view to another as I try to remove objects that don't act in the render but due to the trees it's around 3.5 million.
@Teecee2107:I'm sure you'll make miracles with your next toy

@Tchoa:The foreground trees behind the windows are 3D the background trees are an image
@Proupin:I'm thinking to sell some of my propos on turbosquid, I already placed some trees, will proceed with furnitures
Now about lighting, there is really nothing special, as there isn't MLT yet, the only way to get lighted rooms is to let the light entering, so you may not see it but I've hidden all the walls behind the camera and everything which could be an obstacle to light, also, just keep the glass on visible windows to get some reflection on it for more realistic images. I've also done some postpro to conrrect the lighting/contrast and also made this on the part where light is coming from just to increase the entering light fx. This is very quick and doesn't require any sofisticated software, I just used Gimp. I'm sure the result may be even better using software like After effect.
Also, don't use high bump values and if possible use spec maps, they really increase realism and if applicable just remove shiny surfaces they produce noise and increase the rendering time.
I will start a new archviz project and I'll try to make some basic tut if I have time.
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
Absolutely astonishing..
Windows 7 64bit | Geforce 260GTX | 4GB
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
I don't know about others, but I would learn 10 times more just by seeing a finished ocs/obj files. Just a simple one that looks as clean as this without the detailed bookshelves/chair/rug etc. Even without texture maps since those can be a pain to repackage. And it would be the fastest/easiest thing for you, you wouldn't even need to find the time!enricocerica wrote:I will start a new archviz project and I'll try to make some basic tut if I have time.

windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- suhail_spa
- Posts: 229
- Joined: Tue Nov 16, 2010 9:51 am
thank you..enricocerica wrote:but I've hidden all the walls behind the camera and everything which could be an obstacle to light

now that's a tip...
question: can we do this in octane itself (maybe in future release..) without going back to host software to hide walls/obstacles behind camera..?
some kind of 'hide it' material..?
DELL Precision M4500 Laptop (win7 -64bit, Intel core i5 M520 2.4Ghz, 4Gb, Quadro FX880 1Gb, PCI express slot)
with GTX 460 -2GB (running on home-made GPU-expander)
with GTX 460 -2GB (running on home-made GPU-expander)
Not at this point. You need to do it in your 3D modeling app.suhail_spa wrote:thank you..enricocerica wrote:but I've hidden all the walls behind the camera and everything which could be an obstacle to light![]()
now that's a tip...
question: can we do this in octane itself (maybe in future release..) without going back to host software to hide walls/obstacles behind camera..?
some kind of 'hide it' material..?