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futuristic city

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Cinema 4D | Octane Render___

Jeah, Octane render rocks. Especially regarding its scatter function. The idea behind this feature is kind of proxy thing. This whole scene consists of 15 buildings, which I borrowed from Andrew Kramers Video Copilot, link to free 3D meshes here. So I loaded those buildings into Cinema 4D, adjusted them a bit, put them into octane scatter as childs, and baaam – out of 15 buildings it became… well I have no idea, but it’s much more. The very nice aspect of this approach via octane scatter is before all speed – octane loads only those lightweight meshes in VRAM and it computes the rest on the fly. Another one cool aspect is texturing: I had only 4-5 different textures for whole city: this is probably the most amazing fact regarding this little experiment with octane. Rendering is also very fast: with direct lighting diffuse it took about 2 minutes per frame 2560px using 2x 1080ti. I just love my GPU rig.

Now there is always the dark side of the moon, and regarding this very feature of octane render it is the missing possibility to scatter the meshes intentionally. This means you don’t have that fine control over the position and scale of scattered objects. Actually, you don’t have control at all. For example, if you want to build the most of geometry for your city with octane scatter and the rest with default cinema tools – well have luck by doing that. Especially by defining the streets and other crucial parts of the city. The algorithms behind octane scatter is nothing else then kind of procedural noise, so don’t expect something sublime out of it. Probably the best use of this feature would be making those rings of meteorites in space. Or forest. However, it is worth experimenting a bit in every case.

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