Here's one that is definitely not art, it's just a first test.
I was curious to see what Predatron's Wasteground Vignette would do in Octane for DAZ Studio, especially when I noticed it uses instances of trees, bushes, and a fence.
Not bad at all, actually!
I really expected problems with those instances, but as far as I can see there's only one serious anomaly: the fence on the right was placed in front of the ivy, in stead of behind it.
Very strange.
Did any of you fellow Octane users see position errors like this with instances of objects?
How does Octane for DAZ Studio work with Hemlock Folly, which also uses instancing, does anyone know?
Another test render. 5 characters fully clothed (boring!) with a backdrop. The most random stuff I could pick quickly without trying to make it pretty.
Materials were just auto-converted so they look like poo, but this was to test Octanes OOC feature more :)
Rendered 1080p in 3 minutes, needed 6797mb or ram, most of which was not on my GPU. Sunlight + HDR
4.8 million triangles (1 million in displacement)
3494 textures, 233 unique
4938mb Out of Core Membory
1859 MB used on Video card
cpu sat at 1-5 percent
660ti 3GB + GTX760
It uses Carrara's dynamic hair, which is strand based (like fibremesh), not transmapped. When I was developing Adrea Hair, I came up with a way to use Carrara's hair shaders, which control aspects such as length variation, thickness, frizz, wave and clumping, to have both the main hair and "flyaway" stray hairs, all from the one hair model. I have in the past used two hairs overlayed, but that has its own issues sometimes.
Uniquely, the Octane Render for Carrara plugin can convert Carrara's dynamic hair to Octane's strand based hair, which is pretty memory efficient and that is what I used for this render. So I can interactively style the hair, even animate it with dynamics (and Adrea Hair also introduced a new system to aid animation of the hair using proxies) and then render with Carrara's own renderer or with Octane. I am very excited by the possibilities this opens up.
I can't figure out how to access any, and I mean any, of my Daz content. I can't load any figures (either not recognized or comes in with garbled textures).
I suspect something is wonky with my content set up, but I wouldn't even begin to know how to determine that.
Just sayin, Blender has strand hair. Better yet blender also has a holdout node, which makes compositing super easy. you can use teleblender to export (export the lights so you can have a matching light setup), set up your hair, set all the non-hair materials to holdout, and voila!
Just of note that Poser 11 when it is released will come with its own GPU renderer in the form of Superfly but and this is a big BUT it seems it will be CUDA based so anyone with Nvidia cards will be set..
...I thought it was to be a based on Blender's Cycles render engine..
It is, but blender cycles supports both Cuda and Open CL, and from what I have read the Cuda implementation covers more options (like SSS). I suspect SM only wanted to add GPU support if it could handle all the material nodes supported by Poser, and I doubt Open CL could do that.
Nerd3D has posted at RDNA and Rendo that it will also be GPU based as well but that from those posts that so far only CUDA is supported so if you have a Nvidia card you will be set.
Quoted from Nerd3D's Whats Coming To Poser thread over at Renderosity:
"We've also implemented GPU support for SuperFly. Currently this is based on CUDA and is for NVIDIA GPUs only. For systems that don't have compatible hardware SuperFly will run on the CPU too."
Comments
That is fun!
Still a bit noisy, but that wonderful new tuxedo by IH Kang just had to be taken for a quick spin : )
Rendered in Octane Render for DAZ Studio.
Cheers!
Erik - a beautiful image!
Thank you Phil!
I like CGI as a medium of art, and that was art. Thanks, Erik.
Well thank you William!
Here's one that is definitely not art, it's just a first test.
I was curious to see what Predatron's Wasteground Vignette would do in Octane for DAZ Studio, especially when I noticed it uses instances of trees, bushes, and a fence.
Not bad at all, actually!
I really expected problems with those instances, but as far as I can see there's only one serious anomaly: the fence on the right was placed in front of the ivy, in stead of behind it.
Very strange.
Did any of you fellow Octane users see position errors like this with instances of objects?
How does Octane for DAZ Studio work with Hemlock Folly, which also uses instancing, does anyone know?
Another test render. 5 characters fully clothed (boring!) with a backdrop. The most random stuff I could pick quickly without trying to make it pretty.
Materials were just auto-converted so they look like poo, but this was to test Octanes OOC feature more :)
Rendered 1080p in 3 minutes, needed 6797mb or ram, most of which was not on my GPU. Sunlight + HDR
Lars - awesome performance for such a complex scene!
I thought I'd share one of my latest, this uses a modified version of Adrea Hair for Carrara and Octane Hair Shaders.
She's pretty phil
...the hair looks excellent. Is that fibre mesh or transmapped?
...double post due to site software glitch.
http://www.daz3d.com/adrea-hair-for-carrara
voting against mesh hair. but I dont know.
It uses Carrara's dynamic hair, which is strand based (like fibremesh), not transmapped. When I was developing Adrea Hair, I came up with a way to use Carrara's hair shaders, which control aspects such as length variation, thickness, frizz, wave and clumping, to have both the main hair and "flyaway" stray hairs, all from the one hair model. I have in the past used two hairs overlayed, but that has its own issues sometimes.
Uniquely, the Octane Render for Carrara plugin can convert Carrara's dynamic hair to Octane's strand based hair, which is pretty memory efficient and that is what I used for this render. So I can interactively style the hair, even animate it with dynamics (and Adrea Hair also introduced a new system to aid animation of the hair using proxies) and then render with Carrara's own renderer or with Octane. I am very excited by the possibilities this opens up.
REALLY hoping for a good Iray solution from LAMH someday. ;)
Or get Carrara in the meantime!!
Modesty prevents me from recommending a particular video training course so that you can use Carrara for so much more...
Get PhilW's course, Will!
I can't figure out how to access any, and I mean any, of my Daz content. I can't load any figures (either not recognized or comes in with garbled textures).
I suspect something is wonky with my content set up, but I wouldn't even begin to know how to determine that.
..sadly, Iray doesn't work with Carrara. Don't have 400$ burning a hole in my pocket for Octane.
Just sayin, Blender has strand hair. Better yet blender also has a holdout node, which makes compositing super easy. you can use teleblender to export (export the lights so you can have a matching light setup), set up your hair, set all the non-hair materials to holdout, and voila!
Just of note that Poser 11 when it is released will come with its own GPU renderer in the form of Superfly but and this is a big BUT it seems it will be CUDA based so anyone with Nvidia cards will be set..
...I thought it was to be a based on Blender's Cycles render engine..
From The Future of Poser " Our new render engine is based on the Cycles engine of Blender fame"
http://blog.smithmicro.com/2015/07/28/poser-3d/the-future-of-poser/
It is, but blender cycles supports both Cuda and Open CL, and from what I have read the Cuda implementation covers more options (like SSS). I suspect SM only wanted to add GPU support if it could handle all the material nodes supported by Poser, and I doubt Open CL could do that.
From what I'v read no GPU only CPU
Nerd3D has posted at RDNA and Rendo that it will also be GPU based as well but that from those posts that so far only CUDA is supported so if you have a Nvidia card you will be set.
Quoted from Nerd3D's Whats Coming To Poser thread over at Renderosity:
"We've also implemented GPU support for SuperFly. Currently this is based on CUDA and is for NVIDIA GPUs only. For systems that don't have compatible hardware SuperFly will run on the CPU too."
Outstanding work Phil, the hair is amazing!!
Thank you - I have to say I am fond of the way this one turned out too!
Did a quick Octane for DAZ Studio render test with Polish' Ruined Subway Tunnel, and it works fine even with an absolute minimum of tweaks.
Nearly all surfaces have the auto-converted settings, except for the light-emitting ones (3k Spp).
The complete default scene consumes 82 MB of GPU memory for geometry, and about 1460 MB for the textures, so that's not too bad I think.
I'm sure lots of little things can be made to look better, but this is quite nice to start with, so thank you mr. Polish for this set!
Cheers!
Erik