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Re: Octane render experiments
Posted:
Mon Sep 05, 2016 1:39 pm
by Terryvfx
Looks really good!
Re: Octane render experiments
Posted:
Mon Oct 31, 2016 8:08 pm
by whersmy
busy times, was really hoping apple would release an egpu on usb-c last week
, so I did some sketches on internal parts like the new pascal/polaris chips, power supply and heat dissipation
We could really use something like adaptive sampling for these kind of texture emitters and .ies lights that just take way longer to clear up
Re: Octane render experiments
Posted:
Wed Nov 02, 2016 4:31 pm
by Stefanosky92
whersmy wrote:yeah it`s one way to it, funny because the ssspass actually looks like some type of molded clay that you use when making real ceramic products!
worked a bit on the specular part and colour, getting there
Really really cool!!! I've to made some ceramic products and I'm working on a nice material like this! Could you share some secrets about this?
Thank you! Enjoy!
Re: Octane render experiments
Posted:
Thu Nov 03, 2016 10:49 pm
by whersmy
hi! yes i`ll look into it when i have more time. it`s a combination of glossy, diffuse and specular in standalone!
the sss pass helps to quickly see how light refracts through it, but renders slowly
Here`s another take on glass, rendered roughly twice the size and resized, 12 hours overnight on pt on a single gtx580, and one from a while ago, IKEA manual led torch
Re: Octane render experiments
Posted:
Mon Nov 07, 2016 1:52 pm
by whersmy
another shot on glass and procedural noise, around 13h on a single gtx580
Re: Octane render experiments
Posted:
Sat Nov 26, 2016 1:57 pm
by whersmy
Hi guys,
As a part of renderproject we made a small benchmark scene, I used internally.
Classic Pixar teapot and a scene pathtracers don`t really like..small caustics as well.
We tune the GI_clamp and see what it does to the noise and shadows, same goes for Caustic blur.
Eventually import them to max or cinema, to get a grip on material node structures.
Rendertime for a clean image on Octane 2.24.1 1X GTX580, Render priority off:
Specs:
1920x1080
Tris: 82376
Pathtracing at DD16 - SD24
Caustic blur 0.01
Coherent ratio 0.5
GI clamp 1000000
Camera: Set to Linear, gamma adjusted to 1.445
Highlight compression 1
Max samples to clean out Main Beauty pass: 25000 samples in 90 in minutes
Max samples to clean out Light pass 1: 200k samples 11h 22m
Max samples to clean out Light pass 2: 200k samples 11h 22m
Moreover, you can check out materials for:
- Procedural noise that you can further edit for custom maps
- Gradient emmissions for softer lights, mixed material, sinewave textures
- Gradients in glass
- Studio HDRI with an upper Lightbox
I`m instructing the scene this weekend, then it`s available for free!
Perhaps a derived version with more smaller emitters is an idea too.
Re: Octane render experiments
Posted:
Sun Nov 27, 2016 12:21 pm
by smicha
Very nice! Will you be sharing the scene as orbx - I'd like to play with it in the standalone.
Re: Octane render experiments
Posted:
Mon Nov 28, 2016 2:58 pm
by whersmy
Hi smicha, yes definately!
Re: Octane render experiments
Posted:
Mon Nov 28, 2016 3:01 pm
by smicha
Great.
Re: Octane render experiments
Posted:
Wed Nov 30, 2016 8:22 pm
by whersmy
Here we go! Only suited for Octane 2.24.1 and above.