testing out the materials, object from the debrismaker 3dmax script..
sss shaders combined with emitter and noise with gradient.. some renders took really long
crystl shards
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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.
3dmax, zbrush, UE
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thx
here's another one
damn long renders, because of emmiters and SSS mix..
..trying to create a cave, volumetrics might come in later
here's another one
damn long renders, because of emmiters and SSS mix..
..trying to create a cave, volumetrics might come in later
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
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- itsallgoode9
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looking nice. iwonder if that roughness texture on them is too heavy? I don't have any reference in front of me but I don't think it's that controsty between the rough and shiny portions?
the texture probably is to heavy and not reference.. was trying out procedural noises and sss mostly
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- everything
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Sweet! Texture and shapes are beautiful 

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