
Vinaya - The slow path to completion
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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.
Could we see the displacement maps for the dirt and board? 

Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
I assume you are talking about the sand. There is no displacement in the scene. The sand is made of several millions of instances created from particles in Maya. Each color is exported as a separate cluster and merged in octane using scatter nodes.radiant wrote:Could we see the displacement maps for the dirt and board?
Why? Well... Really just because I can.
Here is a snapshot of the Mandala graph itself:

One single grain of sand (approx. 0.3mm in diameter):

And a couple more of them:

Finally, in order to finish the illusion, below the actual sand geometry there is a mock mandala. Made from a single piece of geometry with a fake sand texture. It provides quick solution to fill any visible gap between the sand grains.

ElBloko, that is insane, and also awesomely cool too! Are the sand grains placed with a particle system? Or did you use a rigid body simulation? Thanks, very nice. 

Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Particles, yes. All particles are emitted from a simplified sculpted model of the mandala so as to not come out completely flat. This geometry is the same one that is used as the under layergrimm wrote:ElBloko, that is insane, and also awesomely cool too! Are the sand grains placed with a particle system? Or did you use a rigid body simulation? Thanks, very nice.
(mock sand) in the final render.

Each color of sand is a separate emitter using the same source object but each has its own emission mask. Here is the mask for the red sand:

A simple geometry is then instantiated across all particles using a couple of expression to add random rotations and size variations per particle.
Then each color cluster is exported to Octane through a useful little script courtesy of user tchoa. http://www.scaphandrier.net/?p=303#comment-388
Only a quarter of the mandala is generated, but it is replicated 4 times in Octane through transform nodes in order to form the complete mandala. Each quarter has a variable color input for the color of the sand representing the 4 individual continents surrounding Mount Meru.
I think that covers it. Don't hesitate to ask questions, I'll try to give answers as detailed as possible.
Thank you for the explanation.
Constructing it in quarters is a very smart way to do it. Very cool.
Jason

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
damn, unbelievable, the grain of sand is insane and unbeatable
please, could you re-render the v2.0 splash screen with the new skin shader? the improvement is incredible
ciao beppe



please, could you re-render the v2.0 splash screen with the new skin shader? the improvement is incredible

ciao beppe
How much particles? I'm very interesting to see capacity of Octane.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I got bound by time for the splash screen. I knew the shaders weren't up to par with what I wanted. I'm not sure if the team would change it now though.bepeg4d wrote:could you re-render the v2.0 splash screen with the new skin shader? the improvement is incredible
ciao beppe
The complete mandala amounts to almost 14.6 million grains of sand.aoktar wrote:How much particles? I'm very interesting to see capacity of Octane.
Good question. Unfortunately I don't know precisely. For one thing, the scene isn't complete yet and as it stands, I can't load the whole scene on the GPU. I will show stats when I figure it out.rund wrote:Could you give an estimate of how many triangles this scene contains in total?
And a quick blurry progress shot.

YES!!!!
El-B, that is insanely impressive. Skin shader looks perfect!
That last image has definitely crossed 'reality' for me.
You rule.
best,
O
El-B, that is insanely impressive. Skin shader looks perfect!
That last image has definitely crossed 'reality' for me.
You rule.
best,
O
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