We can also define our own shortcuts, which is very handy when transferring navigation preferences from another application. Navigating the camera is possible using keyboard shortcuts and the mouse. This makes it more intuitive than in standard 3D applications. Navigation of the camera in Octane takes place in the render window. Using nodes in the Octane is very convenient I have used them to create several camera settings: Front view, ¾ view and Profile view. For items in the scene to be visible, we have to connect them to the node (the render target.) If you've made changes on a model you can use the Reload icon, beside the Setting icon and Import mesh - In the top left corner of the window. In the options window you can also set parameters such as smoothing angle, the type of subdivision and more. When we have loaded all the elements of our scene we can mark the node with the object, and in the options tab click the icon with the key picture (Edit setting geometry files.) The main part of the head is a subdivision mesh, so I've set the subdivision level to "1" and left the rest of the settings unchanged.
We start by importing a mesh into our scene right-click on the Scene window and select "Import mesh." If we load more than two meshes into the scene we have to use the Geometry group node to connect them together. My first step before I start setting the scene is to adjust the render priority setting I usually set it to "low." Although this lengthens rendering time, it reduces load on the graphics card making it easier to work with other applications (for reference I have a Geforce GTX Titan X with 12 GB of memory in my workstation.) At the bottom of the rendering window is the render view toolbar. I mainly use a layout with the Scene window occupying the largest area, because I use it most frequently.
#Octane render tutorial basic windows
We can undock and customize the windows according to our own preferences. Octane windows are grouped in four basic parts: 1.) Render window 2.) Scene widow 3.) Node inspector, where we can change a node's parameters 4.) Scene outliner, where we can find and use materials from local libraries or use LiveDB. Version three of OctaneRender has been upgraded with really useful new tools for customizing the interface. All textures were baked in ZBrush and exported in PSD format, mainly texture diffuse and displacement map. I exported the individual parts of the mesh using OBJ format. At a few points in the tutorial I will try to approximate the technique of modeling lighting using HDRI maps, and I'll share the render settings for my model "H.A.S.H." To illustrate, I used one of my head models that I sculpted in ZBrush. Octane mainly draws energy from the graphics card GPU memory, usefully taking load off your CPU. OctaneRender is a really powerful tool for artists who value photorealistic effects and fast rendering.