My First octane render

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ZAKI
Licensed Customer
Posts: 16
Joined: Mon Nov 10, 2014 7:57 pm
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I started playing with octane, loving it so far :D
I used the materials from the livedb
1h render time :o in pathtracing mode using a Quadro K4000, am I doing it wrong ?
Attachments
test.jpg
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Sportler
Licensed Customer
Posts: 96
Joined: Fri Jul 22, 2011 3:37 pm
Location: Norway

I truly have no idea what I am looking at; but I like the aesthetic of it! Good job and welcome to Octane :D
GPU: 1x Nvidia RTX 3080 Ti
RAM: 64GB DDR4 3200MHz
CPU: 5950x
ZAKI
Licensed Customer
Posts: 16
Joined: Mon Nov 10, 2014 7:57 pm
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Thanks man, you can say it's just a random abstract futuristic thing for the sake of practice :D
Here is another test, It's amazing how user friendly octane is, compared to vray.
Attachments
test-2.jpg
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glimpse
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Nice work! =) love the image in the first post =)

You're not doing anything wrong is just Your card (Quadro k4000) is not the fastest in Octane & that's all =) in some situations it might be hard to remove noise, but You can make some optimisations =) - You'll get to know these with time.

If You want speed & can lie with smth like 3GB of vRAM go for 780(Ti). Latelly OTOT's developers made a good jump optimising Octane to run Maxwell cards (980/970) too =) if vRam is important You're left with Titan (Black or Z) - that's 6GB/GPU - most You can get without going for Teslas/Quadros.

Post some more =) really interesting direction You got here =)

& Yeah..I came for speed, but stayed for simplicity too,
as Octane is a joy to work with! =)
ZAKI
Licensed Customer
Posts: 16
Joined: Mon Nov 10, 2014 7:57 pm
Contact:

Thanks @glimpse for the feedback, my current machine settings is Dell Precision T5610, Dual Intel Xeon E5-2630 v2, 32GB RAM,3 GB NVIDIA Quadro K4000, do you think it's okey if I throw in another card for a non-custom build machine ? which card of these you mentioned would be the best deal ?
I mainly used this machine for rendering animations so I focused on the number of cores/threads instead of the gpu, that's before I know about octane.

I like octane and i am planing on sticking with it and use more often now, but i guess my current gpu wont be of a too much help.

And yup stay tuned I'll be posting some more various tests and also some coming future projects.
Octopot
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Joined: Sun May 26, 2013 5:55 am

The future of dentistry*...

*will still scare the shit out of you.
ZAKI
Licensed Customer
Posts: 16
Joined: Mon Nov 10, 2014 7:57 pm
Contact:

Hi Guys, I came back with another test.
A random sci-fi nonfunctional crate XD I gotta work more on my modeling skills.
Anyway, any one have an idea how to reduce the noise that appears in the areas reflecting the warm light ? I blurred it out carefully a little bit with photoshop ? But i want to know what cause it.

THanks
Attachments
crat2.jpg
mib2berlin
Licensed Customer
Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

Hi, this noise result often from small mesh emitters or indirect light sources.
There are some ways to minimize it:
Try different render kernel, PMC render slower but clear faster in problematic light situations.
Reduce Diffuse/Specular samples, 4-8 is enough in most cases.
Use GI clamp feature, settings between 2-10, 1000000 default is annoying.
Try hotpixel removal tool in Imager panel.
Add big mesh emitter with very low values to get more "Rays" in the scene
The latest development versions have Coherent render mode, render faster but less realistic (DL an PT kernel only).

http://render.otoy.com/forum/viewtopic.php?f=33&t=43530

Materials with more than 80% RG or B produce noise, most noise is 100% white.

Thats it for now, cheers, mib
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
ZAKI
Licensed Customer
Posts: 16
Joined: Mon Nov 10, 2014 7:57 pm
Contact:

mib2berlin wrote:Hi, this noise result often from small mesh emitters or indirect light sources.
There are some ways to minimize it:
Try different render kernel, PMC render slower but clear faster in problematic light situations.
Reduce Diffuse/Specular samples, 4-8 is enough in most cases.
Use GI clamp feature, settings between 2-10, 1000000 default is annoying.
Try hotpixel removal tool in Imager panel.
Add big mesh emitter with very low values to get more "Rays" in the scene
The latest development versions have Coherent render mode, render faster but less realistic (DL an PT kernel only).

http://render.otoy.com/forum/viewtopic.php?f=33&t=43530

Materials with more than 80% RG or B produce noise, most noise is 100% white.

Thats it for now, cheers, mib
Thank youuu very much for the help, Can you please explain what you mean by a mesh emitter ?

Thanks
mib2berlin
Licensed Customer
Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

Hi, short answer long:

http://render.otoy.com/manuals/Standalo ... age_id=390

Keep your mesh/object emitter low poly, simple plane for example.
The "Normal" direction is important, mesh emit only in one direction.

Cheers, mib
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
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