Hey,
Another 'bored in the hotel, buy and octane up a model' job.
The model came with a plain yellow body, so i decided to add a map to it with the classic racing green/yellow stripe colours.
About 2 hours of work in blender to import the max model, clean it up and approx 20 minutes to materialize/light/tonemap it in octane.
Rendertimes were approx 10 minutes per image on 2x GTX460, with default pathtracing settings, rendered at 2x res and downscaled with a sharpening filter in pshop,
The model has about 1 million triangles.
Tonemapper uses a Kodachrome 200CD response curve with slightly more gamma to reduce it's contrast a little bit. (1.16)
There's also a 0.6nm thinfilm on all the glass, it's quite visible on the headlights.
Radiance
Lotus Elise Type 25 Racing Green
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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.
wow! another cool one how did you achieve the glistering particles effect in your metallic car paint? was it procedural or texture?
then the first image cld use some background.
but thats just secondary anyway
then the first image cld use some background.

gigabyte mobo, core2quad, 8gb ram, x2 pny gtx 580,
hp pavilion hdx series(desktop replacement) 4gb ram, gt 8800
win7 x64bit, octane 2.3 v5
hp pavilion hdx series(desktop replacement) 4gb ram, gt 8800
win7 x64bit, octane 2.3 v5
Metallic is simple, use a mixed material with two glossy inputs.anomi wrote:wow! another cool one how did you achieve the glistering particles effect in your metallic car paint? was it procedural or texture?
then the first image cld use some background.but thats just secondary anyway
The first glossy should like a mirror and the second a little bit more glossy like a simple diffuse.
Mix they together and you get a metallic look.
You can add a little fractal bump an the second one to create more glitches...
Or you can play with the filmsettings to create wired stuff

face
PS:
It would be nice to have some mixing modes like Photoshop...
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
wow thanks FACE, that simple? and that cld take a lot of time to get, even maya's preset car paint shader to look excactly how u want it, let alone building urs from scratch
i highly support that photoshop style blending modes and a layer node for octane, that wld be awsome.
i highly support that photoshop style blending modes and a layer node for octane, that wld be awsome.

gigabyte mobo, core2quad, 8gb ram, x2 pny gtx 580,
hp pavilion hdx series(desktop replacement) 4gb ram, gt 8800
win7 x64bit, octane 2.3 v5
hp pavilion hdx series(desktop replacement) 4gb ram, gt 8800
win7 x64bit, octane 2.3 v5
- teecee2107
- Posts: 210
- Joined: Thu Oct 28, 2010 6:45 pm
- Location: Liège - Belgium
Thanks a lot, Face ! This quick tut is just what I needed.
Core 2 Quad Q9400 | 8Gb | Zotac 580 GTX 3 Gb | Windows 7 64bits | Octane 1.11 | Nvidia Driver 310.70