Nvidia Fermi Octane Competition (CLOSED)
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- EricDesign
- Posts: 353
- Joined: Thu Mar 25, 2010 8:19 pm
- Location: canada
- Contact:
Cool EricDesign
But, with this angle, the side of the cube is blurred, so the chamfer is kinda useless with this particular camera angle and depth of field
And I really like the old render more, the light is better (more bright on the cube, also it look its coming from the top of the picture, wich is quite dramatic and contrasty) and the normal/bump effect is much better on the left face of the center cube
But the cube is still cut halfway
I suggest the old camera angle with the new chamfers, zoomed out a little bit and centered (with maybe more space, grey background)
And maybe play with a wider format (something more wide, more cinematic looking)
Here's a quick mockup of what I mean
The black is to show the new ratio versus the old 1440 by 900 ratio
But, with this angle, the side of the cube is blurred, so the chamfer is kinda useless with this particular camera angle and depth of field
And I really like the old render more, the light is better (more bright on the cube, also it look its coming from the top of the picture, wich is quite dramatic and contrasty) and the normal/bump effect is much better on the left face of the center cube
But the cube is still cut halfway
I suggest the old camera angle with the new chamfers, zoomed out a little bit and centered (with maybe more space, grey background)
And maybe play with a wider format (something more wide, more cinematic looking)
Here's a quick mockup of what I mean

The black is to show the new ratio versus the old 1440 by 900 ratio
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
- EricDesign
- Posts: 353
- Joined: Thu Mar 25, 2010 8:19 pm
- Location: canada
- Contact:
Sam wrote:Cool EricDesign
But, with this angle, the side of the cube is blurred, so the chamfer is kinda useless with this particular camera angle and depth of field
And I really like the old render more, the light is better (more bright on the cube, also it look its coming from the top of the picture, wich is quite dramatic and contrasty) and the normal/bump effect is much better on the left face of the center cube
But the cube is still cut halfway
I suggest the old camera angle with the new chamfers, zoomed out a little bit and centered (with maybe more space, grey background)
And maybe play with a wider format (something more wide, more cinematic looking)
Here's a quick mockup of what I mean
The black is to show the new ratio versus the old 1440 by 900 ratio
ok new render with you suggestion

Yay good one !
I like how you integrated your name + the Octane logo, its sleek

I like how you integrated your name + the Octane logo, its sleek

http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
- EricDesign
- Posts: 353
- Joined: Thu Mar 25, 2010 8:19 pm
- Location: canada
- Contact:
thx SamSam wrote:Yay good one !![]()
I like how you integrated your name + the Octane logo, its sleek

@EricDesign : nice metal boxes. Good bump.
For my own, I have difficulties with bump and Nor Maps in Octane : I find the effect not strong enough in most cases on Diffuse materials. It seems to work better on specular objects, but not very strong compared to what I get inside Blender. I have to set Power it to 1 in all circumstances and put the Gamma to 8 (maxi) as well.
Do you think that it could be a disabled feature on my graphic card ? Which one ?
Below a new image, with cut out palm trees added on alpha planes. Making a good alpha map not giving a white border around trees is a nightmare !
For my own, I have difficulties with bump and Nor Maps in Octane : I find the effect not strong enough in most cases on Diffuse materials. It seems to work better on specular objects, but not very strong compared to what I get inside Blender. I have to set Power it to 1 in all circumstances and put the Gamma to 8 (maxi) as well.
Do you think that it could be a disabled feature on my graphic card ? Which one ?

Below a new image, with cut out palm trees added on alpha planes. Making a good alpha map not giving a white border around trees is a nightmare !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
ROUBAL, very cool scene
I got something for you
Save it to your bookmarks
heiwa4126 on Flickr got A LOT of panoramas to share (600 or more hehehe)
Available at huge resolutions (6000 by 3000 pixels)
They are all under creative commons
They are perfect for backplates and background
http://www.flickr.com/photos/heiwa4126/
I got something for you

Save it to your bookmarks
heiwa4126 on Flickr got A LOT of panoramas to share (600 or more hehehe)
Available at huge resolutions (6000 by 3000 pixels)
They are all under creative commons
They are perfect for backplates and background

http://www.flickr.com/photos/heiwa4126/
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
Hi Sam,
Thank you very much. Excellent link. I made my panorama by cloning parts of a very low definition image of Hawaii (600x407) from a Softkey CD purchased many years ago, before digital cameras ! In very background with DOF it is usable, but not much !
I've just noticed that Octane had switched back to the default agfa film template... I had selected Kodak Gold 100 for a warmer tint... Argh! I will see if I can rerender my last image tomorrow.
I have checked my GPU parameters (for bump and Normal weakness) and everything seems enabled.
Thank you very much. Excellent link. I made my panorama by cloning parts of a very low definition image of Hawaii (600x407) from a Softkey CD purchased many years ago, before digital cameras ! In very background with DOF it is usable, but not much !
I've just noticed that Octane had switched back to the default agfa film template... I had selected Kodak Gold 100 for a warmer tint... Argh! I will see if I can rerender my last image tomorrow.
I have checked my GPU parameters (for bump and Normal weakness) and everything seems enabled.

French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
very nice car, beautifull and original model 
regarding bump/normal, are you sure you're scene is right unit wise?
eg you car is not 40 meters or 4cm long, but 4 meters long.
(can change in obj import preferences panel)
Radiance

regarding bump/normal, are you sure you're scene is right unit wise?
eg you car is not 40 meters or 4cm long, but 4 meters long.
(can change in obj import preferences panel)
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Thank you Radiance,
Yes, I have checked that. The Lincoln 1962/1962 measure exactly 2 meters wide, so it is easy to check the scale.
Yes, I have checked that. The Lincoln 1962/1962 measure exactly 2 meters wide, so it is easy to check the scale.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.