Question about octane in productions

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burnsjt22
Licensed Customer
Posts: 2
Joined: Fri Sep 10, 2010 5:59 am

Hi
For the past year i have been looking at GPU based rendering systems to aid me with my thesis project. I was vary impressed with the Octane system and decided to buy a copy for myself to test its potential for a fast high powered rendering system. However in my tests i have encountered some problems.

In my work-flow i use Zbrush extensively, the problem is when i export to octane i have not been able to get a vary good result from my normal maps. What do i need to do to solve this problem? can i use displacement maps? or do i need to increase the base mesh of my model to a vary high amount.
Is this a problem with Octane or am i over looking something?

Also i have noticed that if you have multiple light emitters at different scales Octane seems to not know which light it wants to use and floods the render with fire flys. It seems to work just fine when all the emitters are all at, ore near, the same scale.

My plan is to use Octane to render the global environment lighting and then use the standard Maya render for specific lighting effects and composite them together in post.

This is a completely unexplored work-flow for me so any recommendations are welcome.

Thanks
Jason
burnsjt22
Licensed Customer
Posts: 2
Joined: Fri Sep 10, 2010 5:59 am

Is there a post on a good workflow from Zbrush to Octane or can someone make one?
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bepeg4d
Octane Guru
Posts: 10367
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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For zbrush normals look at the page 112 of the new manual that comes with the v5 ;)
Also i have noticed that if you have multiple light emitters at different scales Octane seems to not know which light it wants to use and floods the render with fire flys. It seems to work just fine when all the emitters are all at, ore near, the same scale.
http://www.refractivesoftware.com/forum ... f=9&t=3815
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