Audi R8
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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.
beeing my first car rendering (not! modeling) this is more a showcase of what you can put together in octane wihtin an hour, using just live db materials and a few tweaks; there are some glitches with the model and the materials i'm aware of, but c&c is gladly welcome...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
... another pose. and little improvement; there seems to be some problem with the normals? the reflections of the hdri enviroment should imo result in nice curves, instead looks unsteady here and there - this is visible on the hood, and would be even more visible on the windscreen (if there were any reflections):
edit: after looking at it for some time, i notecied something i have overseen yet; the reflection which crosses the hood has some sharp ending line, where the paint seems to go from reflective to a lot less reflective - any idea where this comes from?
edit: after looking at it for some time, i notecied something i have overseen yet; the reflection which crosses the hood has some sharp ending line, where the paint seems to go from reflective to a lot less reflective - any idea where this comes from?
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
ps: i have read somewhere, that car photographers apply different pressure to the tires to have the car "lean" towards the camera; one nice advantage about renderings is, that you just need to dial one or a half degrees rotation in - and voila it already rests in this "jumping" position 

„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
fantastic!
the dark one is superb!
probably fresnel effect could improve mica paint materials
the dark one is superb!
probably fresnel effect could improve mica paint materials
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
I want it! 

PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- teecee2107
- Posts: 210
- Joined: Thu Oct 28, 2010 6:45 pm
- Location: Liège - Belgium
Superb renders IMO. I don't see any problems with the reflections, the lightings are excellent, especially the darkest one.
Core 2 Quad Q9400 | 8Gb | Zotac 580 GTX 3 Gb | Windows 7 64bits | Octane 1.11 | Nvidia Driver 310.70
Great. I'd like to see a rim light on the dark one, just to separate it from the black BG. I really like the tires.
thanks for the replies; i finally sorted it out, aka "mind the normals"
after correcting the normals of nearly all surfaces, the reflections are now like they should be! i also did some refinements on the model and added some missing parts; most of them hardly visible, but hey - you can at least feel them
over seven million triangles now... there are still some flaws, like the arrangement of the led lights and the side windows (which are just planes and cause some weird refractions), but it doesn't look all that bad already 
by the way, i recently spotted some r8 renderings in the main gallery, hope this isn't all to boring
one last thing: i discovered a nice technique on the net, to get rid of that nasty fireflies - and as all images were rendered with filtersize set to 1 and with hotpixel removal turned off (i.e. set to 1), there were a bunch of them; documented that in the last pic: you need photoshop and the "dust and scratches" filter, set to 1 pixel wide and applied as much as necessary. can be used as a one-click solution and preserves a lot more details then octanes hp removal filter. if going for high end, it is even possible to use the masking tool and apply it with different strengths to different parts of the image (which i did on the wheel close-up); needs some time but the results are convincing imo.
now, here wo go:



by the way, i recently spotted some r8 renderings in the main gallery, hope this isn't all to boring

one last thing: i discovered a nice technique on the net, to get rid of that nasty fireflies - and as all images were rendered with filtersize set to 1 and with hotpixel removal turned off (i.e. set to 1), there were a bunch of them; documented that in the last pic: you need photoshop and the "dust and scratches" filter, set to 1 pixel wide and applied as much as necessary. can be used as a one-click solution and preserves a lot more details then octanes hp removal filter. if going for high end, it is even possible to use the masking tool and apply it with different strengths to different parts of the image (which i did on the wheel close-up); needs some time but the results are convincing imo.
now, here wo go:
- Attachments
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
looks as you love to drive fast backwards;)
...tires reversed
btw great work -keep up tweaking
...tires reversed
btw great work -keep up tweaking
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
hehe, you just earned ten pointsdave62 wrote:looks as you love to drive fast backwards;)
...tires reversed
btw great work -keep up tweaking

how did you get it that fast? any experiences with tire textures only made once for all wheels?
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400