Hello, This scene as been built in Blender for the competition. As there are not (not yet) Alpha maps and volumetric lights, God rays are faked using a texture in background, made from the original Blender render. If Alpha layer is supported before the end of the competition, I should be able to add God rays in the foreground as well, by mapping transparent planes. The environment lighting is done by an LDR image made of a gradient of black to green/blue used as IBL.
I forgot to select a material when exporting to obj, so the ID number of the submarine is almost not visible. As I would have to redo all material settings, I will fix that later when Alpha will be available, in order to redo things only one time.
As I did'nt found how to get a motion blur in Octane, I used the DOF instead to blur the propeller.
Rendered with Pathtracing in 00:19:03 - 5171 samples per pixel - 1 474 460 Triangles - 288.4/511 MB Video Memory used.
The same scene rendered in Blender can be seen below. As the lighting methods are completely different, the ambiance is different. Rendered in Octane, the scenes looks darker, colder and more dramatic.
http://3d-synthesis.com/37-Submarine.html
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.