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October 15, 2012 8:00 AM
 
by Editor in Chief
 
It's been an amazing week for Blender users to see the release of Blender 2.64 with exciting new features. It's only a matter of time until we see more amazing works accomplished by VFX professionals using Blender. For the time being, the most notable achievements by professionals using Blender so far seems to have been coming from the architetural visualization artists. Among them is the winner of this week's winner. He is also the first winner of this award on record. (http://blendernews.org/xe/index.php?mid=Feature_Articles&page=3&document_srl=721) 

How, then, can you too qualify for this award? Please have in mind that this award is reserved for those that are on par with or that excel top notch works published by artists and studios. If such work does not appear during a given week, this award is not being given to anyone. So please submit your best  work to www.blenderartist.org or to the Member's Gallery of this site, or Contact Us to show where your work is available on the internet. It doesn't have to be a Blender render, internal or Cycles. A Vray render or any other render is fine as long as Blender was used as a part of your workflow.

So, it is with great pleasure that www.BlenderNews.org introduces to you the winner of the Render of the Week Award for the week of October 15, 2012: Enrico Cerica.
 
Title: "Alpha Rest Room"
Genre: Architectural Visualization
Renderer: Octane 301
  
Final Images: 
 ROTWA121015.jpg
 
Clay Renders & Scene Setup: 
ROTWAMO121015.jpg

Artist's Comments
About Me:
http://blendernews.org/xe/index.php?mid=Feature_Articles&page=3&document_srl=721

About "Alpha Rest Room:"
Just had some fun creating a decorative environment based on numbers and letters. It was modeled in Blender 2.63, rendered with Octane 301. The hardware used for rendering are two GTX580 3GB. As for the render time, as always, it depends from one image to another but it may varies from 2 hrs. to about 3 hrs. 
All the renderings have been made using the Direct Lighting mode 4 kernel (like brute force in other render engines). I used an HDR map to illuminate the scene but as it wasn't very efficient, I also used some mesh lights behind the windows to increase the entering light.
Some postprocessing was done to remove residual noise and to fix some lighting and contrast and to improve light entering from windows.

Related LInks:
1. http://blenderartists.org/forum/showthread.php?267908-Alpha-Rest-Room
2. http://www.myline.be

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Production Focus TEARS OF STEEL: Online Release & Production Files file Sep 27, 2012 31088
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