I was just messing around in Cinema 4D, and made a really boring scene with colored balls...but Octane lured me into rendering it out into a full animation. Each frame just looked too beautiful, I couldn't resist.
Focal depth didn't export correctly; I had focus moving in and out in C4D. Also, even though I exported motion vectors from C4D, I couldn't get motion blur to work in AE, I think I just don't know how to use motion vectors.
It took about 8 hours to render (at 128 samples/px).
Silly physics animation
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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.
What were your camera export settings? Export of focal depth should work correctly.colorlabs wrote: Focal depth didn't export correctly; I had focus moving in and out in C4D. Also, even though I exported motion vectors from C4D, I couldn't get motion blur to work in AE, I think I just don't know how to use motion vectors.
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
I reckon that was a minute or two render...here's a 3 hour render
Rendered to 7000 samples/px in with pre23_4. The fireflies are much worse! Hotpixels removed the really bad ones but there's still a lot of noise...and Photoshop noise/blur filters just make it too blurry or mess with the colors.
Looks like there's something odd going on with color depth - the balls in the front are not smooth, there are bands of color like saving a gradient as a gif
Any idea what's up with that? It exists in the pre-hotpixeled raw Octane output too.

Looks like there's something odd going on with color depth - the balls in the front are not smooth, there are bands of color like saving a gradient as a gif

Mac OS X 10.8.0 | ASUS GTX 580 1.5GB | MSI GTX 470 | ATI Radeon 6870 | Core i7 2.9Ghz | 16GB
yesterday we identified a bug with emitters that created 'bug fireflies', eg not caustics, on the surface of glossy materials.
we're already rewriting the glossy material to be faster, fix this bug and remove the high incidence black rings around objects, and a fresnel scale parameter.
this is for pre2.3 v5, coming to a theater near you soon
Radiance
we're already rewriting the glossy material to be faster, fix this bug and remove the high incidence black rings around objects, and a fresnel scale parameter.
this is for pre2.3 v5, coming to a theater near you soon

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Yay! I've been waiting on fresnel scaling for a while now. - different materials have different fresnel falloff characteristics, depending on their index of refraction. Fresnel falloff describes the way a reflection on a material (like glass) is stronger when you view it from a greater angle, and weaker when looking at it straight on.
| Desktop: GTX480 + 8800GTS 320MB, q9550, 4GB RAM | Laptop: Quadro FX 880M 1GB, i7 820m, 4GB RAM |