December 2014

Marble SSS

Not easy to have a good SSS on Octane. There is only two shaders with it, the specular, and the diffuse. I don't really understand why we need to mix materials to have the effect. Well, I don't really like to mix a diffuse and glossy mtl, so it is a specular material. Not so many tests, but the result is not so bad. I really looking forward to see a good implementation of a skin shader on Octane, like Arnold does.

Model by Bertrand Benoit.

(Yes, it is way too glossy)

Parisian apartment

Old renders, actually, it was my first renders with Octane. Models by Bertrand Benoit. At the time I was testing the GI. How many depth do we need to have a realistic render without too many render time? Conclusion: it depends of the scene, of course, but most of the time, diffuse depth 3 or 4 maximum (2 or 3 bounces).

And, I played with the shaders parameters, because, well, it is what I like to do.

Cornell Box

Yep, didn't succeed to sleep the other night, so here is my Cornell Box. Fog Volume inside, PMC Kernel, diffuse depth 4, glossy depth 6, caustic blur 0.01.


I always wanted to recreate virtual water realistically. It can be really hard (interactions, soft particles, different wind effects etc.), and now, with the tools, really simple. So, I chose the simple way for this time. Well, you know, it was just for 3 hours during a night I couldn't sleep.

At work I tested Houdini (and the great renderer Mantra) and their ocean system was quite impressive. And a guy, Guillaume Plourde, created a plugin for 3dsMax, Hot4Max. Few settings, easy to set up. Here some quick tests.

I used Octane render, Direct Lighting mode, about 2 minutes per frame 720p. Physical sky, Glass shader with absorbtion.

I hope to have more time to continue those little tests.