Day and night render
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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 left right 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 use 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.
The problem with black ceilings in AO mode is caused of a wrong AO distance setting (too high). My advice is switch the visor to occlusion mode and adjust the distance until all that excess of occlusion disappears. Its not a drawback al all, but a wrong setup of the render.
After some experimenting, I´ve found that you were right. You can´t have indirectly lit areas in AO mode without some good environment. That means it´s only suitable for daylight scenes. Switching to diffuse solves the problem as you add the bounces calculation.
An interesting point is that for my scene, which is more or less like yours, but very basic and boxy, pathtracing performs faster than diffuse DL. Is there some rule or tip where a more dense rendering kernel can be faster than a supossed another lighter and faster, like in my scene, where PT cleans the noise quicker than diffuse? (it should be slower, in theory)
An interesting point is that for my scene, which is more or less like yours, but very basic and boxy, pathtracing performs faster than diffuse DL. Is there some rule or tip where a more dense rendering kernel can be faster than a supossed another lighter and faster, like in my scene, where PT cleans the noise quicker than diffuse? (it should be slower, in theory)
How do you keep vertical to be vertical? This is possible in vray camera by just clicking a button but how to do it in Octane? Is there a button?remon_v wrote:Thnx floor,
I've got Octane from the start of development.
But only recently I started to use, and I like it a lot.
Still haven't done that many in Octane yet.
Btw I've done a little post pro on your daylight scene.
I think you should keep the verticals vertical.
The walls are to yellow, they should ideally be white.
The middle wall is blown out.
You forgot to add a 'base' (plint) in the middle wall.
To me the shadows are to dark, especially under the bed (unless you don't want to show us the monster who live there).
The ceiling looks weird to me.
Anyways these are my opinions, for the rest I like the scene alot.
GTX 560 2GB, AMD FX 8350, 8GB RAM, Win7 x64
First of all best wishes to you and everyone on this forum.
What I mean is, keep the verticals straight.
Make sure the position and target of 'Y' are the same.
If you want the camera to look up or down use the 'Y' in the 'lensShift.'
What I mean is, keep the verticals straight.
Make sure the position and target of 'Y' are the same.
If you want the camera to look up or down use the 'Y' in the 'lensShift.'
Win7 Pro x64, Phenon II 940, 8 GB, Geforce 470 - Modo, Zbrush