
The Apocalypse Competition (Image & Animation) [CLOSED]
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- Mauricio Gomes
- Posts: 29
- Joined: Wed Nov 17, 2010 4:42 pm
- Location: Brazil
- Contact:
cool, thanks for the explanation mlody and radiance. 

Hi! 
Name: João Alves
Name of the Animation: "The Alien Invasion"
Polygons: (Most complex scene) 527723 Faces, 767744 Vertices
Rendertime: I had some problems with this version don´t know why and it crashed a lot and i had to restart the render many
times, but it was about 45 seconds per frame (the other versions worked fine).
Max Samples: 100
Frames per Second: 30 fps
Resolution: Full HD 1920 x 1080 px
Technical Features: Unbiased Gpu Rendering, Physics (Rigid Body, Voronoi Shattering Physics), Motion Blur, Depth of Field,
Textures, Bump Maps, Specular Maps.
Post Production: I didn´t used post production, just pure rendered frames. I only adjusted some brightness in the atomic
blast, like the rules allowed.
Description: I wanted to show all the capacity of Blender and Octane Render and I allied it with my great admiration for
the animal kingdom that I wished that was treated with more respect and preserved, and i hope and think they will be in
the future.
Credits:
- To my family and friends for all the support!
- To the Excellent tutorial of Voronoi Shattering Physics of: "AstroGnomical"
- To the Suicidator Blender Script that i didn´t used directly but server as inspiration
- To the Turbosquid Website for the free models (Vehicles and Moon)
- Music: Sergei Rachmaninoff (Excellent Composer, his music is now part of Public Domain).
- Blender and Octane Render, that without them nothing of this was possible!
- All the 3d Community!
I attached two screenshots from Blender and Octane Render.
Bellow is the Youtube animation link:
Best Regards and thank you for this wonderfull contest.
Thank You and keep up the Good Work!

Name: João Alves
Name of the Animation: "The Alien Invasion"
Polygons: (Most complex scene) 527723 Faces, 767744 Vertices
Rendertime: I had some problems with this version don´t know why and it crashed a lot and i had to restart the render many
times, but it was about 45 seconds per frame (the other versions worked fine).
Max Samples: 100
Frames per Second: 30 fps
Resolution: Full HD 1920 x 1080 px
Technical Features: Unbiased Gpu Rendering, Physics (Rigid Body, Voronoi Shattering Physics), Motion Blur, Depth of Field,
Textures, Bump Maps, Specular Maps.
Post Production: I didn´t used post production, just pure rendered frames. I only adjusted some brightness in the atomic
blast, like the rules allowed.
Description: I wanted to show all the capacity of Blender and Octane Render and I allied it with my great admiration for
the animal kingdom that I wished that was treated with more respect and preserved, and i hope and think they will be in
the future.
Credits:
- To my family and friends for all the support!
- To the Excellent tutorial of Voronoi Shattering Physics of: "AstroGnomical"
- To the Suicidator Blender Script that i didn´t used directly but server as inspiration
- To the Turbosquid Website for the free models (Vehicles and Moon)
- Music: Sergei Rachmaninoff (Excellent Composer, his music is now part of Public Domain).
- Blender and Octane Render, that without them nothing of this was possible!
- All the 3d Community!
I attached two screenshots from Blender and Octane Render.
Bellow is the Youtube animation link:
Best Regards and thank you for this wonderfull contest.
Thank You and keep up the Good Work!
WOW! Im speechless...
i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
You still have huge amount of time to make it better....Comanche wrote:Thanks:)
i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
Well I got a question, would it be valid doing a render with alpha channel, then composing the background later, as long as that background is another octane render?
The thing is that one of my main "characters" in my scene is a quite large object (lets call it "moon"
) and it has a light emmitter (several actually) and if I mix it with my regular scene, having such huge disparity in sizes, the small emmitters in the scene are producing big time noise. Also both combined might overboard my vram capacity. So I thought of doing a first render and then composing that in an HDR scene and using it as background, but for it to have a reasonable size and resolution it sucks tons of vram as well. So I have to do with a low res one, which looks crappy at high res renders of my main scene. So I was thinking if I could use a low res HDRI background of that same "moon" scene and later compose the background with the large renders.... any thoughts?
also I'll post some wips later on, even thou I've still have some work to do.
The thing is that one of my main "characters" in my scene is a quite large object (lets call it "moon"

also I'll post some wips later on, even thou I've still have some work to do.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
I have a similiar question.
Let us say i have rendered clouds with an alpha channel, can i then comp this image with an image from a planet, also rendered in Octane, together?
face
Let us say i have rendered clouds with an alpha channel, can i then comp this image with an image from a planet, also rendered in Octane, together?
face
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
I think that there is absolutely no reason why we wouldn't be allowed to do this - ie. composing Octane renders together in a final shot. If this is not allowed, than it also shouldn't be allowed to do an AO pass and comp it with a PT pass, which makes no sense (no to allow this).
But it's good to ask, just to be on the safe side.
But it's good to ask, just to be on the safe side.
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
If you can demonstrate it's all octane rendered (with some workflow screenshots) it should be ok.
Just try to do it without any compositing. As you know we reward the ones that can do extraordinary things with simple means in octane alone...
Radiance
Just try to do it without any compositing. As you know we reward the ones that can do extraordinary things with simple means in octane alone...
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
well, thanks to your comment, Radiance, I think I found a way to bypass my problem and fit all in the scene, I just did a quick test and I think I can get what I want without sacrifing anything and without composing... lol. My problem was in one side my natural stubborness and the fact that emitters with huge diference in surface produce noise for the small ones. And going back to the start of the problem, I found a solution (and more phisically acurate) for my particular "moon" problem. I'll do tomorrow some more tests and try to mix the whole scene, and post my workaround in the wip, along with a shot. Also I'll go back sometime to my "alien" entry for the last contest, 'cause now I think I know how to make it look right from the start.
In Spain, they say that if you want to make a Basque (my home county) do anything, just dare them
update:
well seems like it worked, so it wasn't delusions caused by lack of sleep, lol, the thing is that I was trying to use the moon as an emitter, when it actually it isn't, that was conflicting with the rest of the emitters, instead I added a plane emitter of the same size that the rest of the scene but with a high temperature and high power, and now it looks even better that it did before. For the cracks I did the same, only that from inside the moon.
You can see a test shot in the wip.
In Spain, they say that if you want to make a Basque (my home county) do anything, just dare them

update:
well seems like it worked, so it wasn't delusions caused by lack of sleep, lol, the thing is that I was trying to use the moon as an emitter, when it actually it isn't, that was conflicting with the rest of the emitters, instead I added a plane emitter of the same size that the rest of the scene but with a high temperature and high power, and now it looks even better that it did before. For the cracks I did the same, only that from inside the moon.
You can see a test shot in the wip.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB