well, this is my second entry, it is a car, I know, please don't hate me (you know who I mean), but it is NOT about a car. It's about the feeling that rainy days create, at least in me. You can see a whole explanation on the whys and hows here http://www.refractivesoftware.com/forum ... 025#p45025.
Rendered in pathtracing for 4hr and 4000 samples 1 to 4 and 5 for 6hr and 3600 samples.
No retouching whatsoever, just added the logo and converted to jpg.
Cheers
New Year's open themed still image competition (CLOSED)
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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.
- Hi, im Alejandro from Venezuela. I just discover Octane Render yesterday and i was so exited about it so i decide to try it and participate in this contest. Yes, is another car render. I did everything here, its an old scene.
- Tech details in the images, i used photoshop just to fix an overbrighted specular spot, crop and stamp.
- About the software, its really awesome, specially cause i used a first gen CUDA GPU and its really limited GPU design compared to the FERMI architecture. I really like the idea of buy a license.
- Since im not a pro user im just a hobbiest, i would like to do some observations. Manipulate materials of imported scenes from max is quite tedious cause the software group objects by material of the main software . Should be great if i was able to select objects and apply them materials independent. A selection window by object, material and selection layer also should be great. And is just an idea but have an optional of an floating window Open GL rendered and have some basic manipulators (move, scale,rotate) to manipulate the scene sure speedup the workflow.
That`s all if you wanna chek some of my work
--->>> http://www.facebook.com/pages/AZone-Gra ... 7971512840





- Tech details in the images, i used photoshop just to fix an overbrighted specular spot, crop and stamp.
- About the software, its really awesome, specially cause i used a first gen CUDA GPU and its really limited GPU design compared to the FERMI architecture. I really like the idea of buy a license.
- Since im not a pro user im just a hobbiest, i would like to do some observations. Manipulate materials of imported scenes from max is quite tedious cause the software group objects by material of the main software . Should be great if i was able to select objects and apply them materials independent. A selection window by object, material and selection layer also should be great. And is just an idea but have an optional of an floating window Open GL rendered and have some basic manipulators (move, scale,rotate) to manipulate the scene sure speedup the workflow.
That`s all if you wanna chek some of my work






Hello guys,
Tech:
Programs:
blender 2.56
octane
Photoshop for resizing and little bit of brown paint on the apple tip.
All images were rendered between 20-30 minutes in path tracing.
Story
This is my entry I called it “rilascio e dimenticare”. Which in Google translator states “release and forget”. I a bit of a last minute option but I wanted to make this look professional: D. so this modelled environment was done from scratch for this competition. I really wanted to put everything I had into this competition, if you looked at my work on the blender artist forum and here in octane it was really low poly, dull and really noobish. “Spinning 360 cube, what was I thinking lol”.
So if you can’t see all of the detail there is high-ish polygon models with normal/spec maps there are three marco maps to, I did a lot of alpha textures along with my first official grass render
finally. I did some game recorded physics with the apples to have a realistic bucket fall of apples, I also did some wind with the leaves, physics along with some cloth sim to and also dived into some ivy generating. And I managed to use over 800 Mbs of Vram XD I only touch 16-30 Mbs.
The scene was really made off the top of my head with little bit of assassins creed 2 inspiration to
Sorry if the information seems irrelevant but I really put a lot of effort into it and I really want the viewers and jugdes to acknowledge all of the details.
pretty good for a 16 year old done you say
Download Proof:http://www.megaupload.com/?d=ELHDQ7Q4













Tech:
Programs:
blender 2.56
octane
Photoshop for resizing and little bit of brown paint on the apple tip.
All images were rendered between 20-30 minutes in path tracing.
Story

