Hi all.
wide objectives in real world shall only very smal DOF bluring and this render shall wide angle of view.
If is the focused point in space far, the background is lesser blured.
If is the focused point in space closely, the background is more blured.
First attempt at a car render
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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!
I happen to have the same 3D model as you. It was given away on the cover disk of 3D World DVD 128.
Having access to the same model motivated me to try and give you a few friendly pointers.
Please note I created this image tonight while my wife and son slept...so, it could be better, but anyway its good enough for some tips.
I tried to stay pretty much true to how you had your car placed, though I did angle it a bit more so that you could see the engine inside. Which leads me to point out, that if a person was to try and make this car look "Real", it needs some extra complexity tossed into the engine compartment...some wires running around inside, a battery with warning labels etc...you get the idea.
For the lighting I used a HDR file I have....and then I set Octane to use pathtracing.
Set the materials for your car, glass etc as you desire.
Then using the interactivity of Octane, spin the HDR around till you get a lighting and reflection look that you like on the cars paint and glass.
Another area I like to tweak (mine in the example could be better) is the headlights. Don't forget to make the internal reflectors shine by making them like chrome. It really helps to make the car look more real, for the headlights are like the eyes of a person.
The background scene is from Daz3d...I placed the car into that environment to give it something to reflect in the paint.
I am looking forward to one day perhaps having Backplate support with a shadow catcher in Octane..such makes compositing awesome..and it really adds a realistic touch to your renders. Without having a realistic backplate you run the risk of making your scene look "fake" due to the quality of your background models. There are some that can probably post great tips on creating realistic backgrounds. I'm still trying to find that magic forumla.
As to the camera, I just slid the sliders till everything was in focus. I prefer it that way for scenes such as this...though your taste may vary depending on the look you want.
In my sample I could have let it cook longer, for the glass has that grainy look you get if you don't let it cook long enough. But, since its getting late and I need to run off to bed..it has to do for now.
I hope the image and tips help a bit.....people here are friendly and willing to help...so, I thought I'd try and contribute a little help as well.
Mike

I happen to have the same 3D model as you. It was given away on the cover disk of 3D World DVD 128.
Having access to the same model motivated me to try and give you a few friendly pointers.
Please note I created this image tonight while my wife and son slept...so, it could be better, but anyway its good enough for some tips.
I tried to stay pretty much true to how you had your car placed, though I did angle it a bit more so that you could see the engine inside. Which leads me to point out, that if a person was to try and make this car look "Real", it needs some extra complexity tossed into the engine compartment...some wires running around inside, a battery with warning labels etc...you get the idea.
For the lighting I used a HDR file I have....and then I set Octane to use pathtracing.
Set the materials for your car, glass etc as you desire.
Then using the interactivity of Octane, spin the HDR around till you get a lighting and reflection look that you like on the cars paint and glass.
Another area I like to tweak (mine in the example could be better) is the headlights. Don't forget to make the internal reflectors shine by making them like chrome. It really helps to make the car look more real, for the headlights are like the eyes of a person.
The background scene is from Daz3d...I placed the car into that environment to give it something to reflect in the paint.
I am looking forward to one day perhaps having Backplate support with a shadow catcher in Octane..such makes compositing awesome..and it really adds a realistic touch to your renders. Without having a realistic backplate you run the risk of making your scene look "fake" due to the quality of your background models. There are some that can probably post great tips on creating realistic backgrounds. I'm still trying to find that magic forumla.
As to the camera, I just slid the sliders till everything was in focus. I prefer it that way for scenes such as this...though your taste may vary depending on the look you want.
In my sample I could have let it cook longer, for the glass has that grainy look you get if you don't let it cook long enough. But, since its getting late and I need to run off to bed..it has to do for now.
I hope the image and tips help a bit.....people here are friendly and willing to help...so, I thought I'd try and contribute a little help as well.

Mike
Timex Sinclair...Windows 7 64 bit....GTX 470...8 gig...AMD X4 925...2.8GHz
very good. do try to supersample to get smoother anti-aliasing: http://www.refractivesoftware.com/forum ... f=21&t=878
Radiance
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Thank you very much for the pointers!
I clearly have a lot to learn here
I was trying to go for the studio look with my render - similar to the Mercedes, Audi or Lamborghini in the gallery. Even though I understand the importance of a proper background environment, these renders seem quite photorealistic to me and not like small scale models despite the fact that there are no other objects to put them into a context.
Like you pointed out, the engine is not detailed enough which is why I used a lower camera angle to try to hide it - I guess that didn't work out that well
I'll also have to remember to keep the entire car in focus - I see that now.
Materials are a real problem for me at the moment. I have very little knowledge about what settings to use for photorealistic materials since my background is in realtime graphics where everything is approximated or cheated. Your tips for the headlights are exactly the kind of knowledge I'm missing so thank you very much for the input
BTW, what settings are appropriate for windows/glass? Do you tweak the opacity or should the amount of transparency be controlled by the transmission parameter? Transmission is new to me so I'm not sure what it does exactly.
I clearly have a lot to learn here

I was trying to go for the studio look with my render - similar to the Mercedes, Audi or Lamborghini in the gallery. Even though I understand the importance of a proper background environment, these renders seem quite photorealistic to me and not like small scale models despite the fact that there are no other objects to put them into a context.
Like you pointed out, the engine is not detailed enough which is why I used a lower camera angle to try to hide it - I guess that didn't work out that well

I'll also have to remember to keep the entire car in focus - I see that now.
Materials are a real problem for me at the moment. I have very little knowledge about what settings to use for photorealistic materials since my background is in realtime graphics where everything is approximated or cheated. Your tips for the headlights are exactly the kind of knowledge I'm missing so thank you very much for the input

BTW, what settings are appropriate for windows/glass? Do you tweak the opacity or should the amount of transparency be controlled by the transmission parameter? Transmission is new to me so I'm not sure what it does exactly.
Gigabyte GTX460 1GB @ 715MHz | Q9550 @ 2.83GHz | 4GB DDR2 | WinXP 32-bit
realTimer:
I am attaching 3 sample images.
1) Settings I used for the glass
2) Settings I used for the car paint
3) Another test shot without any reference background for scale
A side note....I always have a problem with getting a good RED car paint...I had a friend try on his computer(demo version)...and he could only manage a "Red Orange" as well. Hmmm...
Anyway, maybe it will help you a little...the numbers are just what I ended up with by eyeballing it. I don't have a specific forumula for textures. Though when the material library is added to octane, perhaps we will have a way to share great materials then.
Oh and in regards to transmission I've only used it for coloring the glass.
Mike
I am attaching 3 sample images.
1) Settings I used for the glass
2) Settings I used for the car paint
3) Another test shot without any reference background for scale
A side note....I always have a problem with getting a good RED car paint...I had a friend try on his computer(demo version)...and he could only manage a "Red Orange" as well. Hmmm...
Anyway, maybe it will help you a little...the numbers are just what I ended up with by eyeballing it. I don't have a specific forumula for textures. Though when the material library is added to octane, perhaps we will have a way to share great materials then.
Oh and in regards to transmission I've only used it for coloring the glass.
Mike
Timex Sinclair...Windows 7 64 bit....GTX 470...8 gig...AMD X4 925...2.8GHz
Thank you very much, Mike! 

Gigabyte GTX460 1GB @ 715MHz | Q9550 @ 2.83GHz | 4GB DDR2 | WinXP 32-bit