[NUDITY] First picture
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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.
Good renders, but I noticed two big flaws imho ruining the effects : The airplane is in the sky... but has no pilot, and the girl on the last picture has very bad elbows folds !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
The plane is very cool, textures and modelling, but the material(s) could be better.
It's too reflective, and it looks like everything (except canopy) is the same material with the same properties, just color variation...
It's too reflective, and it looks like everything (except canopy) is the same material with the same properties, just color variation...
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
The plane materials look plasticky... try to give the highlights a slight tone similar to that of the metal, not pure white (metals transfer their own color to the highlights)
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
or set the roughness to something higher than 50% maybe to disperse the reflective value somewhat
MSI NF980-G65 AM3 NVIDIA nForce 980a AMD Motherboard - AMD Athlon II X4 620 (Overclocked to 3.2ghz)
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4
Hey,Mazak wrote:One more![]()
Mazak
Nice image, you might want to help the other guy in the WI section who's working on a realistic skin material.
ALSO: please place a : [NUDITY] ... in front of your thread title if you add images with nudity as people browsing these public forums at work could get into trouble.
Yours,
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Done.
Mazak
Mazak
radiance wrote: Hey,
Nice image, you might want to help the other guy in the WI section who's working on a realistic skin material.
ALSO: please place a : [NUDITY] ... in front of your thread title if you add images with nudity as people browsing these public forums at work could get into trouble.
Yours,
Radiance
I did the scaling part by 1000% but still I can't get my render to look as good as yours. Mine always has shadow on the eyelashes.Mazak wrote:One more![]()
Mazak
Do you use sunlight and pathtracing?
GTX 560 2GB, AMD FX 8350, 8GB RAM, Win7 x64
Mazak, I have gotten the materials around the eyes right a couple of times, but it seems that it is an accident when I manage it! I feel like an idiot trying to figure the same thing out over and over again. Do you have a system for doing the eye materials in octane? I feel like I'm just turning knobs and switches like a chimpanzee. Thanks in advance!
Win 7 | Geforce GTX 675 | Quad i7 3.07 | 16GB
I feel with you, I have the same problems its a lot try and error. I have no secret systemdfury0 wrote:Mazak, I have gotten the materials around the eyes right a couple of times, but it seems that it is an accident when I manage it! I feel like an idiot trying to figure the same thing out over and over again. Do you have a system for doing the eye materials in octane? I feel like I'm just turning knobs and switches like a chimpanzee. Thanks in advance!

I hope the developers work on a better GUI. At the moment the interface system is very frustrating.
Mazak
So as far as I can tell there are about 8 materials for v4's eyes. I keep forgetting what they do, so if you have any insights let me know. The Cornea, Iris and Sclera give me the most trouble.
EyeSurface - Seems to be the main image but if so why are there duplicates of the cornea, iris and so on?. [ EDIT:oops! WRONG] THIS is the surface over the eye and it needs no image mapping at all. So maybe treat it like glass or a tear or something?
Cornea - I think this is the lens of the eye. I think I used an architectural Live Database material for it and it worked but it keeps giving me trouble. Maybe I got lucky and did something else, I'm not sure.
Iris - Use bump and spec map to get pretty eyes?
Sclera- The white of the eye. I played with it before and got good results, but lost my file to check how I did it. Frustrating!
Tear - easy, use a water material from DB or make invisible.
Lacrimal - image usually maps. Pick glossy if I am doing close up.
EyeSocket - Don't know if I can see this, doesn't seem to be an issue.
EyeLashes - I haven't had any success playing with this much. Maybe there are some options that will kill the extra shadows?
I also have a really hard time using the material nodes although I love the live database which I hope gets bigger and bigger. I wish there were a way to connect them without using the node window because it is a huge pain to hover over the nodes to see which one I want and then remember which one by number to hit when connecting them. It really punishes you if you get the wrong node too.
It would be super nice if I could reliably save all my material setups for the mesh so I could just set up the materials once and then upload that setup over and over. Then I could go all out on a glossy map or just do a basic diffuse without redoing the same thing over and over. Maybe there is a way, but I just haven't figured it out yet.
If you have any insights let me know
.
EyeSurface - Seems to be the main image but if so why are there duplicates of the cornea, iris and so on?. [ EDIT:oops! WRONG] THIS is the surface over the eye and it needs no image mapping at all. So maybe treat it like glass or a tear or something?
Cornea - I think this is the lens of the eye. I think I used an architectural Live Database material for it and it worked but it keeps giving me trouble. Maybe I got lucky and did something else, I'm not sure.
Iris - Use bump and spec map to get pretty eyes?
Sclera- The white of the eye. I played with it before and got good results, but lost my file to check how I did it. Frustrating!
Tear - easy, use a water material from DB or make invisible.
Lacrimal - image usually maps. Pick glossy if I am doing close up.
EyeSocket - Don't know if I can see this, doesn't seem to be an issue.
EyeLashes - I haven't had any success playing with this much. Maybe there are some options that will kill the extra shadows?
I also have a really hard time using the material nodes although I love the live database which I hope gets bigger and bigger. I wish there were a way to connect them without using the node window because it is a huge pain to hover over the nodes to see which one I want and then remember which one by number to hit when connecting them. It really punishes you if you get the wrong node too.
It would be super nice if I could reliably save all my material setups for the mesh so I could just set up the materials once and then upload that setup over and over. Then I could go all out on a glossy map or just do a basic diffuse without redoing the same thing over and over. Maybe there is a way, but I just haven't figured it out yet.
If you have any insights let me know

Win 7 | Geforce GTX 675 | Quad i7 3.07 | 16GB