if you want to do a fair comparison algorithm-wise, you should render with progressive pathtracing in vray.
Radiance
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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)
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This is necessary to avoid this forum being flooded by spam.
Maybe that's because you are working in linear gamma inside Vray
The output gamma of the viewport is 1
You mean textures are not gamma corrected by default ?
Try to make another example with same gamma in both engine
And like Radiance said, use progressive pathtracing
Good tests
Can you explain a bit more ?there is currently no reverse gamma correction yet in octane
The output gamma of the viewport is 1
You mean textures are not gamma corrected by default ?
Try to make another example with same gamma in both engine
And like Radiance said, use progressive pathtracing
Good tests

http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
Yeah I thought of thatradiance wrote:if you want to do a fair comparison algorithm-wise, you should render with progressive pathtracing in vray.
Radiance

Seem my bad, when I exported the scene, maps was "corrected" by 3dsmax to gamma 0.45 and that caused dark and barely visible textures, I will render another pic with right textures. And it seems , size of the textures was not the issue for scene to take 460 mb of my vga ram, it was bad export settings.radiance wrote:you can play with the gamma.
there is currently no reverse gamma correction yet in octane,
so play with your imagetexturenode gamma slider.
Radiance
Yep, but fry version will have to wait a bit.nuverian wrote:Well, both seem good..They seem very similar as far as rendering goes, regardless of the exposure or gamma of the specific pictures. Octane's render seem a bit dark and vray's render seems a bit washed out. Indeed the textures are nearly visible.
Will you do a Fryrender as well?
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Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
Another one, I'm getting more and more excited , this time gamma 2.2, pathtrace on, render time on the info bar.
I cant stop
I cant stop

Last edited by andrian on Sat Mar 20, 2010 10:23 pm, edited 1 time in total.
Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
I wrote a tutorial about linear workflow in 3dsmax, related though not relevant for octane.
But I see alot of renders here ( on forum in general ) with wrong gamma space.
http://www.droschler.dk/Tut-LWF.html
But I see alot of renders here ( on forum in general ) with wrong gamma space.
http://www.droschler.dk/Tut-LWF.html
Amiga 1000 with 2mb memory card
I'm using the same technique.
Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
yes they are but not RGB values currently...Sam wrote:Maybe that's because you are working in linear gamma inside Vray
Can you explain a bit more ?there is currently no reverse gamma correction yet in octane
The output gamma of the viewport is 1
You mean textures are not gamma corrected by default ?
Try to make another example with same gamma in both engine
And like Radiance said, use progressive pathtracing
Good tests
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB