Diamond Test
Posted: Thu Jul 15, 2010 2:36 am
Hi, first post, am trying out Octane Render, coveting the speed as a Maxwell Render user. Thought I'd upload the results of a test -- some diamond meshes I grabbed from Modo on a semigloss surface with an HDRI environment. I was actually looking to see if the render times slowed much with pathtracing on and some refractive complexity (didn't seem to slow much at all), but was expecting poor results in terms of realism -- no spectral dispersion in Octane right? -- but was pleasantly surprised by the output.
This was rendered to 25,000 samples on a GTX470 and took 21 minutes. I ran it through hotpixel elim, which you can see didn't pick up all the fireflies, but improved it a good bit.
For a quick test (of something else), this bodes well for Octane render, to my mind. I don't know if spectral dispersion is planned as a feature add for the product, but if so, based on this, I think Octane will be a remarkable tool for renders that rely on that kind of light interplay.
Just in passing, as a software developer, I understand the extreme limits the GPU context puts on the development and runtime for Octane (makes this product all the more impressive), but operationally, it will be hard to have this be a 'go-to' workhorse without SSS and displacement. I'm also thinking instancing is a must-have, but I do know that's something that can be "pre-done" and exported to Octane in many cases (although you lose the memory/resource benefits of instancing then, and Octane's headroom ain't huge). Displacement is just a special case of instancing, but it's become a must have in high-end rendering now, I think -- exporting the displacement geometry for a lot of the models I've worked on would overflow Octane's limits quick.
Anyway, that comes off too critical. This is an impressive tool, and the fundamentals look superb on this. When the only complaints are about the features you haven't added yet, that's a good place to be.
This was rendered to 25,000 samples on a GTX470 and took 21 minutes. I ran it through hotpixel elim, which you can see didn't pick up all the fireflies, but improved it a good bit.
For a quick test (of something else), this bodes well for Octane render, to my mind. I don't know if spectral dispersion is planned as a feature add for the product, but if so, based on this, I think Octane will be a remarkable tool for renders that rely on that kind of light interplay.
Just in passing, as a software developer, I understand the extreme limits the GPU context puts on the development and runtime for Octane (makes this product all the more impressive), but operationally, it will be hard to have this be a 'go-to' workhorse without SSS and displacement. I'm also thinking instancing is a must-have, but I do know that's something that can be "pre-done" and exported to Octane in many cases (although you lose the memory/resource benefits of instancing then, and Octane's headroom ain't huge). Displacement is just a special case of instancing, but it's become a must have in high-end rendering now, I think -- exporting the displacement geometry for a lot of the models I've worked on would overflow Octane's limits quick.
Anyway, that comes off too critical. This is an impressive tool, and the fundamentals look superb on this. When the only complaints are about the features you haven't added yet, that's a good place to be.