We all do a personal project now and then. Some even struggle with doing one, but Mariusz Becker took it upon himself to do one per day for 13 months! You ask why? I let him answer in this case study which will have a following technical article with your help as well (see this at the end of this article).
Third part of the Unbiased GPU Rendering series by Johannes Lindqvist is here. This one is about getting started with Octane Render, and completes the mini-journey that started with Daniel Reuterswärd‘s counterpart article about the same thing with FStorm. There is a lot of insight to be found in the 4 articles published on this topic here. I’ve explored my GPU, and what it can offer me, a lot in the past 2-3 weeks. Hopefully, so can you. Read on and test it out!
Render engines have tendencies to pair up and wage “war” through the users mostly. Each one has a favorite and defends it. Geography seems to play this game too. V-Ray and Corona seem to be such a pair. Maxwell Render and Fryrender were in the past. It’s silly really, as the only real reason to choose one over the other is how it fits with your style / pipeline / project / maybe a state of mind too (or age). No point fighting over it. Octane and FStorm are both aimed at GPU only rendering and pair up naturally. It seems that this combo has much more in common looking at things behind the scenes as Johannes kindly tells us in this 2nd article in his series as he puts both render engines face-to-face in terms of why you would want to pick one of them and the legal battle that seems to be going in between as well.
Enrico Cerica published his Urban Apartment personal project renders on the forums a month ago. He made an impressive set using the Octane Render GPU application and I was very intrigued by that. It is not the first time I’ve seen work being done with Octane Render… you all remember Bertrand’s work with it too, but this time Enrico showed us a complete apartment model with lots of modeling and texture detail in it which we all know is an issue with GPU based ray-trace engines due to memory limitations. I asked him to share more information with me about his work and the way he manages his scenes and that turned into this article. Enjoy!