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Re: Octane render experiments

PostPosted: Wed Nov 03, 2021 11:04 am
by whersmy
Trying out a more white on white look with thick curtains. Takes way longer to clean up as the only light is coming through the curtains with an HDRI.

Re: Octane render experiments

PostPosted: Sat Nov 06, 2021 3:46 am
by whersmy
In between project, first time using vertex displacement and it`s doing a pertty decent job so far. Random walk SSS renders pretty quick as well. Rendering out an overcast version next. Glad I got the 3080 for these resolutions :|

Re: Octane render experiments

PostPosted: Sat Nov 06, 2021 11:57 pm
by whersmy
And the overcast version. Tried out the nested dielectrics, overall pretty satisfied!

Re: Octane render experiments

PostPosted: Thu Nov 11, 2021 2:06 pm
by whersmy
Tempted to try out the BRDF energy conserving GGX model for the water. With PMC caustics look super sharp without fog. The split-focus diopter makes for crashes along with the equirectangular camera, but going to try that out as well, along with the internal forced tonemapping. Not happy with the composition and water yet.

Around 8 hours rendering on PMC, waterplane is a mesh deformed along with a normal map + rayswitch to speed up rendertimes. Lit by octane sun + visible BG with rayswitch as well. PS for post pro. :)

Denoiser + adaptive sampling aren`t working with PMC on 2021.1 (yet?). So for now it`s around 50% resized from 2560 x 1080.

Re: Octane render experiments

PostPosted: Sun Nov 28, 2021 12:04 pm
by Dingbat
whersmy wrote:With PMC caustics look super sharp

sharp indeed

have you tried new PPM kernel?

interested to see a comparison

Re: Octane render experiments

PostPosted: Mon Nov 29, 2021 3:51 pm
by whersmy
Version 2022 for Studio just came out, so going convert it when I can! viewtopic.php?f=33&t=78783

Re: Octane render experiments

PostPosted: Mon Nov 29, 2021 7:34 pm
by whersmy
Yeah wow. If the Photon tracing kernel is set up correctly it`s blazing fast. The pool scene generates sharp caustics even over a procedural bump map, it`s on a 3080ti almost instantly.

Scene scale might be important I`m noticing, but wow. :|

For now here`s a first test! Photontracer till 1600samples, in 5 minutes on a 3080ti + 1060 max-Q. Octane 2022.1 XB0. Driver version 30.0.14.7168.

Re: Octane render experiments

PostPosted: Tue Nov 30, 2021 3:39 pm
by whersmy
Still struggling with getting that lovely noise gone (inside the flasks). 6400 samples @ 3080ti+1060 max-q takes around 15 minutes!! Can`t imagine getting this with PT/PMC. :o I exported an .orbx to dive in, but it`s around 200MB for the same scene. (Okay zipped it`s 75MB!) This is lit with a sharp sun HDRI as Sky texture in Daylight environment. (Hosek)

Re: Octane render experiments

PostPosted: Tue Nov 30, 2021 5:36 pm
by whersmy
Okay an interior experience with the Photon Kernel (in case I would need to render a wooden bowl that is suddenly glass) to check the workflow. For now I switched to sharp sun to generate them quicker. Diffuse lighting doesn`t generate them as sharp!
What I noticed is that the Photon Kernel and AI Denoiser don`t work together (yet!), so you need to compose PT+AI denoiser with the Photon Kernel and Render region that part, which overall adds a few minutes to the workflow. Overall 0 crashes, so it`s pretty stable.

For example the caustics generated by the bowl took about 6 minutes with render region to converge. So yeah. I think it`s a super-addition for prodviz & art, but has less use-cases for wider interiors for now. But let`s wait for the denoiser to work as well :)

Re: Octane render experiments

PostPosted: Sun Dec 05, 2021 7:59 pm
by whersmy
Next up some crisp caustics. I remember on PMC it took about 8 hours to render 1 frame. After some testing/optimizing the Photon kernel actually reduced that to around 11 seconds per frame :| Still pretty low res, can`t wait for RNDR to upgrade to 2022.

https://vimeo.com/653449036



https://vimeo.com/653460542



https://vimeo.com/653450018