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Re: January: Octane License Competition
Posted: Sat Jan 30, 2010 6:53 pm
by James
cristian.tumiati wrote:I enjoyed myself a lot today ... I also decided to post this for the contest ..... Enrico can decide that you prefer and choose which to race for the contest.
Excuse me but this OCTANE really taking me a lottttt.....

You can make multiple entries to the competition, So each image will be judged in it's own right.
Re: January: Octane License Competition
Posted: Sun Jan 31, 2010 12:59 am
by d.welshhons
Wanted to see how well I could get glass and caustics in this one.
GT240
69,685 triangles
288.1/1023 Mb Mem Used
Render Resolution 1300x1300
Render Time 00:21:17
Re: January: Octane License Competition
Posted: Sun Jan 31, 2010 1:33 am
by d_spd62
George wrote:Wow! Wonderful work, d_spd62. I admire your texture work. I love that your scene has a story to tell. I wish you could leave more clues in that scene that can tell us what happened.
he-he...thanks...I will think about another render
Re: January: Octane License Competition
Posted: Sun Jan 31, 2010 12:32 pm
by ROUBAL
Wow, Great image !
I wish I could render a scene like that
Picture removed, replaced by new image.
Re: January: Octane License Competition
Posted: Mon Feb 01, 2010 8:21 am
by gristle
Here is my first entry, 2 different views of the Knoll Generation/Formway BE chair.
I am in the process of adding some info about this chair to my website, so I thought it would be a good candidate for this contest.
The chair was modelled in Pro Engineer, I modelled the chair 'skin' and some other parts on the back.
I am fairly happy with the result, especially because I was weary that Octane might crash at any point and I would loose interest!
I ended up using one of the warmer Kodak film/tone maps because it worked well with the red.
Lighting result is good; I have been dabbling with Kray in Lightwave and have not had that much luck lighting this.
Check the Pre. images for times, polys, etc...
Re: January: Octane License Competition
Posted: Mon Feb 01, 2010 8:54 am
by radiance
gristle -> nice chair

and indeed simple but very effective lighting
ROUBAL -> i'd try working a bit more on it, a better camera angle and better lighting would help.
Radiance
Re: January: Octane License Competition
Posted: Mon Feb 01, 2010 9:14 am
by gristle
radiance wrote:gristle -> nice chair

and indeed simple but very effective lighting
Radiance
Cheers.
I exported a panoramic HRD of a Lightwave scene with luminous polys and used that.
It is quite handy having using gamma to enhance or decrease the influence of the bright areas in the panorama.
Re: January: Octane License Competition
Posted: Mon Feb 01, 2010 9:19 am
by Sam
Nice chair gristle, modeling is great
But the lighting could be more dramatic, less flat maybe
Also try to get the background to be white, in studio photography the white balance is very important
You can't sell a picture like that with a pinkish background

Re: January: Octane License Competition
Posted: Mon Feb 01, 2010 11:48 am
by ROUBAL
@Radiance : Yes, I'm still working on the scene. Adding props and improving things, but as it almost always crash before the end, I have already restarted the setup from scratch many times.
A background would help to choose a better camera angle, because currently I'm limited by the horizon.
I hope I'll achieve something better, but any added model pushes me closer to my RAM limit.
image removed. New image done.
Re: January: Octane License Competition
Posted: Mon Feb 01, 2010 5:36 pm
by havensole
I've often run into the same problem. A good thing to try is to apply any subsurf modifiers in blender (I am guessing you're a blender user by the comment at the end of your posts) and then enter edit mode, select all verts, and then click on the "mesh" menu item at the bottom of that window, go to scripts, and then poly reducer. Have to be careful though as it will sometimes screw things up, but it helps to get combine some of the verts and faces so that your poly count isn't so high. Just doing the default setting on the script should reduce that object's poly count by half. You could also do this by hand, but it is very time consuming.