interior apartment ( light troubles)
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
It doesn't look unusually dark to me. Ceilings are often a little bit less illuminated, in real life they are often painted in a lighter color for this reason. One thing that currently doesn't work in Octane is having sunlight coming into the scene through glass. You can set the glass to 100% transparent to let all the sunlight in.
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Roeland
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Roeland
- paoloverona

- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
Hi rafaxf
As Roeland says, I don't think that they are so dark.
I guess that what you have posted is a "raw" render...not postporcessed, certainly with a little bit of postproduction they would look lot better.
What kind of kernel did you used? (the r25 seems to be directlight in ambientocclusion mode)
I really like the r49 one
As Roeland says, I don't think that they are so dark.
I guess that what you have posted is a "raw" render...not postporcessed, certainly with a little bit of postproduction they would look lot better.
What kind of kernel did you used? (the r25 seems to be directlight in ambientocclusion mode)
I really like the r49 one
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
I think what you mean is the shadow toning.
Try to play with the Ambient Occl distance if you want to stick with direct lighting / AO.
Otherwise use Pathtracing or PMC and push up the exposure a bit.
Try to play with the Ambient Occl distance if you want to stick with direct lighting / AO.
Otherwise use Pathtracing or PMC and push up the exposure a bit.
- gabrielefx

- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I know well your problem.
Use a mix of diffuse+glossy materials.
It seem that Octane, when you use only glossy materials with high roughness, renders meshes very dark if they aren't oriented parallel to the camera. If the angle with camera is 1-2° about these surfaces will rendered black.
Then you need to decompose the roughness material part with a diffuse material and add a slight glossy component.
We found another Octane issue when we use not well smoothed meshes. You will notice dark edges even if you add a total white diffuse mat. Octane doesn't threat very well the polygon smooth. This problem never happens with other rendering engines (cpu or gpu)
The only way is to add a turbosmooth (in 3ds Max).
Regards
Use a mix of diffuse+glossy materials.
It seem that Octane, when you use only glossy materials with high roughness, renders meshes very dark if they aren't oriented parallel to the camera. If the angle with camera is 1-2° about these surfaces will rendered black.
Then you need to decompose the roughness material part with a diffuse material and add a slight glossy component.
We found another Octane issue when we use not well smoothed meshes. You will notice dark edges even if you add a total white diffuse mat. Octane doesn't threat very well the polygon smooth. This problem never happens with other rendering engines (cpu or gpu)
The only way is to add a turbosmooth (in 3ds Max).
Regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
thanks gabrielefx, thats a nice explanation about mixed materials, and will help me to improve my renders, looking for new angles that i was avoing before
meanwhile i'm rendering in pathtracing mode, with better results, but it takes a lot of rendering time..... thx again
