Found a few pictures from a cool house my friend's architect built. I'll be working on the rest of the rooms likely soon.
1000 samples pathtracing + some post:
1000 samples pathtracing + subtle post + different response:
hallway
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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 left right 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 use 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.
- tehfailsafe
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windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
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- Joined: Sun Nov 07, 2010 9:27 pm
Here's the reference photo I was using.
Both mine and the photo use about 13 boards across. Though my wood veins are much more contrasty, that's for sure, and probably cause it to look a bit larger. There seems to be less variation in the boards in the photo as well compared to the texture I made.
Looking again it seems my marble is definately too large though, that should be fixed.
IES lights will also make a big difference once those are in Octane, currently I can't make the light reach the floor without completely washing out the scene. I even tried to fake it with another area light closer to the floor with 0 opacity, but it's still not quite enough.
Both mine and the photo use about 13 boards across. Though my wood veins are much more contrasty, that's for sure, and probably cause it to look a bit larger. There seems to be less variation in the boards in the photo as well compared to the texture I made.
Looking again it seems my marble is definately too large though, that should be fixed.
IES lights will also make a big difference once those are in Octane, currently I can't make the light reach the floor without completely washing out the scene. I even tried to fake it with another area light closer to the floor with 0 opacity, but it's still not quite enough.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
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- Joined: Sun Nov 07, 2010 9:27 pm
More futzing.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
better.
for some reason i like the narrower hallway/door-frame/door-opening version more. might be that its aspect-ratio feels more interesting. (especially with the sliding door slightly closed). not to see the sink actually helps in that composition i think.
but i'm nitpicking - which i hope you take as the compliment that it's meant to be.
for some reason i like the narrower hallway/door-frame/door-opening version more. might be that its aspect-ratio feels more interesting. (especially with the sliding door slightly closed). not to see the sink actually helps in that composition i think.
but i'm nitpicking - which i hope you take as the compliment that it's meant to be.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12
- tehfailsafe
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- Joined: Sun Nov 07, 2010 9:27 pm
I had it that way for a long time, however I made it all wider because it looked even more cg since the proportions of the doorway are very "un-realisitic". Unfortunately, that's just the way particular that photo is.
I showed them to my wife and she thought the photo was the CG and the the render was the photo because it looks like you can't actually even fit through the door.
I showed them to my wife and she thought the photo was the CG and the the render was the photo because it looks like you can't actually even fit through the door.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
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- Joined: Sun Nov 07, 2010 9:27 pm
Fixed some things and moved into the bathroom.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
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- Joined: Sun Nov 07, 2010 9:27 pm
Playing with the IES lights in 2.45, looks much better overall, though I seriously had to fight with fireflies vs the amount of power required to make the light reach the floor, which was completely impossible in 2.44. The previous renders I used several small area lights closer to the floor to simulate the light that should reach it from the recessed lights. Now I can just pop the right ies profile in there.
But as I said, competing with the daylight to make the ceiling light visible on the floor creates LOTS of fireflies.
But as I said, competing with the daylight to make the ceiling light visible on the floor creates LOTS of fireflies.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012