Hi everyone. I have been lurking for a while now and never posted anything. I bought a license quite a while ago but never took the time to actually dive into Octane.
Well, finally, today I did! I took one of my characters, posed it, made some shaders, which took a while, considering that this is my first attempt at doing something more than just single layer material.
Here are the results. Hopefully more to come soon.
First Post & First Render
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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.
Thank you.
Correct me if I am wrong, but as far as I understand, Octane's only options to "approximate" sub-surface scattering is mainly through diffuse and specular translucence (which I have used on the skin shader, do you think it needs to be pushed further?) which doesn't offer control on the depth. I understand the GPU bound limitations.
But it would be nice to at least a basic Ward specularity and or Fresnel terms (or is that controlled by the IOR?). Am I missing something?
Correct me if I am wrong, but as far as I understand, Octane's only options to "approximate" sub-surface scattering is mainly through diffuse and specular translucence (which I have used on the skin shader, do you think it needs to be pushed further?) which doesn't offer control on the depth. I understand the GPU bound limitations.
But it would be nice to at least a basic Ward specularity and or Fresnel terms (or is that controlled by the IOR?). Am I missing something?
- infernoVFX
- Posts: 92
- Joined: Fri Oct 15, 2010 4:48 pm
Hey ElBloko,
Great job, really really great. Skin is just fine, looks very natural, you don't need to push it more.
All the best,
Voja
Great job, really really great. Skin is just fine, looks very natural, you don't need to push it more.
All the best,
Voja
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- teecee2107
- Posts: 210
- Joined: Thu Oct 28, 2010 6:45 pm
- Location: Liège - Belgium
Nice work ! Skin and leather specially look great !!
Core 2 Quad Q9400 | 8Gb | Zotac 580 GTX 3 Gb | Windows 7 64bits | Octane 1.11 | Nvidia Driver 310.70
really nice model - could be an extra character from Uncharted - looks great 

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