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				OctaneBench Competition, Matej's entry
				Posted: Wed Sep 11, 2013 8:46 am
				by matej
				Hi!
I'll too give a try at this competition. I have not decided yet exactly what I'll do, but as you can see I have some rough plans in mind,  

 ..:
Modeled everything from scratch, for this competition.
Cheers & good luck to everybody!
 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Fri Sep 13, 2013 6:22 pm
				by eidy
				Looks very nice!
I want to see more, and I want to see more of those maps in a close-up view with the shelfs present only as a blurry background - just a thought 
 
Best of luck and inspiration to you 

eidy
 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Sun Sep 15, 2013 6:44 am
				by matej
				Thanks for your feedback, eidy!
More stuff is coming, though I'm still undecided in which thematic direction to steer this project. But I'm certain the stuff on it will fit in somewhere around 19th century...
A focus on the scrolls with blurred background would be nice yes, but its a no-go for this project, because shallow dof would add to much render time, cause its very slow to clear. But I'll certainly do one such "side-render".
			 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Sun Sep 15, 2013 8:12 am
				by eidy
				Possible direction :
A treasure map with an octane logo tweaked to mark a mystical a sea vortex ... And the actual treasure being another mark with your credentials maybe? 

 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Sun Sep 15, 2013 9:15 am
				by matej
				eidy wrote:Possible direction :
A treasure map with an octane logo tweaked to mark a mystical a sea vortex ... And the actual treasure being another mark with your credentials maybe? 

 
Interesting, thanks  
 
 
I was thinking about a "scientific" scene, oriented toward astronomy, as you can see in the next 
fast & grainy small update. I'm in the process of modeling a small telescope too. I haven't considered embedding an Octane logo at all, but maybe if I find a subtle way to put it there...
A sidenote of interest: 
if I set a high aperture and focus the camera on the magnifying glass surface, shouldn't the refracted image inside be a bit more sharper and not completely blurred, on the same level as the background?
Images on the left have 0.0 aperture, on the right have 1.0, with the focus point on the lens. I don't have a magnifying glass to check this out, but I googled for some photos which would seem to confirm my assumption. Like 
this one 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Sun Sep 15, 2013 3:17 pm
				by resmas
				Wow mate it looks awesome work, modeling and texturing anc concept. 
 
    
 
This is going to be hard.   
 
 
well done 
cheers
resmas
 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Sun Sep 15, 2013 10:40 pm
				by roeland
				matej wrote:
A sidenote of interest: 
if I set a high aperture and focus the camera on the magnifying glass surface, shouldn't the refracted image inside be a bit more sharper and not completely blurred, on the same level as the background?
Images on the left have 0.0 aperture, on the right have 1.0, with the focus point on the lens. I don't have a magnifying glass to check this out, but I googled for some photos which would seem to confirm my assumption. Like 
this one 
The picture doesn't have the magnifying glass in focus. I think you should focus on a point somewhere behind the map.
--
Roeland
 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Thu Sep 19, 2013 4:58 pm
				by matej
				@resmas, thanks  
 
 
@roeland, hm, will do some more tests. Its a bit hard to set the focus point by number, instead of picking the surface.
Anyway, I almost finished modeling the telescope, but I scratched the furniture stuff from the previous renders. Instead I will put the scope on a Octane logo, covered with some fabric, and that will function as a "table".
I've done a fast sculpt, which will have to polish it a bit more. Ill have to do retopology too, which is damn annoying... In this case it would be really useful if Octane could be able to automatically map image textures, instead of having to relay only on UV coordinates. At least a global auto-maping like we have for procedural textures.
The materials are also not final yet. cca 50sec for each frame on GTX 570:
 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Fri Sep 27, 2013 7:48 am
				by matej
				Ok, this should be my final scene:
Straight out of Octane, as is. Rendered to 256 samples, for 1:35 on a GTX 570, which I hope is in line with the set time limit.
Here's a bigger render, with some postpro in gimp:
 
			
					
				Re: OctaneBench Competition, Matej's entry
				Posted: Fri Sep 27, 2013 8:52 am
				by kubicki3d
				Well Matej, that's truly impressive. Even if it takes a tiny little bit too long to render, it's a marvellous effect that counts. Huge work done. Congrats mate!