Those are some renders I done for testing purpose, to check the limits of this awesome software.
Maybe it will be helpful...
Interior lighting
It's possible, but for the moment takes a lot of time.
Maybe in the future beside emission, we will have something like light portals.
If you look at the blinds you see in some cases a supersampling factor is needed (to choose x2, x3 / the render will be longer)
Playing around
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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.
something about glass I'm missing
Seems clear to me the specular works better with hdri than with sun.
But is something strange in the fresnel efect, the transition from reflection to transparent is very short.
I tried with different IORs...
of course the smoothing is disabled
Seems clear to me the specular works better with hdri than with sun.
But is something strange in the fresnel efect, the transition from reflection to transparent is very short.
I tried with different IORs...
of course the smoothing is disabled
- Attachments
gtx 275 896Mb
in beta 2.1 and 2.2, sunlight does not pass through glass yet.
it's scheduled for beta2.3, coming next.
about the building render, it's difficult to say, you should zoom in and inspect what's going on,
maybe it's a normal problem ? (flipped normals) ?
Radiance
it's scheduled for beta2.3, coming next.
about the building render, it's difficult to say, you should zoom in and inspect what's going on,
maybe it's a normal problem ? (flipped normals) ?
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Here are two details from different angles.
The geometry looks okay
I think the problem (at least on my gtx275) is the tranparency becomes completly extinct at a certain angle given by IOR
Another two examples.
The geometry looks okay
I think the problem (at least on my gtx275) is the tranparency becomes completly extinct at a certain angle given by IOR
Another two examples.
- Attachments
gtx 275 896Mb
Some quick dirty renderings
The hdr lighting is one of the best, but brute force (pathtracing) cannot solve everything
They are some things I'm waiting ( I know most of them are about to be done )
Most important, from my point of view are:
major improvements: MLT, Lights and why not Bidir;
minor improvements: Better specular materials, mix of materials ( thin glass, metallic paint...)
The hdr lighting is one of the best, but brute force (pathtracing) cannot solve everything
They are some things I'm waiting ( I know most of them are about to be done )
Most important, from my point of view are:
major improvements: MLT, Lights and why not Bidir;
minor improvements: Better specular materials, mix of materials ( thin glass, metallic paint...)
gtx 275 896Mb