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Exterior (winter+summer) in Octane 2.06

Posted: Fri Sep 19, 2014 10:29 am
by vk3d
Hi!
this is my new work in 3ds max 2014 + Octane render 2.06
Hope you like it =)

Re: Exterior (winter+summer) in Octane 2.06

Posted: Fri Sep 19, 2014 10:51 am
by smicha
I like it.
Did you sharpen (the first one) in PS? There is visible grain on the sky. I'd render them in 4000x... for some time and reduce the size to 2k.

What was render time, kernel?

Re: Exterior (winter+summer) in Octane 2.06

Posted: Fri Sep 19, 2014 11:38 am
by vk3d
smicha wrote:I like it.
Did you sharpen (the first one) in PS? There is visible grain on the sky. I'd render them in 4000x... for some time and reduce the size to 2k.

What was render time, kernel?
summer version: Path trace, about 5 hours. + some PS.
Winter version: PMC about 17 hours. No PS. Only render in Octane.
thank you.

Re: Exterior (winter+summer) in Octane 2.06

Posted: Fri Sep 19, 2014 12:03 pm
by gabrielefx
the winter version is incredible!

put it on Ronen Bekerman web site.

Re: Exterior (winter+summer) in Octane 2.06

Posted: Fri Sep 19, 2014 12:08 pm
by smicha
Good to see PMC, even though it took 17h.

Re: Exterior (winter+summer) in Octane 2.06

Posted: Sat Sep 20, 2014 7:35 pm
by Jonas
I really like the winter version. Nice work.

Re: Exterior (winter+summer) in Octane 2.06

Posted: Sat Sep 20, 2014 8:01 pm
by FrankPooleFloating
vk3d, I highly suggest making a seamless UV (unwrapped) for your flagstone parts. It makes a huge difference at corners -- looks tons more realistic than box projection. Even if UVs are Atlas, taking the couple minutes to butt the correct edges together is worth the tiny bit of effort. Non-seamless textures (where they should absolutely be seamless) is one the first things to put the kibosh on realism in arch viz renders.

Re: Exterior (winter+summer) in Octane 2.06

Posted: Mon Sep 22, 2014 9:42 am
by vk3d
FrankPooleFloating wrote:vk3d, I highly suggest making a seamless UV (unwrapped) for your flagstone parts. It makes a huge difference at corners -- looks tons more realistic than box projection. Even if UVs are Atlas, taking the couple minutes to butt the correct edges together is worth the tiny bit of effort. Non-seamless textures (where they should absolutely be seamless) is one the first things to put the kibosh on realism in arch viz renders.
Thank you!