Excited to see pre-2.3 release. Now I can start to do some interior render with self-emitter.
I tried rendering the baptistery interior, and using the stained glass as self-emitter.
Also there's a light bulb sphere shooting light from up there in the ceiling.
I guess because such approach the light does not have directionality as sun light would serve,
hence the lighting looks even and not dramatic as expected.
Also because of it, I didn't see the color bleeding affecting the room from the stained glass.
For better effect, will have to wait for the integration of MLT I guess?
Church Inerior pre-2.3 render test
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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.
Here's another test in the altar area.
Applying the same trick using
1. stained glass texture as emitter source,
2. 8 lamps in the ceiling area
3. theatrical footlights in front of the characters on the altar floor.
4. a huge spot light (sphere emitter + cone shape geo with 100% specularity and very low roughness)
Here demonstrates two pictures. The first one is straight from OC with super sampling techinque.
The second one is post processed a bit in Photoshop.
A question here: I am trying to achieve the theatrical effect, but even with those settings,
there's still no spotlight shaped circular white spots in the picture. The light still looks pretty diffused.
Any suggestion to achieve more dramatic effect would be much appreciated.
Ps.
1). With current setting with 1 GTX480, the rendering speed is approx. 0.90 megasamples/ sec,
rendering for 49 min.
2). My set's unit is based on CM. I wonder if that would somehow affect the effectiveness of emitters.
Original frame:
Post processed frame:
Applying the same trick using
1. stained glass texture as emitter source,
2. 8 lamps in the ceiling area
3. theatrical footlights in front of the characters on the altar floor.
4. a huge spot light (sphere emitter + cone shape geo with 100% specularity and very low roughness)
Here demonstrates two pictures. The first one is straight from OC with super sampling techinque.
The second one is post processed a bit in Photoshop.
A question here: I am trying to achieve the theatrical effect, but even with those settings,
there's still no spotlight shaped circular white spots in the picture. The light still looks pretty diffused.
Any suggestion to achieve more dramatic effect would be much appreciated.
Ps.
1). With current setting with 1 GTX480, the rendering speed is approx. 0.90 megasamples/ sec,
rendering for 49 min.
2). My set's unit is based on CM. I wonder if that would somehow affect the effectiveness of emitters.
Original frame:
Post processed frame:
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480