Contemporary Living :Interiors (Commercial)

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  • SuperdogSuperdog Posts: 765
    edited December 1969

    When loaded into Octane Render how much VRAM does it use?

  • NagraNagra Posts: 99
    edited December 1969

    I observe a wrong scaling by a factor of 2 in the Poser version. Anybody else having this problem?

  • mmkdazmmkdaz Posts: 335
    edited December 1969

    looks quite amazing!

  • thd777thd777 Posts: 945
    edited December 1969

    Superdog said:
    When loaded into Octane Render how much VRAM does it use?

    On my GTX780ti it uses 707 Mb for geometry and 25 Mb for textures during rendering in Octane 2.1.
    Ciao
    TD

  • SimonJMSimonJM Posts: 6,084
    edited December 1969

    thd777 said:
    Superdog said:
    When loaded into Octane Render how much VRAM does it use?

    On my GTX780ti it uses 707 Mb for geometry and 25 Mb for textures during rendering in Octane 2.1.
    Ciao
    TD
    That's a lot lighter than I thought it'd be - once I get 'rid of' the scene I have got going at the moment (c. 3,000 Barylaxs, via instancing) I'll load it up myslef and have a look!

  • SuperdogSuperdog Posts: 765
    edited December 2014

    SimonJM said:
    thd777 said:
    Superdog said:
    When loaded into Octane Render how much VRAM does it use?

    On my GTX780ti it uses 707 Mb for geometry and 25 Mb for textures during rendering in Octane 2.1.
    Ciao
    TD


    That's a lot lighter than I thought it'd be - once I get 'rid of' the scene I have got going at the moment (c. 3,000 Barylaxs, via instancing) I'll load it up myslef and have a look!

    I've just bought it and it uses a similar amount of VRAM/textures in OR 1.2. A very low amount for such a detailed environment. The only problem I'm having is that the vine leaves on the wall creeper will not load the DAZ textures in OR. They're loaded in DAZ 4.7 but no matter how many times I auto load DAZ textures in OR they don't show up in the OR viewport and the leaves remain untextured. I've checked the leaves in OR and the DAZ materials are loaded for each leaf (3 in total.) I can't figure out what's wrong because all other textures auto load correctly. I also tried adjusting colour, gamma, opacity for each leaf part but nothing seems to help. I'm also not exceeding any of OR's texture slots.

    Post edited by Superdog on
  • StonemasonStonemason Posts: 1,242
    edited December 1969

    I observe a wrong scaling by a factor of 2 in the Poser version. Anybody else having this problem?

    sorry about this, will have a fix delivered to DAZ after the weekend

  • StonemasonStonemason Posts: 1,242
    edited December 2014

    Superdog said:
    SimonJM said:
    thd777 said:
    Superdog said:
    When loaded into Octane Render how much VRAM does it use?

    On my GTX780ti it uses 707 Mb for geometry and 25 Mb for textures during rendering in Octane 2.1.
    Ciao
    TD


    That's a lot lighter than I thought it'd be - once I get 'rid of' the scene I have got going at the moment (c. 3,000 Barylaxs, via instancing) I'll load it up myslef and have a look!

    I've just bought it and it uses a similar amount of VRAM/textures in OR 1.2. A very low amount for such a detailed environment. The only problem I'm having is that the vine leaves on the wall creeper will not load the DAZ textures in OR. They're loaded in DAZ 4.7 but no matter how many times I auto load DAZ textures in OR they don't show up in the OR viewport and the leaves remain untextured. I've checked the leaves in OR and the DAZ materials are loaded for each leaf (3 in total.) I can't figure out what's wrong because all other textures auto load correctly. I also tried adjusting colour, gamma, opacity for each leaf part but nothing seems to help. I'm also not exceeding any of OR's texture slots.

    just tried loading it now and i'm getting a weird error with the ivy leaves emitting light when using Octane?..never seen this before so will need some investigation...

    Post edited by Stonemason on
  • SuperdogSuperdog Posts: 765
    edited December 1969

    Superdog said:
    SimonJM said:
    thd777 said:
    Superdog said:
    When loaded into Octane Render how much VRAM does it use?

    On my GTX780ti it uses 707 Mb for geometry and 25 Mb for textures during rendering in Octane 2.1.
    Ciao
    TD


    That's a lot lighter than I thought it'd be - once I get 'rid of' the scene I have got going at the moment (c. 3,000 Barylaxs, via instancing) I'll load it up myslef and have a look!

    I've just bought it and it uses a similar amount of VRAM/textures in OR 1.2. A very low amount for such a detailed environment. The only problem I'm having is that the vine leaves on the wall creeper will not load the DAZ textures in OR. They're loaded in DAZ 4.7 but no matter how many times I auto load DAZ textures in OR they don't show up in the OR viewport and the leaves remain untextured. I've checked the leaves in OR and the DAZ materials are loaded for each leaf (3 in total.) I can't figure out what's wrong because all other textures auto load correctly. I also tried adjusting colour, gamma, opacity for each leaf part but nothing seems to help. I'm also not exceeding any of OR's texture slots.

    just tried loading it now and i'm getting a weird error with the ivy leaves emitting light when using Octane?..never seen this before so will need some investigation...

    I didn't have a problem with the leaves being turned into light emitters - just no textures. I'm not at my PC now but if you check the leaves has the light emitter been switched on? That might explain why no textures are visible. If the emitter is set to 0 then the leaves will appear white until the power is turned up and then they will start to emit light. Perhaps Octane is switching on the emitter when it auto loads the leaves textures? I've not seen this behaviour before but it's a possibility. Normally emitters need to be assigned manually. I'll check when I get home.

  • SimonJMSimonJM Posts: 6,084
    edited December 1969

    My quick check showed a similar VRAM usage, and I don't recall and glowing ivy ... I'll check when I can

  • marblemarble Posts: 7,500
    edited February 2016

    Just bought this lovely set. For anyone interested in Reality/Luxrender, this one took 1h:15m in CPU mode. I used a couple of small spheres as emmisive lights in the standing lamps plus two Mesh lights (out of shot). For the number of props and the extensive use of glass in the scene, I'm amazed that I could get such a result in just over an hour.

     

     

    CL 02.jpg
    2000 x 1125 - 865K
    Post edited by marble on
  • hphoenixhphoenix Posts: 1,335

    I think it's lovely, but like so many interiors on here, it's very unrealistic in terms of space used.  Huge open areas, wide borders around everything.....real home interiors aren't like that.  Only huge mansions.

    (yes, I know positioning cameras is easier, with a bigger room and wide spaces between areas that you can stick the camera in.  But look at your own house or apartment, and compare the dimensions to the 3D interiors we typically see.  It's quite a bit different.....)

     

  • marblemarble Posts: 7,500

    I know this set is not your typical apartment. I'd love to live in something like it but I actually live in a one bedroom flat, the whole of which would easily fit in the living room in that picture. But it renders nicely and I can imagine having nice parties there :) I wish Stonemason had included a bedroom though.

    The other good thing about it is that all the walls, including the glass, have a visibility switch. That makes it even easier to position the camera. The trend lately has been for vendors to offer sealed units where you either have to use wide-angle lens shots or play with the geometry editor to create your own visibility switch.

    The one thing that spoils realism for me is the fact that almost all architectural models are constructed with razor-sharp edges and geometrically straight lines. I'm not a modeller so I probably don't appreciate how difficult it would be to create softer edges. I guess it would require a lot of displacement maps which would probably be bad for render times.

     

  • TDXTDX Posts: 33

    a couple more pics..

    Truly amazing work, as usual... but I would not go up those stairs. There's no support & sometimes I carry heavy things. Disaster waiting to happen... I don't see this passing the inspection for occupancy... looks nice though. :)

  • fastbike1fastbike1 Posts: 4,081
    edited February 2016

    Why do you all assume this is an apartment? Beyond that, I had a 1700 sq ft open plan house with a similar great room. Not all that impossible.

    Beyond that of course, it seems odd that one can accept fantasy creatures, outfits, and figures, but somehow Stonemason's room has a different standard? This was never advertised as a one room walkup.

    FWIW, there are a couple of ways that those stairs would work in the real world.

    Post edited by fastbike1 on
  • StonemasonStonemason Posts: 1,242
    marble said:

     I wish Stonemason had included a bedroom though.

     

    working on it.

    and I like big open spaces in the home,so it fits what I'd want in a moden living area ,this is a very common styling for modern contemporary homes.

     

    *rendering characters we want to look like,driving cg cars we will never own,living in cg homes we can never afford*

  • marblemarble Posts: 7,500
    marble said:

     I wish Stonemason had included a bedroom though.

     

    working on it.

     

    Wonderful! I'll just have to have that. I can see this becoming my CG home of choice for a long time to come.  

  • fastbike1 said:

    Why do you all assume this is an apartment? Beyond that, I had a 1700 sq ft open plan house with a similar great room. Not all that impossible.

    Beyond that of course, it seems odd that one can accept fantasy creatures, outfits, and figures, but somehow Stonemason's room has a different standard? This was never advertised as a one room walkup.

    FWIW, there are a couple of ways that those stairs would work in the real world.

    The difference I think is that sci-fi/fantasy implies a certain suspension of disbelief, where contemporary/real world items get more scrutiny on their details. Plus Stonemason gives us lots of detail to look at. 

    I know the stairs are workable, I've seen setups like that. Never went up them though, and I wouldn't have stairs like that, i need the rail/wall on both sides to be comfortable.

    But yes, some of the nice open space seems odd. But that's because any nice open space I have gets filled with clutter sooner or later. Not because it's unrealistic. 

     

  • Oso3DOso3D Posts: 15,100

    Someone should do a render with lots of clutter. ;)

     

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