more renders to come...
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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 Mon Aug 26, 2013 9:39 pm, edited 5 times in total.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Great artwork as always Gabriele !
Perhaps a little more AO or irregularity ?
Regards.
Niuq

Perhaps a little more AO or irregularity ?
Regards.
Niuq
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
ambient occlusion doesn't work in Octane as in Vray
in Vray I always used it
I don't know if Octane saves AO channel...I will try.
Probably I should add some dirty materials...for longer rendering times....
in Vray I always used it
I don't know if Octane saves AO channel...I will try.
Probably I should add some dirty materials...for longer rendering times....

quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Very nice renders.
The only thing I would suggest is more contrast. Maybe more ambient occlusion would really do the trick. You could use the same camera (if it is a standard camera) and render an ambient occlusion image in Vray for compositing. Doesn´t render very long.
I always add more abient occlusion that way.
The only thing I would suggest is more contrast. Maybe more ambient occlusion would really do the trick. You could use the same camera (if it is a standard camera) and render an ambient occlusion image in Vray for compositing. Doesn´t render very long.
I always add more abient occlusion that way.
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I replaced all the renders with the new photoretouched
what do you think?
what do you think?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Great work as usual, Gabriel!
These pictures only lacks where displacement is needed,
and that is where rough surfaces joints to a smooth one,
say corners etc, they really would benefit with some irregularity.
But, without displacement available,
that would be some task to photoshop...
-V-
These pictures only lacks where displacement is needed,
and that is where rough surfaces joints to a smooth one,
say corners etc, they really would benefit with some irregularity.
But, without displacement available,
that would be some task to photoshop...
-V-
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I will never simulate displacement with photoshop...
I don't understand why Otoy don't want to implement this feature.
When Live (Arion) 2.5 will be available for Max I will do some experiments, at the moment is useless (I got a one year old license).

I don't understand why Otoy don't want to implement this feature.
When Live (Arion) 2.5 will be available for Max I will do some experiments, at the moment is useless (I got a one year old license).
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
I tend to agree with Vernon, the main issue with these renders is that all the rough surfaces (bricks, stone, etc...) look super fake.
If the poly count allow it you could make a Hi-Res displacement map, displace the wall geometry, and then texture it with a lower res map with a decently detailed normal map. It would probably add something around 1.5/2M polys max to the scene and I assume that with your Titans you could easily handle it.
If the poly count allow it you could make a Hi-Res displacement map, displace the wall geometry, and then texture it with a lower res map with a decently detailed normal map. It would probably add something around 1.5/2M polys max to the scene and I assume that with your Titans you could easily handle it.
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