This is my entry I called it “rilascio e dimenticare”. Which in Google translator states “release and forget”. I a bit of a last minute option but I wanted to make this look professional: D. so this modelled environment was done from scratch for this competition. I really wanted to put everything I had into this competition, if you looked at my work on the blender artist forum and here in octane it was really low poly, dull and really noobish. “Spinning 360 cube, what was I thinking lol”.
So if you can’t see all of the detail there is high-ish polygon models with normal/spec maps there are three marco maps to, I did a lot of alpha textures along with my first official grass render

The scene was really made off the top of my head with little bit of assassins creed 2 inspiration to
Sorry if the information seems irrelevant but I really put a lot of effort into it and I really want the viewers and jugdes to acknowledge all of the details.
pretty good for a 16 year old done you say


Download Proof:http://www.megaupload.com/?d=ELHDQ7Q4













Last edited by radiant on Sat Jan 29, 2011 2:31 pm, edited 1 time in total.
Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
- Master_Drumster
- Posts: 1
- Joined: Fri Jul 30, 2010 10:36 am
Hi my name is Jaroslav specially for the contest is designed with such a scene. I do not have a license for Octane, render my friend Elvissuperstar007
Idea, modeling, texturing, my!
Oktane 1.24.2
40 000 samples
pathtracing
samples
camera response ( Kodak Gold 200CD )
Idea, modeling, texturing, my!
Oktane 1.24.2
40 000 samples
pathtracing
samples
camera response ( Kodak Gold 200CD )
Last edited by Master_Drumster on Sun Jan 30, 2011 9:44 am, edited 1 time in total.
Nice entry. I like it. It looks like an game intro or something like that.kubo wrote:well, this is my second entry, it is a car, I know, please don't hate me (you know who I mean), but it is NOT about a car. It's about the feeling that rainy days create, at least in me. You can see a whole explanation on the whys and hows here http://www.refractivesoftware.com/forum ... 025#p45025.
Rendered in pathtracing for 4hr and 4000 samples 1 to 4 and 5 for 6hr and 3600 samples.
No retouching whatsoever, just added the logo and converted to jpg.
Cheers
Pozdrawiam Marcin
win7 64/core i7 920/32GB RAM/3x GTX 580 3GB 4x GTX 970 4GB/blender 2.79/Rhino 5,0/octane 3
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
Here's a little something from me again...
* Title: Frowning Buddha (as opposed to smiling Buddha), because the end material for the statue & lighting caused a somewhat displeased expression on his face. Probably because he finished all the peanuts.
* Image-spec: original resolution 2400 : 1440, polycount 567.468
* Render-spec: Octane beta 2.3v5, pathtracing (8 depth), reached 2000 samples / px in 01:52:23 on GTX 460
* Postpro: some denoising, subtle color correction, combination of two differently saturated outputs from Octane
* Motivation: I wanted to create something simple with little objects, and focus more on materials & mood, so I grabbed some stuff that was laying around unfinished. For illumination I wanted to use once again emitters in an enclosed environment.
* Legal: All modeling by me, except the Buddha statue, that I got from an free model site which I don't remember anymore. I had it on the hard disk for some time. So, credit goes to the original author. Textures created by me from images from various free sites, like cgtextures. HDRI for IBL from hdrlabs.com
* Title: Frowning Buddha (as opposed to smiling Buddha), because the end material for the statue & lighting caused a somewhat displeased expression on his face. Probably because he finished all the peanuts.
* Image-spec: original resolution 2400 : 1440, polycount 567.468
* Render-spec: Octane beta 2.3v5, pathtracing (8 depth), reached 2000 samples / px in 01:52:23 on GTX 460
* Postpro: some denoising, subtle color correction, combination of two differently saturated outputs from Octane
* Motivation: I wanted to create something simple with little objects, and focus more on materials & mood, so I grabbed some stuff that was laying around unfinished. For illumination I wanted to use once again emitters in an enclosed environment.
* Legal: All modeling by me, except the Buddha statue, that I got from an free model site which I don't remember anymore. I had it on the hard disk for some time. So, credit goes to the original author. Textures created by me from images from various free sites, like cgtextures. HDRI for IBL from hdrlabs.com
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