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Re: Nvidia Fermi Octane Competition
Posted: Fri Mar 12, 2010 10:52 am
by radiance
Thanks phrostbyte,
nice to see someone posting the first render to get the comp going
Radiance
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 12:20 am
by havensole
Didn't know there was a new competition. I'll have to start work when I get back from a trip this weekend.
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 6:13 pm
by ROUBAL
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
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 6:26 pm
by radiance
cool
Note: I added another requirement to the competition, all images must be at least 1024 pixels wide. That way they will fit really well into our upcoming new gallery system.
Thanks

Radiance
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 6:27 pm
by radiance
very nice roubal, it's awesome that you can get around the limitations to make godrays and give your render a real underwater feel
very clever,
Radiance
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 8:35 pm
by MDkai
Well the ..
although i practically got no time for this .. i can't stop myself testing octane furthermore.
So i like to do one of many fancy "dof shots of drops" (can you say that 5 times in a row very fast ?

)
Still very much wip but i like to share my cooking when i was cookin myself
Took 20 minutes, 450k triangles, used abou 80 mb on my card, probably around 2000 samples
its weekend so this may be a drop of beer (or applejuice)
Have a nice weekend guys !
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 9:13 pm
by pedrofelipe
Mdkai,
Absolutely beautiful! Congrats!
Re: Nvidia Fermi Octane Competition
Posted: Sat Mar 13, 2010 11:39 pm
by RUNNER
Hello i am new here and i am not the best in english so please forgive me my mistakes.

I start my adventure with 3D graphic 2 yeras ago and last week i start to looking for good renderer for blender which will be faster than luxrender and i found Octane so i download demo of it and test . It is fantastic. Now i want to share with you my renders.
Edit
oops i upload test renders now i upload the right onces.
Re: Nvidia Fermi Octane Competition
Posted: Mon Mar 15, 2010 11:15 pm
by scaron
My first real render using a whole scene as opposed to just playing around with one object or so.
241,946 triangles rendered for exactly 1 hour on a GTX 260. I was actually surprised at how much you can squeeze out of 896MB of RAM. This scene w/2k HDRI took almost half of my GPU mem, very happy about that!
-Shawn
Re: Nvidia Fermi Octane Competition
Posted: Tue Mar 16, 2010 12:32 am
by radiance
Hi guys,
Beautifull work, the classroom and the tea set/room
keep it coming

Radiance