original render 4000x3000 px
printable render 3500x2480 px
rendering time 12 hours (about) - 4xGTX580
13000 pps reached (about)
diningroom
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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 top left 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 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.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Last edited by gabrielefx on Wed Jul 18, 2012 11:35 am, edited 7 times in total.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Hi Gabriele, another great rendering
I am a fan of your rendering
do you use mix material for the white area?
is it help to make the rendering clean faster?
I am a fan of your rendering

do you use mix material for the white area?
is it help to make the rendering clean faster?
http://www.antoni3D.com
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
thank you.tonycho wrote:Hi Gabriele, another great rendering
I am a fan of your rendering![]()
do you use mix material for the white area?
is it help to make the rendering clean faster?
I always mix diffuse materials because there is always a specular (glossy) component in every material.
The only thing that reduces the noise is a well distributed illumination.
Last edited by gabrielefx on Mon Jul 16, 2012 11:11 am, edited 1 time in total.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
I see
Thanks for the tips
Thanks for the tips

http://www.antoni3D.com
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
It's a good render, but 12 hours on 4 gtx580 and with that much noise in it ???
I was really thinking about switching to octane from v-ray one day but this is a big argument against that.

I was really thinking about switching to octane from v-ray one day but this is a big argument against that.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
Nicely balanced piece Gabrielefx. Cozy to say at least =)
The bigest savings useing unbiased renders like Octane are made on human resources, not on the hardware..or rendering times. Human factor, the hours we have to put costs most in the field =) the hardware is just a fracture of that - month or two of what company has to pay for artist, when typical build might last for a year or two =)RobSteady wrote:It's a good render, but 12 hours on 4 gtx580 and with that much noise in it ???![]()
I was really thinking about switching to octane from v-ray one day but this is a big argument against that.
- marcio_max
- Posts: 132
- Joined: Mon Dec 05, 2011 12:17 pm
- Location: Aracatuba/SP/Brazil
Hi, Gabriele!
Great work!
Pathtracing or PMC?
Great work!

Pathtracing or PMC?
| Windows 8 Pro x64 | Octane for 3ds Max/Standalone | i7 860 | 12GB RAM | 1x EVGA GTX 670 4GB / 2x EVGA GTX 670 2GB | Cooler Master HAF 932 |
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
you are right,RobSteady wrote:It's a good render, but 12 hours on 4 gtx580 and with that much noise in it ???![]()
I was really thinking about switching to octane from v-ray one day but this is a big argument against that.
I forced a little bit the tonal contrast in the first photoretouched image. I added a different (cold) version.
The 3500x2500 pixels version has noticeable noise but I reduced it with Nik Dfine.
I don't use trick to illuminate a scene, I don't delete the ceilings. All materials are glossy+diffuse, many have sss.
Only one light panel stay behind the sofas because I had to balance indoor/outdoor exposure.
I used pmc but for a noiseless 4000x3000 render (the counter predicted 19 hours for 24.000 samples) we need new algorithms for noise reduction or decent Nvidia GTXs 3-4 times faster than our 580s.
Here the crop
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Hi Gabriele
have another question
why dont you use glossy material then increased some roughness etc
instead using mix material of diffuse and glossy
do you found any different?
thanks before
TOny
have another question
why dont you use glossy material then increased some roughness etc
instead using mix material of diffuse and glossy

do you found any different?
thanks before

TOny
http://www.antoni3D.com
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
Win 7 64 |GTX 680 4 Gb (Display) | 3 x GTX690 4Gb | Intel i5 |Corsair 16GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Octane has an issue with smoothing. If you add a glossy mat with high roughness you will get dark surfaces if these surfaces are not facing the camera. Blending glossy+diffuse you will avoid this issue.tonycho wrote:Hi Gabriele
have another question
why dont you use glossy material then increased some roughness etc
instead using mix material of diffuse and glossy![]()
do you found any different?
thanks before
TOny
During this work I found a trick on how reduce the noise (not the rendering time).
Portal doesn't help to pass lights through widows . Then is a lot better to add invisible rectangular lights in front every window.
All the scene will receive more light and well distributed.
It's important to use glossy material for the glass with transparency set at 0,1, roughness at 0, reflection at 1, fresnel at 1.6
I added another shot.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB