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Bathroom design concept

Posted: Mon Apr 11, 2016 9:49 pm
by Moonhowl
A bathroom design concept...yay!:-)

10 k samples (half of which were needed for the ceiling - come on Otoy add some noise optimization!!) and about 2 hours on 2x titan X for HD render.
Bathroom Concept
Bathroom Concept

Re: Bathroom design concept

Posted: Tue Apr 12, 2016 6:04 am
by wastzzz
2 hours for this?
if you cannot use the software don't blame otoy for optimizations

Re: Bathroom design concept

Posted: Tue Apr 12, 2016 7:49 am
by Seekerfinder
wastzzz wrote:2 hours for this?
if you cannot use the software don't blame otoy for optimizations
Wow, that's real helpful...

Re: Bathroom design concept

Posted: Tue Apr 12, 2016 9:14 am
by wastzzz
Sorry, I really sounded harsh.
If it takes 2 hours to clean up, probably your scene setup is not alright for Octane. The image overall looks flat.
Mind posting a wireframe of the scene setup?
M.

Re: Bathroom design concept

Posted: Tue Apr 12, 2016 12:10 pm
by Moonhowl
dude just because you get your scenes lit up like a christmas tree to speed up the rendering doesn't make you an expert on render set ups.

I'm trying to achieve something very different here in terms of both the final result and lighting set up and see what Octane can really do when pushed with difficult lighting set ups.

count the (IES) lights and emitters here, and the mood I'm trying to get and try to replicate that in one of the 10 min scenes you posted above that come a dozen for a dime from octane artists. Let me help you out a bit, there's about 24 IES lights and emitters in total in my scene, and not a single one is a huge cheat plane plastered in the window.

wow I've NEVER heard of THAT approach! It's only like EVERYONE is using it....since ooooh.....1998?:-) We do stuff like that with vray on a daily basis here. Just on a bit bigger buildings.

Settings are very optimized, lighting is not though, it is as it would be in real life, which is actually how I want it. Thus the difficulties for Octane, which lacks the ability to prioritise sampling in harder to clear areas, such as corona has for example. And completely lacks any integrated de-noise functions. Such as Corona has, for example. And apart from the ceiling and the dark corners by the balcony the scene is clear in about 3000 samples, despite the fact that it's the dark areas that take much longer though simply because that is how octane behaves with *actual realistic* light set up.

and if anything is flat it would be the single window reflection you have in all those images you posted above (looks pretty photoshopped - it is, isn't it?), because you most likely don't even have glass in them, which alone adds about 50% to render speed. Surely not Otoy's "fault"?

nice texturing though, shame the lighting is so generic it hurts my eyes.


sorry if that sounded harsh :lol:

Re: Bathroom design concept

Posted: Tue Apr 12, 2016 12:46 pm
by wastzzz
So, what are you trying to achieve with all those lights? Do you have a concept in your head of how you imagine the lighting? Without a concept, you are just wasting your time.
I think you should revert to clay mode, start actually studying the lights one after the other, and set them up to get an overall balanced image. Start with the simple and slowly increase the complexity of your light setup.
M.

Re: Bathroom design concept

Posted: Tue Apr 12, 2016 2:08 pm
by Olitech
I think it's looking good.

Try to avoid IES lights and use IES emitters. Try not to use Lights at all and just stick to emitters. They clean much, much faster, and you can crank up the emitter's sampling rate beyond 10,000.

Secondly, decrease the "path term. power" if you're using Path Tracing and that should clean up the dark corners faster.

Best,
O