I'm experimenting Octane a few days and I'm really enthusiastic!
C4d r13 + octane render.
Spaceship in Hangar
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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.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
That looks beautiful. Well done.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Yeah, looks cool. Especially the texturing.
One thing I don't like (and its not your fault) is how the lamps are all blown to pure white, yet the actual illumination of the scene is still dim. This is an Octane thing that I never liked - your emitters must be completely blown, for them to produce any decent light.
Maybe having the ability to control the ratio between emitter brightness vs how much lighting it produces, would lead to better looking renders. Those 100% white cut-outs certainly don’t look nice (or realistic).
Though this can be corrected by masking the lamp areas with a second render with lower exposure / power, it's still a hassle.
One thing I don't like (and its not your fault) is how the lamps are all blown to pure white, yet the actual illumination of the scene is still dim. This is an Octane thing that I never liked - your emitters must be completely blown, for them to produce any decent light.
Maybe having the ability to control the ratio between emitter brightness vs how much lighting it produces, would lead to better looking renders. Those 100% white cut-outs certainly don’t look nice (or realistic).
Though this can be corrected by masking the lamp areas with a second render with lower exposure / power, it's still a hassle.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Thanks for the comment. in fact I had some difficulties to handle the power of the lights. I hope this feature will be improved in the next upgrade. The overexposure however it is my choice. as well as the neutral coloring. This is the first experiment with Octane. I hope to do better in the next work.
I think the problem with lights is that in reality, its a small bulb with a mirror behind it and glass in front. In Octane, we generally make the outside (which should be glass or plastic) the actual emitter. Now, I've tried doing this realistically, and it is not a good idea. I agree, there should be some kind of faking for it.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram