"BOKEHRAMA"

This is basically and primarily a TEST of the new Octane 2019.1.2 Universal Camera depth of field (bokeh) and distortion functions.

Idea:
I thought of a real world scene / scenatio that would exhibit tons of BOKEH highlights.
For stuff like this Glass is always a good idea. Glass and extremely high ray depths. So I gathered all the glasses I could think of from old scenes of mine put it in the scene and threw a half way decent glass shader on them. 


I noticed some glasses needed ray depths up to 128 to loos all the black areas. So i went with it.


Credits:
David Gruwier for his "Surface Imperfections" kit.
and Again 
Maxime Roz, for his interior HDRI sets.

Tech Specs:
Assembled in Maxon C4D R21
Shaded and rendered in Otoy Octane Render Standalone 2019.1.2*
Rendered in 4K 3840 X 2160 px.
Render time was around 5 hours on 8 GPU´s (5 X GTX 1080Ti, 3 X GTX 980Ti)
Diffuse Depth 16
Glossy Depth 128

The render time were caused mainly due to high glossy depth (128) and all the refractions in the glass as well as very shallow depth of field.

As always I hope you like my work. Thank you for your time.

*At this point in time there is no C4D Support for the new Universal Camera, that´s why I used Standalone
BOKEHRAMA
BOKEHRAMA DETAIL 1 (Chromatic Aberration added in post)
BOKEHRAMA DETAIL 2 (Chromatic Aberration added in post)
BOKEHRAMA DETAIL 3 (Chromatic Aberration added in post)
BOKEHRAMA Variation
STANDARD vs UNIVERSAL CAMERA
LIGHTING & COMP
Most of it are simple color corrections.
BOKEHRAMA CLAY
BOKEHRAMA WIRE 1
NODES GLASS
NODES TABLE
THANK YOU VERY MUCH FOR WATCHING!
For more work visit SILVERWING-VFX
BOKEHRAMA
Published:

BOKEHRAMA

Bokeh, Circle of Confusion. This is a test how realistically you could simulate a very complex phenomenon known from film and photography.

Published: