300,000k poly, one light. Rendered on my Gtx 465 and getting .62 Megasample/sec. at 2560x1600
Used Defly on it and that's it.
I tried rendering the scene again with more light sources at different colors to see how the light would blend. But really could only get color based on light temperature(blue and yellow hues). Any way to emit light say as violet and or green?
Another pre 2.3 light test
Forum rules
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.
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.
Use texture emision
Also, this is a way to fake a shadeless material if you're using Direct lighting and not path tracing.
Dave
Also, this is a way to fake a shadeless material if you're using Direct lighting and not path tracing.
Dave
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!
NIce, directlighting..pathtracing? render time?Bulwerk wrote:300,000k poly, one light. Rendered on my Gtx 465 and getting .62 Megasample/sec. at 2560x1600
Used Defly on it and that's it.
I tried rendering the scene again with more light sources at different colors to see how the light would blend. But really could only get color based on light temperature(blue and yellow hues). Any way to emit light say as violet and or green?

Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
thanks...5 hoursBulwerk wrote:Pathtracing my firend,
Render time, was somewhere at 5 hours. I just let it bake while i left the house and it looked pretty good when i got back. So it reached roughly 1600 samples in 5 hours

and your gtx460 is not that far from a GTX470

Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
Ahhh. ObviouslyBulwerk wrote:Keep in mind that the render could have been acceptable after one hour i was just not there to see. And this render only got to 1500 samples by the wayThere is a point where baking longer will have minuscule effect after a certain point.

Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
Hey,
we currently have not enabled the optimization that let's emitters with a high polycount render faster.
That's why this is so slow.
(all triangles need to be checked at each ray, so having an emitter with more than a few triangles is currently *SLOW*)
we'll add the new optimized code in the next pre-2.3
Radiance
we currently have not enabled the optimization that let's emitters with a high polycount render faster.
That's why this is so slow.
(all triangles need to be checked at each ray, so having an emitter with more than a few triangles is currently *SLOW*)
we'll add the new optimized code in the next pre-2.3
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
very good newsradiance wrote:Hey,
we currently have not enabled the optimization that let's emitters with a high polycount render faster.
That's why this is so slow.
(all triangles need to be checked at each ray, so having an emitter with more than a few triangles is currently *SLOW*)
we'll add the new optimized code in the next pre-2.3
Radiance
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A