Hi,
Still playing with my last scene, I changed several things mainly the grass. This time I made some renderings using pathtracing. I also used a more redish overal tone. The rendering time varies from 30min to 3h in 1300 px. Lighting is hdr.
Some more exterior views
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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.
- enricocerica
- Posts: 1012
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Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
Very nice. How many polygones this scene is? How many polygons is the grass count? And what about the grass base, is it a map or a model?
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- enricocerica
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Thanks Hmk,
There are about 2.4 millions polygones. The grass is made with a plane base on a mesh emitting about 16000 paricles corresponding to this plane. I use an opacity map for the grass, this is great to get a overal good result with few polys but the calculated views are conditioned by the grass mesh direction, so it limit a litle bit the navigation with Octane.
There are about 2.4 millions polygones. The grass is made with a plane base on a mesh emitting about 16000 paricles corresponding to this plane. I use an opacity map for the grass, this is great to get a overal good result with few polys but the calculated views are conditioned by the grass mesh direction, so it limit a litle bit the navigation with Octane.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
so good!
have a way to go before I'm at your level
all this talk about particles, do me a little uncomfortable
some advice on software?, which you use?
oh lord I really need those particles
have a way to go before I'm at your level
all this talk about particles, do me a little uncomfortable
some advice on software?, which you use?
oh lord I really need those particles

Asus p67|Windows 10|GTX970_GTX1070|i7-2600K|16GBRAM
| FormZ|C4D
| FormZ|C4D
I rather liked more the previous shots (not from a technical view, of course this are just as awesome as the previous ones), but that's just me, they were darker, which, imho, went along better with this kind of architecture.
@Henrik, the clip grass you can do it with any soft you like, Enrico used particles, but you can just use some type of random copy of a plane with as many instances as needed. In this case if he used 16000 planes, that would be 32000 triangles, which is not much (hey a single tree could be that much just to look good) and the result is a nice fluffy grass field.
@Henrik, the clip grass you can do it with any soft you like, Enrico used particles, but you can just use some type of random copy of a plane with as many instances as needed. In this case if he used 16000 planes, that would be 32000 triangles, which is not much (hey a single tree could be that much just to look good) and the result is a nice fluffy grass field.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
very nice renders..especially the grass .. hope to get my hands faster with octane
3rdeye
3rdeye
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
I just added a higher res version with more trees in the background.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
Hi enricocerica, first of all: your exteriors are getting more realistic every time, i'm learning a lot of you, thx!
At the moment I'm trying to make a realistic a carpet with Pflow myself.
The particles are a group of 4 "hairs" wich are themselves made from 4 planes, so the group is 16 planes in total.
I've instanced the group elements 200000 times,so i have about 3.2 million polygons for the carpet.
To make them exportable i made a mesh of them via the "mesher"
At the moment of rendering Octane has no problems loading the scene but it seems that exporting from MAX is a big problem...The scene exports in about 40 min.
Exporting texture coordinates seems to be the big issue.
Do you have any knowledge about how I could shorten the export times?
Thx Mateuet
At the moment I'm trying to make a realistic a carpet with Pflow myself.
The particles are a group of 4 "hairs" wich are themselves made from 4 planes, so the group is 16 planes in total.
I've instanced the group elements 200000 times,so i have about 3.2 million polygons for the carpet.
To make them exportable i made a mesh of them via the "mesher"
At the moment of rendering Octane has no problems loading the scene but it seems that exporting from MAX is a big problem...The scene exports in about 40 min.
Exporting texture coordinates seems to be the big issue.
Do you have any knowledge about how I could shorten the export times?
Thx Mateuet
Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
Very, very nice, concrete and nature are two of my favourite topics, but hey, they've always told me I'm a brutalist, not that I'm concious of it, neither I care, but I do love Tange, Ando, Carvajal and the like.
IMHO what this building needs is rain, and clouds and a dark weather, that Blade Runner feeling in his (actually Wright's) house.
IMHO what this building needs is rain, and clouds and a dark weather, that Blade Runner feeling in his (actually Wright's) house.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
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Yeah, I'm also a concrete loverkubo wrote:Very, very nice, concrete and nature are two of my favourite topics, but hey, they've always told me I'm a brutalist, not that I'm concious of it, neither I care, but I do love Tange, Ando, Carvajal and the like.
IMHO what this building needs is rain, and clouds and a dark weather, that Blade Runner feeling in his (actually Wright's) house.

The more I look that scene and the more I agree with you, I see it at top of a high cliff over an agitated sea with dark and deep clouds and a very contrasted light, will inivestigate ...
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be