OCTANE VS ELEMENT 3DGPU animation support
Speed has been always important in our daily life. Starting from hunters, race drivers, engineers, architects and CG Artists. The last group had to fight against low memory limits, angry bytes", burning CPUs and all this kind of disasters. Things have significantly changed during the last 10 years. Our machines became much stronger, faster and software more user friendly and efficient. We have now tons of plugins supporting us as artists in every field of CG world. Is it a good thing? Partially yes, because we can easily achieve results that few years back were a challenge. From the other hand we get lazy having tons of memory in our machines waiting just to get filled with millions of polygons, we do not pay attention anymore, we do not evolve so fast because things got easy.
Still there are new ways open which are thrilling, not certain and definitely worth to follow. GPU rendering allows you to build really complex scenes and the graphics card can handle more and more geometry and high resolution textures. Motion design has used GPU for very long time even in huge productions like the last STAR TREK movie where Andrew Kramer used his own software (E3D) to create amazing outro. It is hard to believe they did it all inside of After Effects! Again the simple tools available for everyone have been used in very unique way showing of how creative can you be once you explore and understand the possibilities. Very inspiring!
During MOTIVs new branding creation we took a look at both OCTANE renderer and Element 3D. Below you can find some quick examples we created to see how a common set of GF GTX 760 can work not only in Motion Graphics but also in Architecture.
To start let us focus on the animated MOTIV logo created with 3ds max. Simple poly modeling has been fractured by a free script called Fracture Voronoi (you can download here). In next step the geometry has been simulated with use of MASS FX inside of 3ds max and the rigid body collection. Once the animation was ready the whole sequence has been exported to OBJ sequence. In order to do so another script came into game - download here.
Above you can see the AE project file. Some elements like smoke and debri have been used as 3D layers located properly in 3D space. To find the coordinates in 3D space you can use the Element 3D tools and just click on the model to create a 3D null object.
Below you can view the imported OBJ file from 3dsMax. Note you can also import obj sequences as mentioned earlier.
Her are some frames from the project and final animation from the studio setup. The city view will be presented later on together with Octane test.
Now let us jump into OCTANE renderer! I have used the 3ds Max plugin of the Octane this time. It is very handy and allows you also to convert scenes set for V ray very easily. What is a huge surprise Octane also works with Multiscatter! Just mind to use non V ray proxy as octane has his own proxy system. Keeping all your models inside the modeling application (3dsmax) makes the production process fast and interactive. You can view the final results almost in real time and one frame renders with decent quality in 1080p in about 15 seconds with double GTX 760 setup. Lighting with HDRi works pretty well and basic octane shaders bring solutions needed for most of the projects. What is worth to mention is that the Octane displacement is just amazing and last released version supports also rendering channels which is great for postproduction and compositing process. The screenshots below and architectural animation took just few minutes to set and each 5 seconds of sequence less than 10 minutes to render! How cool is that?! Of course to set a complex scene and work on the details will require much more time. Certainly that will also increase the rendering time but the possibilities and easy of use bring a totally new chapter into architectural visualization industry.
Hope you will enjoy this short review and hope to catch up soon!