house at dusk
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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.
UV mapping seems to be not easy in some softwares. A good trick is to map a flat surface and fold the walls after UV mapping.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- KaroBastardKiter
- Posts: 132
- Joined: Mon Sep 19, 2011 8:53 am
- Location: London, UK
awesome!
how did you do the sky? is it textured environment or daylight?
and the trees in the background are alpha/pictures/models?
how did you do the sky? is it textured environment or daylight?
and the trees in the background are alpha/pictures/models?
Alienware M17x R3 | GTX 460M | Quad 2.0 GHz | 8 GB
Win 7 x64 | Blender 2.59 | Octane
Win 7 x64 | Blender 2.59 | Octane
thanks Karo,
i used a HDR image to do the lighting of the scene (textured environment), and i used the same HDR image to compose the background in photoshop. so all the trees in background are from the same image.
i used photoshop to do the background and intersecting parts with the 3d model.
i wanted to use just 3d trees, but my 3dsmax was too slow with 2.5 million tris... and also i run out of vram in octane with that scene...
i used a HDR image to do the lighting of the scene (textured environment), and i used the same HDR image to compose the background in photoshop. so all the trees in background are from the same image.
i used photoshop to do the background and intersecting parts with the 3d model.
i wanted to use just 3d trees, but my 3dsmax was too slow with 2.5 million tris... and also i run out of vram in octane with that scene...
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB
So trees are 2D ?jp_vas wrote:thanks Karo,
i used a HDR image to do the lighting of the scene (textured environment), and i used the same HDR image to compose the background in photoshop. so all the trees in background are from the same image.
i used photoshop to do the background and intersecting parts with the 3d model.
i wanted to use just 3d trees, but my 3dsmax was too slow with 2.5 million tris... and also i run out of vram in octane with that scene...
What was the rendertime ?
Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
The trees in the background are 2D, the trees in the fore ground are 3D.
the render time i m not sure when it cleaned up, y let it working for 3 hours, i guess that it was finished in about an hour and a halv. 4000x resolution.
i used PMC, with 1000 samples.
the render time i m not sure when it cleaned up, y let it working for 3 hours, i guess that it was finished in about an hour and a halv. 4000x resolution.
i used PMC, with 1000 samples.
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB