Ok, I want to be perfectly sure regarding what is allowed to "composite".
Can I render in Octane an image of a scenery (sky, hills & some distant houses) on a plane, that complements my scene and consists of a very small portion of the whole render.
This is the render. The portion outlined in red is a picture on a plane rendered inside Octane, not composited in GIMP. Can I do that, or should I get rid of the background altogether?
New Year's open themed still image competition (CLOSED)
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This is a tricky thing to answer, as I we allow this then we get more questions, eg can the background be rendered with another rendered ?
For the sake of simplicity and let's redefine the rules a bit:
You may composite, only an enrivonment, made with octane itself, as a minor part, eg a sky.
Provided at you explain in detail the process used, and provide a mesh screenshot or similar to show the background sky environment was indeed self made and rendered with octane.
However, during judging, we might give preference to people who do everything in one render, as this requires more skill.
you may not, however composite photos or any work rendered with other tools, this you can only do with uv mapping them onto planes and rendering them with octane, or using HDRI maps off course.
I rest my case, please focus on your creativity instead of more argument
Radiance
For the sake of simplicity and let's redefine the rules a bit:
You may composite, only an enrivonment, made with octane itself, as a minor part, eg a sky.
Provided at you explain in detail the process used, and provide a mesh screenshot or similar to show the background sky environment was indeed self made and rendered with octane.
However, during judging, we might give preference to people who do everything in one render, as this requires more skill.
you may not, however composite photos or any work rendered with other tools, this you can only do with uv mapping them onto planes and rendering them with octane, or using HDRI maps off course.
I rest my case, please focus on your creativity instead of more argument

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Ok, thanks for your answer. The background on the sample render is an photo uv mapped on a plane and rendered in Octane in one render pass. It's not composited afterwards.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
p3taoctane wrote:I know everyone will be blown away by my modeling techniques here. Yep! The sphere's on a floor. I'm beside myself with amazement on how I pulled this off... I made a sphere. Then I made a floor. I know, I know, you're asking yourself... " How the hell did he do that?" Sorry its a trade secret. I will tell you after I win for most difficult technical achievement.... I'm thinking ILM job offers and maybe an Oscar or two.
did you use the fractal plugin in Wings3D for the escher looking stuff in the left ball? - I was trying to get that to work but dont have a clue how to do it

http://www.soundcloud.com/raytrace ------------------- http://myspace.com/raytrace
If You want quality.... always Use HDRI !okichkoatl wrote:hi mlody47 i've seen your galery and i have to say. it's really impresive, sorry for my ignorance, but can you tellme the difference between LDRI and HDRI and how to use one or other?. im really new in Octane,. and i want to use it a lot.
thanks in advance.
Oscar Paz
I didnt saw any good example of using LDRI .... ....maybe for composition purposes, but I really doubt it. LDRI is acting very uniform and its always washed out and flat,
becouse the difference between LDRI and HDRI, is that HDRI will light your object with a much larger 'range' of light intensities - the effect of which is that your lighting looks much more like real life than when you use a simple ldri bmp/jpg/whatever.
I can PM You a samples if You want.
Its doesnt apply only in Octane , but all 3D renderers. And Thanks

i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
well, shoot, I'll post my last little random creative work in here as well, more chances I suppose.
This is rendered entirely in Octane, with 3 lite panel emitters, a logo icon, and a base emitter under the icon. A single plane with a bump map glossy black surface, and voilla.
This is rendered entirely in Octane, with 3 lite panel emitters, a logo icon, and a base emitter under the icon. A single plane with a bump map glossy black surface, and voilla.
Last edited by DayVids on Sun Feb 06, 2011 6:29 am, edited 1 time in total.
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
Hi everyone!
The first image is called "The Last Astronaut", it is the result of an idea I had while listening to a song of the same name. The scene I imagined was one of an alien macro-explorer getting cought in a violent eruption. Wings ruined, he has to engage the emergency thruster for a quick escape. About 2.5 mil polies, a couple of 4K textures. Rendered at A4 300dpi (3508x1989) overnight.
The screencap is from an older version where the cockpit capsule was still yellowish.
The second picture came about from a looking at a small clay figure a kindergarden kid did. A bit later I was struck with the picture of said figure eating it's way out of a chocolate egg (a very popular brand sweet in Germany and Austria, if anyone recognises them). 1.3 mil polies. Rendered for ~4 hours at 2480x3508 (A4, 300dpi).
Everything except the HDRI backgrounds was made by me. Post production was glow, a lensflare and color correction.
Cheers!
The first image is called "The Last Astronaut", it is the result of an idea I had while listening to a song of the same name. The scene I imagined was one of an alien macro-explorer getting cought in a violent eruption. Wings ruined, he has to engage the emergency thruster for a quick escape. About 2.5 mil polies, a couple of 4K textures. Rendered at A4 300dpi (3508x1989) overnight.
The screencap is from an older version where the cockpit capsule was still yellowish.
The second picture came about from a looking at a small clay figure a kindergarden kid did. A bit later I was struck with the picture of said figure eating it's way out of a chocolate egg (a very popular brand sweet in Germany and Austria, if anyone recognises them). 1.3 mil polies. Rendered for ~4 hours at 2480x3508 (A4, 300dpi).
Everything except the HDRI backgrounds was made by me. Post production was glow, a lensflare and color correction.
Cheers!
Hi guys, here are my entries for the competition. It will be spited into several parts. 20 is the maximum renders man can upload.
Some of them you can find in WIP section some are done in past days..
PART 1:
____________________________________________________________________________________ Each render done for about 20 minutes on GTX 260.
Slight color correction, composition and the frame made in photoshop. HDRI used for main light.
____________________________________________________________________________________ This one is allready posted in WIP section. Post made is color correction , glow, glare and lens effects.
Here is the link to WIP section: http://www.refractivesoftware.com/forum ... f=6&t=3433
_____________________________________________________________________________________ Here is the link to the WIP for this one: http://www.refractivesoftware.com/forum ... f=6&t=4011
______________________________________________________________________________________
This scene is old and it was made for school, I decide to revisit it with Octane render. I might say that the result is way better than before.. Render time varied. Most of the renders reached 32000 samples for around 6 hours.. Considering that there is no MLT in Octane and there is so many light sources its really fast.. If I reduce the bounces to 3 or 4 , render times drop to 1 hour without any visual impact.. except for the glass.. Scene contain 5 million polygons. Card used is GTX 480. Post process is for color correction, glare, glow ,bloom and lens flare with Photoshop and After Effect.
_____________________________________________________________________________________
This project can be found into WIP section as well.. This time I remade the lighting and textures for the competition. I hit the limit here with textures count. I had to bake textures into one file for most of the objects..
Some of them you can find in WIP section some are done in past days..
PART 1:
____________________________________________________________________________________ Each render done for about 20 minutes on GTX 260.
Slight color correction, composition and the frame made in photoshop. HDRI used for main light.
____________________________________________________________________________________ This one is allready posted in WIP section. Post made is color correction , glow, glare and lens effects.
Here is the link to WIP section: http://www.refractivesoftware.com/forum ... f=6&t=3433
_____________________________________________________________________________________ Here is the link to the WIP for this one: http://www.refractivesoftware.com/forum ... f=6&t=4011
______________________________________________________________________________________
This scene is old and it was made for school, I decide to revisit it with Octane render. I might say that the result is way better than before.. Render time varied. Most of the renders reached 32000 samples for around 6 hours.. Considering that there is no MLT in Octane and there is so many light sources its really fast.. If I reduce the bounces to 3 or 4 , render times drop to 1 hour without any visual impact.. except for the glass.. Scene contain 5 million polygons. Card used is GTX 480. Post process is for color correction, glare, glow ,bloom and lens flare with Photoshop and After Effect.
_____________________________________________________________________________________
This project can be found into WIP section as well.. This time I remade the lighting and textures for the competition. I hit the limit here with textures count. I had to bake textures into one file for most of the objects..
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
Part 2:
And here is with daylight, something that I was'n been able to render without heavy fireflies.. Post is made with Lightroom and Photoshop.
__________________________________________________________________________________
Pool scene, especially modeled and rendered for current competition.. For this render I hit 32000 samples for around 5 hours. Fluid simulation done in 3DS MAX using PFlow. There is a lot of baked displacement in the water, walls, and stones and the furnitures. Ready models used is from Evermotion: pot flowers. Palms are made with solid grow and onyx tree. Furnitures comes from Paolo Lenti manufacturer as DWG files.. modeled and textured inside max.Scene is around 5 million polygons.
Film border is from devianart... Post is for color correction, glow, glare, lens effect using Photoshop and After Effect.. __________________________________________________________________________________
Another Interior scene lit entirely with lights, no daylights used. Scene is 3 million polygons, render time for each view was 5 hours and reached 20000 samples.
Some of the models used comes from Evermotion, some are free from the web, some comes directly from manufacturers.
Post process again for color correction, glow, glare, lens flare using Photoshop and After Effect.. Thanks for watching. Good luck to all.
Here is the screenshots from scenes in part1:
And here is with daylight, something that I was'n been able to render without heavy fireflies.. Post is made with Lightroom and Photoshop.
__________________________________________________________________________________
Pool scene, especially modeled and rendered for current competition.. For this render I hit 32000 samples for around 5 hours. Fluid simulation done in 3DS MAX using PFlow. There is a lot of baked displacement in the water, walls, and stones and the furnitures. Ready models used is from Evermotion: pot flowers. Palms are made with solid grow and onyx tree. Furnitures comes from Paolo Lenti manufacturer as DWG files.. modeled and textured inside max.Scene is around 5 million polygons.
Film border is from devianart... Post is for color correction, glow, glare, lens effect using Photoshop and After Effect.. __________________________________________________________________________________
Another Interior scene lit entirely with lights, no daylights used. Scene is 3 million polygons, render time for each view was 5 hours and reached 20000 samples.
Some of the models used comes from Evermotion, some are free from the web, some comes directly from manufacturers.
Post process again for color correction, glow, glare, lens flare using Photoshop and After Effect.. Thanks for watching. Good luck to all.
Here is the screenshots from scenes in part1:
Last edited by andrian on Sat Feb 05, 2011 9:18 pm, edited 6 times 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
really really nice - and yet again - god I'd love to live in those renders 

http://www.soundcloud.com/raytrace ------------------- http://myspace.com/raytrace