lambo sun

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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hey,

a little test image i decided to post.
rendered for 18 minutes, using the windows x64 version.

path tracing, daylight system with sun on a shallow angle, white glossy car material with .17nm thin film coating and a bump map on the tires. (the tire letters)
the model has 7 million triangles. ;)
memory of my GPU was 984 MB, just nearly full.
i rendered at 4x resolution, then downscaled with bicubic filtering.

it's also a model floating in air, there's no ground plane... i should have added one...

the sky was suposed to be more blue but the combination of sun angle and camera response curve and color correction in photoshop screwed it up a bit.

I will finish this scene and make some really spiffy renders of it when I have some time after beta2 is out of the door.
lambosun.jpg
just a few days more patience and you will be able to render the same images, we're getting close ;)

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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pixelrush
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Posts: 1618
Joined: Mon Jan 11, 2010 7:11 pm
Location: Nelson, New Zealand

Re the anti aliasing issue. I know you have said this is problematic to accomplish inside Cuda but how about doing this as a 'post process' routine in CPU inside Octane. I mean leave out the realtime filtering and do it at the end as part of the image save (giving some filter options in preferences). This will make the actual rendering faster too.
I realise you can use other apps but to resize but its a nuisance/inconvenience doing that.
BTW recently there was an item at Blenderartists about how it is technically correct to take into account gamma when resizing.
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

pixelrush wrote:Re the anti aliasing issue. I know you have said this is problematic to accomplish inside Cuda but how about doing this as a 'post process' routine in CPU inside Octane. I mean leave out the realtime filtering and do it at the end as part of the image save (giving some filter options in preferences). This will make the actual rendering faster too.
I realise you can use other apps but to resize but its a nuisance/inconvenience doing that.
BTW recently there was an item at Blenderartists about how it is technically correct to take into account gamma when resizing.
yeah, i could also do it on the GPU. (the resizing/downsampling).
indigo renderer does the same, it renders at 2x internally, eg the film is 2x as big, and it's downsampled on view/save.

i could implement the same but in the GPU tonemapping pipeline,
but the issue is video ram. ;)

i'll see what i can do but it will have to be for beta3, it won't make it in beta2.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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EricDesign
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Posts: 353
Joined: Thu Mar 25, 2010 8:19 pm
Location: canada
Contact:

great car .
not sure about all texture, the tire shader is to glossy , but overall is look nice.
i5 7400 / 2 x GTX980Ti / 32gig ram

http://ericdesign.info
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mlody47
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Posts: 868
Joined: Mon Feb 01, 2010 8:02 pm
Location: Warsaw Poland
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love it great model. ( coating and shadows rox )
i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
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pedrofelipe
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Posts: 157
Joined: Mon Jan 18, 2010 2:06 pm
Location: The Netherlands

where's that pink color coming from?
salvation
Licensed Customer
Posts: 53
Joined: Sat Jan 16, 2010 9:53 am
Location: austria

hi radiance
maybe this is interesting for you.. i read that fryrender has a new AA-system since SP2 and it looks great...
here a small description...


"the frame buffer is downsampled using a regular 'average' (box?) filter, but the AA comes from the fact that samples accumulate in an 'infinitely dense' grid
Win7 64 | Geforce 470GTX 1280MB | Q9550 2.83GHz | 8GB Ram | NVidia 306.23 , Cuda 5.0.1
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

pedrofelipe wrote:where's that pink color coming from?
it's due to the thin film coating, like petrol on water or soap bubbles, a new feature in beta2.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

salvation wrote:hi radiance
maybe this is interesting for you.. i read that fryrender has a new AA-system since SP2 and it looks great...
here a small description...


"the frame buffer is downsampled using a regular 'average' (box?) filter, but the AA comes from the fact that samples accumulate in an 'infinitely dense' grid
eh, thanks but that's not very clear...

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
salvation
Licensed Customer
Posts: 53
Joined: Sat Jan 16, 2010 9:53 am
Location: austria

im also not sure what exactly that mean but i think.. instead to shot the rays in a pixelraster there is a infinity grid in the framebuffer??..
maybe it stores the position in that pixel and not only witch pixel... sorry for my english and thought :)
Win7 64 | Geforce 470GTX 1280MB | Q9550 2.83GHz | 8GB Ram | NVidia 306.23 , Cuda 5.0.1
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