Interior test with Octane integrated plugin for c4d, for the exterior vegetation i've use c4d instance.
pmc kernel
time cooking for each image more or less 6/8 h
gpu Gtx 580m x2
Dell Alienware mx 18
Giacomo Consigli
Interior test Octane render for c4d
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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 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.
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 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.
hi giacomo, well done 
there is something strange in the metal of the lamp on the right
it would be nice to see more light coming from the windows, you can boost the environment light or using an invisible emitter instead of the glass
ciao beppe

there is something strange in the metal of the lamp on the right

it would be nice to see more light coming from the windows, you can boost the environment light or using an invisible emitter instead of the glass

ciao beppe
- paoloverona
- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
Hi Giacomo,
I think that your colseups are really nice and works almost good:
- the couch and the square cushions should be more detailed and the texture better mapped
- the tray for the glasses and bottles is without shape (seems to be just a flat plane) and seems is floating
As for the wide angle view what "sounds bad" for me is:
- the windows looks little too short/small in proportion with how much space remain to the ceiling, but I'm not an architect so I hope that someone else could give his opinion...maybe a false ceiling is needed (would be cool with a lightened perimeter or hole).
- the walls texture works good only in the closeups (evident tiling in the other shot)
- too much naked walls...It took me different time to realize that the picture on the wall in real was a TV
, you could add a couple of speaker
- the left part of the room is quite totally empty respect to the right (I think that some other object is needed)
That's all. Don't think that I'm too rude with you, it's only the fact that I feel that you are on the right way and with only little adjustments your scene could be lot enhanced
I think that your colseups are really nice and works almost good:
- the couch and the square cushions should be more detailed and the texture better mapped
- the tray for the glasses and bottles is without shape (seems to be just a flat plane) and seems is floating
As for the wide angle view what "sounds bad" for me is:
- the windows looks little too short/small in proportion with how much space remain to the ceiling, but I'm not an architect so I hope that someone else could give his opinion...maybe a false ceiling is needed (would be cool with a lightened perimeter or hole).
- the walls texture works good only in the closeups (evident tiling in the other shot)
- too much naked walls...It took me different time to realize that the picture on the wall in real was a TV

- the left part of the room is quite totally empty respect to the right (I think that some other object is needed)
That's all. Don't think that I'm too rude with you, it's only the fact that I feel that you are on the right way and with only little adjustments your scene could be lot enhanced

intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
Personally, I don't like the image outside the window.
i would change the saturation and levels so it doesn't distract from the interior as much as it does. A common thing I do is take the mid level and move it towards the white. This can give you a much brighter image that still retains detail but wont be so distracting. Also, do a slight blur filter on it.
Things that are high saturation and contrast will draw the eye. You want the outside to create ambiance, not distract the eye.
i would change the saturation and levels so it doesn't distract from the interior as much as it does. A common thing I do is take the mid level and move it towards the white. This can give you a much brighter image that still retains detail but wont be so distracting. Also, do a slight blur filter on it.
Things that are high saturation and contrast will draw the eye. You want the outside to create ambiance, not distract the eye.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram