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Using HDR Skies in Octane Render

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Many thanks to tomGlimps for this tutorial on using HDRi Skies in Octane Render. I'm going to have to try Octane now!


As title says, here we are going talk about how to use HDRi skies in Octane Render. The tutorial is going to cover simple introduction with few tips. I’m going to use Standalone version, however the same principles could be applied to any of Octane Render plugin (3ds Max, Maya, Blender, Archicad, Lightwave, Modo, Sketchup, Cinema4D, Nuke.. & the rest, nearly 30 plugins in total) - no matter which host application you’re in, core functionality of Octane Render is the same & the only thing that differs is going to be the interface.

For those who don’t know, Octane Render is an unbiased GPU powered rendering engine. much like Vray RT for GPU, ARION Render, Iray, etc. Unlike any of mentioned software Octane Render isn’t hybrid engine (running on CPU & GPUs), nor does it run on CPUs at all, at least for now, as recently in GTC 2015 unveiled version 3 will run on more devices & have more impressive feature list. Save to say, it’s one of the most advanced GPU engines powered by CUDA capable devices. For more information you can visit OTOY’s website or their forums.

So, without further ado, let’s dive in! We are going to use v2.21 (thought the same could be done with demo version, if You wish to try without buying a license, just keep in mind: render resolution of it is limited to 1000x600, also missing possibility to save file, output has watermarks, no LiveDB & network rendering support).

I hope you have at least very basic understanding of how Octane Render (or similar programs) work, if not, you can always consult online manuals. I’ll cover things you have to keep an eye on, but the rest will more or less be out-of-the-box - that’s the beauty of unbiased engines, you don’t need to think about complicated settings or some mysterious dials. Simply open a program, choose a rendering algorithm, input geometry & it renders. You can do some lighting, material tweaking in a meantime & once you happy with composition the longer you leave, “the better end result is going to be” (we’ll get back to this topic later).

Loading HDRi sky map

To load HDRi sky: choose textured environment from drop down menu & pick RGB image option.

If you want to rotate the map, look under UV Transform - T.X. parameter will allow you to rotate your map around vertical axis.

Linear Workflow (LWF) inside Octane Render

Again this is more or less out-of-the-box. Thing to remember about HDRi is that once you import them, they should have gamma set to 1.0 value.

In Imager settings don’t forget to choose Linear/Off in Response

The rest of your scene textures for natural looking result should have gamma of 2.2. Believe it or not, that’s all you have to deal with if you wish to work with LWF in mind.

Note/tip: If you’d like to color correct your shot inside Octane Render, you can choose from bunch of different responses to start with (it’s a fastest way to experiment with the mood in your scene, without touching lighting itself).

After that you tweak gamma, vignetting, white balance also add post processing (controlling bloom, glare, etc.)

In this way you might end up having no need to touch rendered-out result post at all (maybe just for adding watermarks) - though overall this might take a bit more time to get the right balance. 

Importance Sampling

Another small, yet important checkbox that could speed up your renders sits at the end of HDR environment settings

(should be enabled by default, but If you tick that off while playing around make sure to check it). Here’s what manual says about this feature:

Enables quicker convergence (noise reduction) for HDRi images by applying importance to certain areas of the HDRI so as to sample rays that resolve to the important areas more often than unimportant areas. This means the ray tracing is more efficient as it is not wasting time on rays that do not contribute much to the overall image quality. Due to the added complexity this will reduce the Ms/sec of rendering, but each Ms will be more effective, therefore resulting in a higher image quality in less time. Importance sampling is enabled by default.

(source: Environments Maps/HDRi environments - Octane Render Manual)

Enough of theory

I’ve prepared a free scene, if You would like to play around yourself. Included few render targets useful for preview HDRi inside Octane Render.

First two from the left are created for preview purpose to see full sky map, inspecting how it  looks (helpful for tweaking exposure, color balance, etc.).

“Fish eye lens” holds a camera pointed straight up with 180 degree field-of-view & camera distortion set to 1. This gives a perfect shot of sky dome (that’s the way multiple exposures are captured in real world using Full-frame camera with FishEye lense attached)

The second target has Panoramic camera. Again you can see entire sky texture with less distortions.

But “what the difference?” you may ask & that’s a good question. Well, FishEye lens approach would distort texture You try to preview close to horizon, while Panoramic brings more distortions to very top, so you can choose any of those depending on the sky map You’re using.

Both of these methods allow to see full sky in a single frame, without any need to rotate camera & look around. It’s very useful for initial preview/overview while you going from sky to sky. Something like 50mm lens on 36mm sensor would give you only 40degree FOV - while using any of mentioned previews you would get full 360.

Third render target is simple geometry (I’ve taken from free Lounge Chair Scene) with grey lightly specular material. By having no textures you get a clear shot for good understanding of how light from your chosen HDRi sky works (as you might already noticed environment node is shared among all render targets, so you could go through all of them without any need to reload each time).

Last but not least, you get a render target with camera (equivalent of 50mm on full-frame sensor). Simply add your own geometry, put some textures & you got a shot!

Note/tip: if You need sharper shadows, You can tweak HDRi gamma setting (make it slightly higher), just keep in mind this will change not only light, but also influence reflections too.

So, we are leaving you with this downloadable scene (alternative link) in single .orbx package to try it on your own. Thanks to Peter who kindly provided not one, but two of his maps. (For scene to be lighter & faster to download we made resolution smaller, but it works & looks perfect).

& here’s a fun part!

Now as you have fully setuped scene & HDRi map(s) coming with it, here is what you can do:

  1. Drop some geometry inside & make some nice pictures (using Octane Render standalone or any of plugins).

  2. Post on OTOY’s forums here for a possibility to be featured & get back any map you’d like to have as prize if you get lucky!

You could also use the same scene not only with sky maps (dome), but full (spherical) HDRi maps too (Panoramic preview, 2nd target, works better in that case)

If you want to put the object into environment, you need an extra geometry (let’s say simple plane) under your object with diffuse material & matte function (in material options) enabled. This will give you ground shadow so your object won't be floating.

Here’s the example scene I’ve recently made for testing materials using full HDRi map from CG-Source. Pine board textures (on the side of wooden slabs) are also from the same site as HDRi map, but all the rest, plywood  sheet  textures are from Peter Guthrie (his old 3D Ocean store).

Tip: Apart from moving camera, using lens shift, lightly moving geometry (using translate node) is going to help you find perfect place for your object on chosen HDRi.

Final words, regarding to HDRi usage inside Octane Render

As mentioned before, I’m getting back to that ..“the better end result is going to be”. Unbiased render engines provide headache-free rendering possibilities (much like Peter’s chosen way to Brute Force, though this route might be quite compute intensive & on CPU slower than other, biased methods).

Keeping mind that any program itself isn’t going to be a “magic wand”: you still need to know how light works in order to set up a scene, “a bit” about camera, shading & materials, but with saved time & increased interactivity using GPU engines like Octane Render you can spend more time testing ideas, searching for that tasty shot, rather than tweaking something under the hood..

HDRi skies in combination with unbiased engines is one of the fastest ways to get the most realistic result with as little effort as possible.

Hope this has been useful for some, feel free to download share files & play with them. If you would like to read more about Octane Related related stuff, GPU rendering from software to hardware - feel free to visit tomGlimps.


Elizabeth Street Publicity

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The latest images for 152 Elizabeth Street by Tadao Ando & Gabellini Sheppard Associates hit the press last Friday. Always fun to see my images in the New York Times, Dezeen, Arch Daily and others. Here is a screengrab:

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You can also find more info about the project on the official website www.152elizabethst.com and the developer's website. The images that have been released so far appear below.

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New HDR Skies

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I was in Ouarzazate, Morocco this week shooting some new HDR skies. Hopefully 20+ to add to the online shop sometime soon. In the meantime, this is a timelapse of the somewhat boring process of shooting HDR skies. 45 minutes compressed into 30 seconds.

FREE HDR SKY!

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Free HDR Sky

How about a little Easter gift? If you add 0707 Dawn Sun to your shopping cart on my HDR Skies Shop, and then use the code "EASTERGIFT" you'll get 20 euros off your order.

Be quick though, offer only valid till end of Monday 6th April!

1856 Dusk Preview

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1856 HDRi Sky Preview

Very pleased with how the new HDR skies are turning out. 14000px wide!

1856 Dusk Live!

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HDR Sky 1856 Dusk

1856 Dusk is now available on my online shop in all it's 14000px glory!

PG SKIES

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I'm going to change the HDR sky shop url from shop.peterguthrie.net to www.pg-skies.net tomorrow. Sorry for the inconvenience. You can go ahead and update bookmarks/links now if you want. Thanks! 

Lake Lugano House - Vray for Sketchup

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lugano house 01.jpg

You might recognise this house from a previous post on this blog, Lake Lugano House by Jame Pickford. This one is different in that it was all modelled, assembled and rendered within Skethcup using Vray for Sketchup. There is a really excellent tutorial on Ronen Bekerman dot com which I encourage you to go and read.

Interesting to see how he uses HDRi Skies (1957 Dusk Clear) in Vray for Sketchup and uses proxies to handle complex geometry and to see all of the other ways in which Vray for Sketchup has developed since I last used it several years ago.

Great work by David Santos of LAB Visualizacion



Octane Render Competition Reminder

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In case you missed it, there is a small competition going on the OTOY Octane Render forum. The 10 best architectural images, as judged by me, will each get a 100 euro voucher to spend in my HDR Sky shop.

Plus, as extra incentive, the top 3 will win a full Octane render license! So even if you don't own Octane, install the demo and get rendering!

It has been left deliberately open as 'vaguely architectural'. All you need to do to enter is post an image on the forum.  I will check the forum and give feedback & encouragement, and Tom Glimps is moderating the thread. You have until THE END OF APRIL to post your entry!

Related: Read Tom's Using HDR Skies in Octane Render

House on the Lake - Giona Andreani

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Another great project spotted on www.ronenbekerman.com, this time by Giona Andreani

Rendered using Corona, but interestingly still using the chaosgroup Phoenix FD ocean texture for the water. Giona used Corona sun for the day shot, and my 1941 HDRi sky for the blue image and 2003 for the b&w.

Peter Guthrie Lighting Masterclass

Octane Render Competition Winners

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Many thanks to everyone who entered the competition hosted on the OTOY forums, and congratulations to the winners listed below. I'll be contacting you all via email with details of how to claim your prizes. Thanks also to Tom Glimps for organising it!

Alek Pluta

Alek Pluta

http://alekpluta.com/

Bartek Peksa

Bartek Peksa

https://www.behance.net/beep2cb4

kcpr raffaEl

kcpr raffaEl

http://www.rendergarden.org/

Alek Pluta

Alek Pluta

http://alekpluta.com/

Sebastian (a.k.a. Smicha)

Sebastian (a.k.a. Smicha)

Stefan Mantu

Stefan Mantu

http://www.kxl.ro/

Ryan Hooper

Ryan Hooper

http://www.bendboxdesign.com/

Martin Carlson

Martin Carlson

http://snw.se/

Ryan Hooper

Ryan Hooper

http://www.bendboxdesign.com/

Bartek Peksa

Bartek Peksa

https://www.behance.net/beep2cb4

New Sky - 1714 Clear Sky

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1714 Clear Sky is now available on www.pg-skies.net

Saturated blues, strong warm direct light. 31.3 degrees sun angle, 14000px wide and very high dynamic range.

HDR scene 1714 01a.jpg
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PETER GUTHRIE LIGHTING MASTERCLASS

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Starting the week with a preview of some of the images produced in what I hope was a useful and fun week for my 12 students at the State of Art Academy. I'll upload all of the images in another blog post, but to give you an idea of the range of images that started life as Henry's Carey House here is one from each student, in no particular order.

Really fantastic work I hope you'll agree!

 Alessandro Massi Mauri
 Alessandro Consonni
 Jeroen Henning
 Matthias Arndt
 Oguz Kalafat
 Paolo Faleschini
 Robert Dukes
 George Nijland
 Sandra Ferminan
 Walter Pegolo
 Giuliano Sabadin
 Darwin Ceballos

Top to bottom:

Alessandro Massi Mauri, Alessandro Consonni, Jeroen Henning, Matthias Arndt, Oguz Kalafat, Paolo Faleschini, Robert Dukes, George Nijland, Sandra Ferminan, Walter Pegolo, Giuliano Sabadin, Darwin Ceballos

PG SoA Lighting Masterclass

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This is the full gallery of a quite amazing amount of work accomplished in one week by 12 students. You can find out more or get in touch with the artists from the links provided, or feel free to leave comments below.

If you are interested in attending one of my lighting masterclasses, there is a strong possibility i'll do another one next year with SoA. Keep an eye on the State of Art Academy homepage for announcements.

Alessandro Consonni - http://www.behance.net/ac3dartist

Alessandro concentrated on interiors, and went for a very stylish minimal look. Rendered in Corona and with Corona environment fog which worked out really well. Click the thumbs for lightbox mode.

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Alessandro Massi Mauri -  http://www.lissoniassociati.com/

Alessandro Massi Mauri started with some basic changes to the architecture (black timber) and made a desert landscape which worked surprisingly well. An alternative, Rick Joy inspired version of the house completes a great set of renders.

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Darwin Ceballos - https://www.behance.net/Darwin_Ceballos

Darwin went for a Nordic winter theme and found some very pleasing lighting set-ups in which the architecture looks right at home.

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George Nijland - http://georgenijland.nl/

A very strong set of images from George, who chose to concentrate on landscaping and exterior views. I especially like the subtle and carefully managed colours of the green grasses and the blues in the sky. Not an easy thing to do well.

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Giuliano Sabadin - http://www.giulianosabadin.blogspot.com/

Lots of images with potential, but the wintery scene is my favourite, plus he seemed to knock it together in no time at all!

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Jeroen Henning - http://www.ciiid.nl/

Jeroen tried a bit of everything and as a result seemed to get a lot out of the week. Corona AND Vray. Solid interiors and ambitious, expansive exteriors. I really hope to see the valley shot rendered higher res and with lots of detail added.

SoA-JeroenHenning_ExteriorForest0001.jpg
SoA-JeroenHenning_ExteriorForestSnow0001.jpg
SoA-JeroenHenning_ExteriorMountain0001.jpg
SoA-JeroenHenning_ExteriorMountainDay0001.jpg
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Matthias Arndt - http://www.lichtecht.de/

Some nice moves in changing the architecture set the tone for Matthias' images. Clean compositions and balanced lighting. I especially liked the buildings new relationship to the landscape.

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Boundary_House_Matthias_Arndt_Courtyard_Final_Lense_Flare.jpg

Oguz Kalafat - https://www.behance.net/oguzkalafat

Oguz used the classic Julius Shulman LA image as inspiration and amended the architecture to suit his purpose. A strong set of well balanced moonlit images.

Oguz - Courtyard Final.jpg
Oguz - Internal 1 Final.jpg
Oguz - Internal 2 Final.jpg

Paolo Faleschini - http://www.paolofaleschini.com/

Paulo took my suggestion of making B&W images, and did it really really well. Strong compositions, great use of light. As Gianpiero said to me later, they sum up the product of a lighting masterclass perfectly.

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Robert Dukes - http://www.robertdukes.com/

Robert took the existing landscape and developed it even further, and modified the architecture quite a bit too. A great selection of compositions, and lots of good experimentation with different HDR skies as well.

RobertDukes_Dawn_01.jpg
RobertDukes_Interior_01.jpg
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Sandra Ferminan - http://www.ferminnan.com/

Sandra matched the atmosphere perfectly of the inspiration images she had chosen. Strong compositions and really beautiful colours, especially in the tree shot.

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Walter Pegolo - http://www.oecusdesign.it/

Another mix of Corona & Vray with a strong emphasis on interiors. Walter also tried his hand at an exterior which resulted in a nice soft dusk image.

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New Sky - 1958 Night

Glenstone Panorama

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Another 360 this time using the work I did for Tom Phifer & Partners as a base.

Double click for full screen, or if on a smartphone/tablet, click here

The HDRi sky I am using here is an updated version of 1735 Clear Sky which I have edited to adjust the strength of the sun. This means you no longer need to employ the lowered gamma workflow that I have been using up till now.

I'll update 1735 in the store soon, anyone who bought it from www.pg-skies.net should get an update notification email and can re-download for free.


'1735 Clear' HDR Sky Update

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Just wanted to share 4 renderings using the updated version of '1735 Clear Sky', which features a more accurate sun intensity. More details about this change to follow.

If you have previously bought this sky from www.pg-skies.net you should already have received an email with new download instructions.

Museum View 01.jpg
Museum View 02.jpg
Museum View 03.jpg
Museum View 04.jpg

New HDR Skies

BLACK FRIDAY 2015

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1935 Late Sun

1935 Late Sun

Its discount PG SKIES time of year again.

Head over to www.pg-skies.net and use the following codes:

BLACK20 - Baseline 20% off
BLACK30 - 30% off orders over 100 euros
BLACK40 - 40% off orders over 250 euros
BLACK50 - 50% off orders over 500 euros

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