
Manifestation 1 - Moldy
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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.
Crazy!
Please, share with us more regarding software used, render times, etc...
Please, share with us more regarding software used, render times, etc...
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0
https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
Thanks!
I used 3DS Max 2014 for modeling, Photoshop CC for making the textures, and Octane for rendering. I only have a Titan Black, no additional graphic cards, so rendering isn't super fast, I think I let it render for over three or four hours, I forget how long. I had to re-render some parts after realizing I had forgotten to break some tiling on the wires, and in fact I gave up waiting for the image to clean up and sort of post-process-fixed it in Photoshop to get rid of the remaining noise:/
A few tiny details were added in Photoshop, such as adding a few scratches on the garbage bin I had forgotten to do in the texture, but overall it's pretty much all 3D. Added some grain and chromatic aberration, and a bit of color balance. I used Octane's own Response preset for the grading, I think it was Agfachrome RSX2 200.
I used 3DS Max 2014 for modeling, Photoshop CC for making the textures, and Octane for rendering. I only have a Titan Black, no additional graphic cards, so rendering isn't super fast, I think I let it render for over three or four hours, I forget how long. I had to re-render some parts after realizing I had forgotten to break some tiling on the wires, and in fact I gave up waiting for the image to clean up and sort of post-process-fixed it in Photoshop to get rid of the remaining noise:/
A few tiny details were added in Photoshop, such as adding a few scratches on the garbage bin I had forgotten to do in the texture, but overall it's pretty much all 3D. Added some grain and chromatic aberration, and a bit of color balance. I used Octane's own Response preset for the grading, I think it was Agfachrome RSX2 200.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
super cool!
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Great work! Would like to see it in an animation.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Thanks all!
If all the tiles had been made in 3D and rotated randomly, I think we would have gotten more highlights in places where currently none are visible. If it was to be an animation, I think I would have made all the tiles 3D, and maybe then bake everything in a displacement map so I could refine it as desired afterwards, maybe in Zbrush.
Haha, nice you noticed:) It was an important detail to get it to look like my references. The wall texture was made in Photoshop (I didn't model the tiles because I felt I would lack detail that was easier and faster to do in 2D), but then I made a displacement map to have all the tiles slightly extruded, but trying to vary the angle randomly per tile in the displacement map was too complicated. So where the highlights were visible on the wall, I modeled one tile and instanciated it on top of the already displaced geometry, and then applied a noise modifier so each one would be slightly rotated. So most of the wall is a texture with displacement, but where the highlights are present it's 3D tiles. It's quite a hack, if we saw the wall from up close or at other angles it wouldn't look good, but this was the fastest way I could figure this out.smicha wrote:Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
If all the tiles had been made in 3D and rotated randomly, I think we would have gotten more highlights in places where currently none are visible. If it was to be an animation, I think I would have made all the tiles 3D, and maybe then bake everything in a displacement map so I could refine it as desired afterwards, maybe in Zbrush.
Phil_RA wrote:Thanks all!
Haha, nice you noticed:) It was an important detail to get it to look like my references. The wall texture was made in Photoshop (I didn't model the tiles because I felt I would lack detail that was easier and faster to do in 2D), but then I made a displacement map to have all the tiles slightly extruded, but trying to vary the angle randomly per tile in the displacement map was too complicated. So where the highlights were visible on the wall, I modeled one tile and instanciated it on top of the already displaced geometry, and then applied a noise modifier so each one would be slightly rotated. So most of the wall is a texture with displacement, but where the highlights are present it's 3D tiles. It's quite a hack, if we saw the wall from up close or at other angles it wouldn't look good, but this was the fastest way I could figure this out.smicha wrote:Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
If all the tiles had been made in 3D and rotated randomly, I think we would have gotten more highlights in places where currently none are visible. If it was to be an animation, I think I would have made all the tiles 3D, and maybe then bake everything in a displacement map so I could refine it as desired afterwards, maybe in Zbrush.
Thanks for the answer. At first I thought about instancing

3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Now THAT'S what I'm talking about!!
I love everything about this image.
What a delicious concept.
Nice one Phil!
best,
O
I love everything about this image.
What a delicious concept.
Nice one Phil!
best,
O
WORKSTATION = Win7x64 / Intel Core i7-5930K [email protected] / 32GB ram / Liquid Cooled 4xTitanX /3dsMax 2014 / Octane Max Plug v2.16a / FARM = Intel i7-2600k 3.70GHz (x2 TitanZ) x 14