I made it last weekend.
I have not had time to play earlier with displacement, so here is my first test.
AO 2000 samples
M.
Displacement 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.
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
I absolutely love this shot! Brilliant use of displacement. Presume you have an image map in the diffuse?
Seeker
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
Wow, I love the wall material. Almost wanna touch it
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Thanks!
I used textures, which I found somewhere on the net. It is simple concreate wall photos.
For difuse slot I used concreate tiles image with power 1,0 and gamma set to 0.4, which resulted quite bright color.
For displacement I used dirty wall photo with standard setup. I changed only level of details to 4096x4096.
Floor is build of 3d tiles with displacement, difuse and roughness grayscale images.
It is quite simple scene, lit by hdr, with one emission material.
Textures are not seamless, that's why there are rectangular cracks on the wall.
Displacemnt is very, very great tool, I love it!
M.
I used textures, which I found somewhere on the net. It is simple concreate wall photos.
For difuse slot I used concreate tiles image with power 1,0 and gamma set to 0.4, which resulted quite bright color.
For displacement I used dirty wall photo with standard setup. I changed only level of details to 4096x4096.
Floor is build of 3d tiles with displacement, difuse and roughness grayscale images.
It is quite simple scene, lit by hdr, with one emission material.
Textures are not seamless, that's why there are rectangular cracks on the wall.
Displacemnt is very, very great tool, I love it!
M.
win7 64/core i7 920/32GB RAM/3x GTX 580 3GB 4x GTX 970 4GB/blender 2.79/Rhino 5,0/octane 3
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)